[NM] EQUIPMENT.PGEQP File
[NM] EQUIPMENT.PGEQP File
==============
Introduction
viewtopic.php?f=100&t=678#p11932
EQUIPMENT.PGEQP (Section 00)
viewtopic.php?f=100&t=678#p11933
EQUIPMENT.PGEQP (Unit Type ID, Name & Class)
viewtopic.php?f=100&t=678#p12174
EQUIPMENT.PGEQP (Unit Type Attack & Defense Attributes)
viewtopic.php?f=100&t=678#p12175
EQUIPMENT.PGEQP (Unit Type Movement Type, Initiative & Ranges)
viewtopic.php?f=100&t=678#p12198
EQUIPMENT.PGEQP (Unit Type Target Type, Movement Allowance & Capacities)
viewtopic.php?f=100&t=678#p12209
EQUIPMENT.PGEQP (Unit Type Cost, Icon & Animation)
viewtopic.php?f=100&t=678#p12222
EQUIPMENT.PGEQP (Unit Type Chronological Availability)
viewtopic.php?f=100&t=678#p12227
EQUIPMENT.PGEQP (Bomber Special Capabilities & Entrenchment Nullification)
viewtopic.php?f=100&t=678#p12238
EQUIPMENT.PGEQP (Unit Type Transport Capabilities)
viewtopic.php?f=100&t=678#p12239
EQUIPMENT.PGEQP (Paradrop & River Bridging Capabilities)
viewtopic.php?f=100&t=678#p12240
EQUIPMENT.PGEQP (Unit Type Sound Special & Combatant Ownership)
viewtopic.php?f=100&t=678#p12241
===================================================================
The topic's contents may be modified or progressively added upon as time goes by.
===================================================================
INTRODUCTION
==============
This topic should be of interest to Novice Modders (NMs).
Kindly review:
Introduction
viewtopic.php?f=100&t=535#p8923
AND
Tab-Separated Unicode Text Files
viewtopic.php?f=100&t=535#p8925
Do not:
a) Insert empty lines; or
b) Use the keyboard to introduce hard tabs, spaces or any other delimiters.
Such unfortunate... edits invariably result in rendering the whole file unreadable by PGF's engine.
Improved Column Labels
PGF's programmer has left "us" with a template applicable to SSI's converted "classic" content. Frankly, from a NM's standpoint, much can be improved in this area. To this effect, the pieces of a way more modder-friendly template will be progressively and methodically introduced as well.
File Sections
File EQUIPMENT.PGEQP contains just ONE (1) Section:
00. Unit Attributes
EQUIPMENT.PGEQP (Section 00)
=================
Absolute Prerequisite
Tab-Separated Unicode Text Files
viewtopic.php?f=100&t=535#p8925
File Section 00 -- Unit Attributes
PGF Programmer's choice:
Code: Select all
# PG Forever equipment table
Code: Select all
# PG_FOREVER_EQUIPMENT_TABLE
NMs are urged to pay close attention to the following key points which are widely and repeatedly applicable across the board.
1) Navigation from column to column should always be done with the keyboard's Arrow keys. Never use the keyboard's Tab and / or Space keys.
2) Columns are separated by Soft Tabs. Soft Tabs are "white space" and, hence, invisible to the human eye. It is tremendously good practice to use underscore (_) characters to indicate the absence of a Soft Tab.
3) All comment lines are preceded by the Octothorpe / Hash (#) character. It makes no difference whatsoever whether the said character is (or not) separated from the comment's text by a Space character.
4) Readability and modding are often greatly enhanced by resorting to multiple, successive comment lines.
Each record contains an ensemble of THIRTY THREE (33) attribute values corresponding to some particular Unit Type. All numerical values appear in decimal format.
DO NOT:
--- Change the order of the records
--- Insert any blank lines in between records.
--- Utilize record ZERO (0) (i.e., "RESERVED") while modding.
The table can practically accommodate an unlimited number of records (32-bit encoding).
EQUIPMENT.PGEQP (Unit Type ID, Name & Class)
=================
Column 00 -- Unit Type Numerical ID
This is the FIRST (1st) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
# ID
Code: Select all
# ID
# ID
Column 01 -- Unit Type Name
This is the SECOND (2nd) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Name
Code: Select all
UNIT_NAME
UNIT_NAME
Unit Type Descriptor Display: How Long ?
viewtopic.php?f=100&t=540#p11152
Plain Text Files: Accommodating Unicode Characters
viewtopic.php?f=100&t=540#p11092
contain technical information specifically applicable to Unit Type Name (alphanumeric) values.
Column 02 -- Unit Class Numerical ID
This is the THIRD (3rd) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Class
Code: Select all
UNIT
CLASS
Unit Classes
viewtopic.php?f=100&t=547#p8995
contains technical information specifically applicable to Unit Class Numerical ID (integer) values.
"Research" Item: One can enter values lying outside range [0 , 17] without PGF's engine... complaining. For the most part, units sporting such "irregular" Unit Class values can only initiate attacks against enemy units assigned to some specific Unit Class. Moreover, enemy units cannot initiate attacks against them !
EQUIPMENT.PGEQP (Unit Type Attack & Defense Attributes)
=================
Attribute values can be... monstrously large (32-bit encoding).
Column 03 -- Soft Attack
This is the FOURTH (4th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Soft Attack
Code: Select all
SOFT
ATTACK
Column 04 -- Hard Attack
This is the FIFTH (5th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Hard Attack
Code: Select all
HARD
ATTACK
Column 05 -- Air Attack
This is the SIXTH (6th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Air Attack
Code: Select all
AIR
ATTACK
Column 06 -- Naval Attack
This is the SEVENTH (7th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Naval Attack
Code: Select all
NAVAL
ATTACK
Column 07 -- Ground Defense
This is the EIGHTH (8th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Ground Defense
Code: Select all
GROUND
DEFEND
Column 08 -- Air Defense
This is the NINTH (9th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Air Defense
Code: Select all
AIR
DEFEND
Column 09 -- Close Defense
This is the TENTH (10th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Close Defense
Code: Select all
CLOSE
DEFEND
EQUIPMENT.PGEQP (Unit Type Movement Type, Initiative & Ranges)
=================
Column 10 -- Movement Type Numerical ID
This is the ELEVENTH (11th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Movement Type
Code: Select all
MOVMNT
TYPE
Unit Movement Types
viewtopic.php?f=100&t=547#p8998
contains technical information specifically applicable to Movement Type Numerical ID (integer) values.
"Research" Item: One can enter values lying outside range [0 , 10] without PGF's engine... complaining. Units sporting such "irregular" Movement Type values exhibit a truly bewildering collection of properties !
Column 11 -- Listed Initiative
This is the TWELFTH (12th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Initiative
Code: Select all
LISTED
INITIVE
Post
Unit Initiative In Combat
viewtopic.php?f=100&t=544#p8988
contains technical information specifically applicable to Listed Initiative (integer) values and their possible, situational modifications in-game. Listed Initiative values can be NEGATIVE !
Column 12 -- Shooting Range
This is the THIRTEENTH (13th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Range
Code: Select all
SHOOT
RANGE
"Research" Item: When initiating combat, UT's sporting NEGATIVE Shooting Range values do NOT trigger enemy fire !
Column 13 -- Listed Spotting Range
This is the FOURTEENTH (14th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Spotting
Code: Select all
SPOT
RANGE
EQUIPMENT.PGEQP (Unit Type Target Type, Movement Allowance & Capacities)
=================
Column 14 -- Target Type Numerical ID
This is the FIFTEENTH (15th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Target Type
Code: Select all
TARGET
TYPE
Unit Target Types
viewtopic.php?f=100&t=547#p8994
contains technical information specifically applicable to Target Type Numerical ID (integer) values.
Column 15 -- Movement Allowance
This is the SIXTEENTH (16th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Movement
Code: Select all
MVMNT
ALLOW
Column 16 -- Fuel Capacity
This is the SEVENTEENTH (17th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Max Fuel
Code: Select all
FUEL
CAPCTY
Column 17 -- Ammo Capacity
This is the EIGHTEENTH (18th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Max Ammo
Code: Select all
AMMO
CAPCTY
EQUIPMENT.PGEQP (Unit Type Cost, Icon & Animation)
=================
Column 18 -- Listed Cost
This is the NINETEENTH (19th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Cost
Code: Select all
LISTED
COST
Column 19 -- Icon Numerical ID
This is the TWENTIETH (20th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Icon
Code: Select all
UNIT
ICON
Column 20 -- Animation Numerical ID
This is the TWENTY FIRST (21st) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Animation
Code: Select all
UNIT
ANIMTN
EQUIPMENT.PGEQP (Unit Type Chronological Availability)
=================
Column 21 -- Debut Month Numerical ID
This is the TWENTY SECOND (22nd) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Month
Code: Select all
DEBUT
MONTH
Column 22 -- Debut Year Numerical ID
This is the TWENTY THIRD (23rd) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Year
Code: Select all
DEBUT
YEAR
Column 23 -- Last Year of Availability Numerical ID
This is the TWENTY FOURTH (24th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Last Year
Code: Select all
LAST
YEAR
EQUIPMENT.PGEQP (Bomber Special Capabilities & Entrenchment Nullification)
=================
Column 24 -- Bomber Classes: Special Capabilities
This is the TWENTY FIFTH (25th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Bomber Special
Code: Select all
BOMBER
SPECIAL
Column 25 -- Entrenchment Nullification
This is the TWENTY SIXTH (26th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Ignores Entrenchment
Code: Select all
NULLIFY
NTRENCH
EQUIPMENT.PGEQP (Unit Type Transport Capabilities)
=================
Column 26 -- Organic Transport Capability
This is the TWENTY SEVENTH (27th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Can Have Organic Transport
Code: Select all
ORGANIC
XPORT
Column 27 -- Naval Transport Capability
This is the TWENTY EIGHTH (28th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Can Have Sea Transport
Code: Select all
NAVAL
XPORT
Column 28 -- Air Transport Capability
This is the TWENTY NINTH (29th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Can Have Air Transport
Code: Select all
AIR
XPORT
EQUIPMENT.PGEQP (Paradrop & River Bridging Capabilities)
=================
Column 29 -- Paradrop Capability
This is the THIRTIETH (30th) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Can Paradrop
Code: Select all
PARA
DROPS
Column 30 -- River Bridging Capability
This is the THIRTY FIRST (31st) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Can Bridge Rivers
Code: Select all
BRIDGES
RIVERS
EQUIPMENT.PGEQP (Unit Type Sound Special & Combatant Ownership)
=================
Column 31 -- Sound Special
This is the THIRTY SECOND (32nd) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Jet
Code: Select all
SOUND
SPECIAL
Column 32 -- Combatant Ownership Assignment
This is the THIRTY THIRD (33rd) Column encountered as one traverses Columns going from left to right.
PGF Programmer's choice:
Code: Select all
Flag
Code: Select all
FLAG
OWNS