Attribute Position Values Desccription
SPACE 1 any valid integer Space ship is in. Useful for setting up sim spaces and alt. Universes
Allocate 1 0 or 1 Internally used to verify allocations
Allocate 2 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Helm
Allocate 3 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Tactical
Allocate 4 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Operations
Allocate 5 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Movement
Allocate 6 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Shields
Allocate 7 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Forward Shield
Allocate 8 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Starboard Shield
Allocate 9 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Aft Shield
Allocate 10 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Port Shield
Allocate 11 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Cloaking Device
Allocate 12 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Beam Devices
Allocate 13 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Missile Devices
Allocate 14 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Sensors
Allocate 15 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to ECM
Allocate 16 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to ECCM
Allocate 17 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Transporters
Allocate 18 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Tractors
Allocate 19 (-MAX_DOUBLE->MAX_DOUBLE) Percentage of total power to Miscellaneous
Beam 1 (-MAX_DOUBLE->MAX_DOUBLE) Beam Power in
Beam 2 (-MAX_DOUBLE->MAX_DOUBLE) Beam Power out
Beam 3 (-MAX_DOUBLE->MAX_DOUBLE) Beam Frequency
Beam 4 0 or 1 0=No Beams, 1=Has beams
Beam 5 1-MAX_BEAM_BANKS Number of beams on ship
Beam_Active 1-MAX_BEAM_BANKS 0 or 1 Indicates if the beam weapon is on
Beam_Name 1-MAX_BEAM_BANKS See Beam table below Display name of each beam weapon
Beam_Damage 1-MAX_BEAM_BANKS (-MAX_DOUBLE->MAX_DOUBLE) Amount of damage to each beam (1=No Damage)
Beam_Bonus 1-MAX_BEAM_BANKS 0-MAX_LONG Bonus to each Beam (adds more damage)
Beam_Cost 1-MAX_BEAM_BANKS 0-MAX_LONG How much each beam drains when it's fired
Beam_Range 1-MAX_BEAM_BANKS 0-MAX_LONG Range of each beam. #*10 is su at imp. #/1000 is PC at warp
Beam_Arcs 1-MAX_BEAM_BANKS See Arc table below Arc of each beam
Beam_Lock 1-MAX_BEAM_BANKS 0-MAX_LONG SDB of target beam is locked on to
Beam_Load 1-MAX_BEAM_BANKS 0-MAX_LONG Time each weapon was last fired
Missile 1 (-MAX_DOUBLE->MAX_DOUBLE) Missile power in
Missile 2 (-MAX_DOUBLE->MAX_DOUBLE) Missile Power out
Missile 3 (-MAX_DOUBLE->MAX_DOUBLE) Missile Frequency
Missile 4 0 or 1 0=No Missiles, 2=Has missiles
Missile 5 1-MAX_MISSILE_TUBES Number of missile weapons on ship
Missile_Active 1-MAX_MISSILE_TUBES 0 or 1 Indicates if the missile weapon is on
Missile_Name 1-MAX_MISSILE_TUBES See Missile table below Display name of each missile weapon
Missile_Damage 1-MAX_MISSILE_TUBES (-MAX_DOUBLE->MAX_DOUBLE) Amount of damage to each missile (1=No Damage)
Missile_Warhead 1-MAX_MISSILE_TUBES 0-MAX_LONG Size of warhead. (larger=more damage)
Missile_Cost 1-MAX_MISSILE_TUBES 0-MAX_LONG How much each missile drains when its fired
Missile_Range 1-MAX_MISSILE_TUBES 0-MAX_LONG Range of each missile. #*10 is su at imp. #/1000 is PC at warp
Missile_Arcs 1-MAX_MISSILE_TUBES See Arc table below Arc of each missile
Missile_Lock 1-MAX_MISSILE_TUBES 0-MAX_LONG SDB of target missile is locked on to
Missile_Load 1-MAX_MISSILE_TUBES 0-MAX_LONG Time each weapon was last fired
Engine 1 0-MAX_LONG Internally used to verify engine settings
Engine 2 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Warp (1=No Damage)
Engine 3 (-MAX_DOUBLE->MAX_DOUBLE) Maximum Warp Setting
Engine 4 0 or 1 0=No Warp, 1=Has Warp
Engine 5 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Impulse (1=No Damage)
Engine 6 (-MAX_DOUBLE->MAX_DOUBLE) Maximum Impulse Setting
Engine 7 0 or 1 0=No Impulse, 1=Has Impulse
Engine 8 (-MAX_DOUBLE->MAX_DOUBLE) Cruise Warp (MAX w/o overloading)
Engine 9 (-MAX_DOUBLE->MAX_DOUBLE) Cruise Impulse (MAX w/o overloading)
Structure 1 See Type table below Type of space object
Structure 2 (-MAX_DOUBLE->MAX_DOUBLE) How much the object displaces (larger=more visible)
Structure 3 (-MAX_DOUBLE->MAX_DOUBLE) Cargo Capacity
Structure 4 (-MAX_DOUBLE->MAX_DOUBLE) How much the object is carrying in cargo
Structure 5 (-MAX_DOUBLE->MAX_DOUBLE) Current Superstructure (Hull)
Structure 6 0-MAX_LONG Max Superstructure (Hull)
Structure 7 0 or 1 0=Nothing can land, 1=Objects may land here
Structure 8 0 or 1 0=Nothing can dock, 2=Objects may dock here
Structure 9 0 or 1 0=Can't land, 1=Able to land
Structure 10 0 or 1 0=Can't dock, 1=Able to dock
Structure 11 (-MAX_DOUBLE->MAX_DOUBLE) Curret Repair Capacity (RepCap)
Structure 12 0-MAX_LONG Max Repair Capacity (RepCap)
Power 1 0-MAX_LONG Internally used to verify power settings
Power 2 (-MAX_DOUBLE->MAX_DOUBLE) Power from M/A (0 on a deact ship)
Power 3 (-MAX_DOUBLE->MAX_DOUBLE) Power from Fusion (0 on a deact ship)
Power 4 (-MAX_DOUBLE->MAX_DOUBLE) Power from Batt (0 on a deact ship)
Sensor 1 0-MAX_LONG Internally used to verify sensors settings
Sensor 2 (-MAX_DOUBLE->MAX_DOUBLE) Damage to LRS (1=No Damage)
Sensor 3 0 or 1 Indicates if LRS is on
Sensor 4 0 or 1 0=No LRS, 1=Has LRS
Sensor 5 (-MAX_DOUBLE->MAX_DOUBLE) LRS resolution
Sensor 6 (-MAX_DOUBLE->MAX_DOUBLE) LRS signature
Sensor 7 (-MAX_DOUBLE->MAX_DOUBLE) Damage to SRS (1=No Damage)
Sensor 8 0 or 1 Indicates if SRS is on
Sensor 9 0 or 1 0=No SRS, 1=Has SRS
Sensor 10 (-MAX_DOUBLE->MAX_DOUBLE) SRS resolution
Sensor 11 (-MAX_DOUBLE->MAX_DOUBLE) SRS signature
Sensor 12 (-MAX_DOUBLE->MAX_DOUBLE) Damage to EW (1=No Damage)
Sensor 13 0 or 1 Indicates if EW is on
Sensor 14 0 or 1 0=No EW, 1=Has EW
Sensor 15 (-MAX_DOUBLE->MAX_DOUBLE) Visibility
Sensor 16 0-MAX_LONG Internal: Sensor contacts
Sensor 17 0-MAX_LONG Internal: Sensor counter
Shield 1 (-MAX_DOUBLE->MAX_DOUBLE) Shield Ratio (affects shield power)
Shield 2 0-MAX_LONG Shield Maximum (How much damage shields can take)
Shield 3 (-MAX_DOUBLE->MAX_DOUBLE) Shield Frequency
Shield 4 0 or 1 0=No Shields, 1=Has Shields
Shield 5 0 or 1 Fore Shield Active
Shield 6 0 or 1 Aft Shield Active
Shield 7 0 or 1 Port Shield Active
Shield 8 0 or 1 Starboard Shield Active
Shield 9 (-MAX_DOUBLE->MAX_DOUBLE) Fore Shield Damage (1=No Damage)
Shield 10 (-MAX_DOUBLE->MAX_DOUBLE) Aft Shield Damage (1=No Damage)
Shield 11 (-MAX_DOUBLE->MAX_DOUBLE) Port Shield Damage (1=No Damage)
Shield 12 (-MAX_DOUBLE->MAX_DOUBLE) Starboard Shield Damage (1=No Damage)
Technology 1 (-MAX_DOUBLE->MAX_DOUBLE) Firing Tech (Accuracy)
Technology 2 (-MAX_DOUBLE->MAX_DOUBLE) Fuel Tech (How much can be carried)
Technology 3 (-MAX_DOUBLE->MAX_DOUBLE) Stealth Tech(Objects natural 'stealtiness')
Technology 4 (-MAX_DOUBLE->MAX_DOUBLE) Cloak Tech
Technology 5 (-MAX_DOUBLE->MAX_DOUBLE) Sensor Tech (How good they are)
Technology 6 (-MAX_DOUBLE->MAX_DOUBLE) Fusion Tech (How much you can Overload)
Technology 7 (-MAX_DOUBLE->MAX_DOUBLE) M/A Tech (How much y can Overload)
Technology 8 (-MAX_DOUBLE->MAX_DOUBLE) Armor Tech (How strong SS is)
Technology 9 (-MAX_DOUBLE->MAX_DOUBLE) LY Range?!? (Usually set to 1, Affects movement)
Movement 1 0-MAX_LONG Last time ship was moved or activated
Movement 2 0-MAX_LONG dt?!?!?
Movement 3 (-MAX_DOUBLE->MAX_DOUBLE) in?!?!?
Movement 4 (-MAX_DOUBLE->MAX_DOUBLE) out?!?!?
Movement 5 (-MAX_DOUBLE->MAX_DOUBLE) Move Cost (factor in turning and acceleration)
Movement 6 (-MAX_DOUBLE->MAX_DOUBLE) cochranes (affects velocity)
Movement 7 (-MAX_DOUBLE->MAX_DOUBLE) Velocity
Movement 8 See Empire table below Current border/empire object is in
Movement 9 See Quadrant table below Current quadrant (set internally)
Cloak 1 0-MAX_LONG Internally used to verify cloak settings
Cloak 2 0-MAX_LONG Cost to operate cloak
Cloak 3 (-MAX_DOUBLE->MAX_DOUBLE) Cloak Frequency
Cloak 4 0 or 1 0=No Cloak, 1=Has Cloak
Cloak 5 0 or 1 Cloak Active
Cloak 6 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Cloak (1=No Damage)
Trans 1 0-MAX_LONG Cost to operate Transporter
Trans 2 (-MAX_DOUBLE->MAX_DOUBLE) Transporter Frequency
Trans 3 0 or 1 0=No Transporter, 1=Has Transporters
Trans 4 0 or 1 Transporter Active
Trans 5 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Transporter (1=No Damage)
Trans 6 0-MAX_LONG SDB of tranpsorter destination lock
Trans 7 0-MAX_LONG SDB of transporter source lock
Tract 1 0-MAX_LONG Cost to operate Tractors
Tract 2 (-MAX_DOUBLE->MAX_DOUBLE) Tractor Frequency
Tract 3 0 or 1 0=No Tractors, 1=Has Tractors
Tract 4 0 or 1 Transporter Active
Tract 5 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Tractor (1=No Damage)
Tract 6 0-MAX_LONG SDB of tractor lock
Coords 1 (-MAX_DOUBLE->MAX_DOUBLE) X coord in su
Coords 2 (-MAX_DOUBLE->MAX_DOUBLE) Y coord in su
Coords 3 (-MAX_DOUBLE->MAX_DOUBLE) Z coord in su
Coords 4 (-MAX_DOUBLE->MAX_DOUBLE) Relative X coord in su
Coords 5 (-MAX_DOUBLE->MAX_DOUBLE) Relative Y coord in su
Coords 6 (-MAX_DOUBLE->MAX_DOUBLE) Relative Z coord in su
Coords 7 (-MAX_DOUBLE->MAX_DOUBLE) Destination X coord in su
Coords 8 (-MAX_DOUBLE->MAX_DOUBLE) Destination Y coord in su
Coords 9 (-MAX_DOUBLE->MAX_DOUBLE) Destination Z coord in su
Course 1 0-MAX_LONG Internally used to verify course settings
Course 2 (-MAX_DOUBLE->MAX_DOUBLE) Yaw Destination
Course 3 (-MAX_DOUBLE->MAX_DOUBLE) Yaw Current
Course 4 (-MAX_DOUBLE->MAX_DOUBLE) Pitch Destination
Course 5 (-MAX_DOUBLE->MAX_DOUBLE) Pitch Current
Course 6 (-MAX_DOUBLE->MAX_DOUBLE) Roll Destination
Course 7 (-MAX_DOUBLE->MAX_DOUBLE) Roll Current
Course 8 (-MAX_DOUBLE->MAX_DOUBLE) D[0][0] ?!?! (Internal for Vector Math stuff)
Course 9 (-MAX_DOUBLE->MAX_DOUBLE) D[0][1] ?!?! (Internal for Vector Math stuff)
Course 10 (-MAX_DOUBLE->MAX_DOUBLE) D[0][2] ?!?! (Internal for Vector Math stuff)
Course 11 (-MAX_DOUBLE->MAX_DOUBLE) D[1][0] ?!?! (Internal for Vector Math stuff)
Course 12 (-MAX_DOUBLE->MAX_DOUBLE) D[1][1] ?!?! (Internal for Vector Math stuff)
Course 13 (-MAX_DOUBLE->MAX_DOUBLE) D[1][2] ?!?! (Internal for Vector Math stuff)
Course 14 (-MAX_DOUBLE->MAX_DOUBLE) D[2][0] ?!?! (Internal for Vector Math stuff)
Course 15 (-MAX_DOUBLE->MAX_DOUBLE) D[2][1] ?!?! (Internal for Vector Math stuff)
Course 16 (-MAX_DOUBLE->MAX_DOUBLE) D[2][2] ?!?! (Internal for Vector Math stuff)
Course 17 (-MAX_DOUBLE->MAX_DOUBLE) Turn rate
Main 1 (-MAX_DOUBLE->MAX_DOUBLE) Main power Destination (%..1=100)
Main 2 (-MAX_DOUBLE->MAX_DOUBLE) Main power current (%)
Main 3 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Main (1=No Damage)
Main 4 (-MAX_DOUBLE->MAX_DOUBLE) Main power produced (in GW)
Main 5 0 or 1 0=No Main, 1=Has Main
Aux 1 (-MAX_DOUBLE->MAX_DOUBLE) Fusion power Destination (%..1=100)
Aux 2 (-MAX_DOUBLE->MAX_DOUBLE) Fusion power current (%)
Aux 3 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Fusion (1=No Damage)
Aux 4 (-MAX_DOUBLE->MAX_DOUBLE) Fusion power produced (in GW)
Aux 5 0 or 1 0=No Fusion, 1=Has Fusion
Batt 1 (-MAX_DOUBLE->MAX_DOUBLE) Batt power Destination (%..1=100)
Batt 2 (-MAX_DOUBLE->MAX_DOUBLE) Batt power current (%)
Batt 3 (-MAX_DOUBLE->MAX_DOUBLE) Damage to Batt (1=No Damage)
Batt 4 (-MAX_DOUBLE->MAX_DOUBLE) Batt power produced (in GW)
Batt 5 0 or 1 0=No Batt, 1=No Batt
Fuel 1 (-MAX_DOUBLE->MAX_DOUBLE) Antimatter Fuel in tanks
Fuel 2 (-MAX_DOUBLE->MAX_DOUBLE) Deuterium Fuel in tanks
Fuel 3 (-MAX_DOUBLE->MAX_DOUBLE) Reserve Fuel in tanks (Batt)
Status 1 0 or 1 Object Active
Status 2 0 or 1 0=Undocked, 1=Docked
Status 3 0 or 1 0=Launched, 1=Landed
Status 4 0 or 1 0=Unconnected, 1=Connected (useful for airlock)
Status 5 0/1/2 0=Normal, 1=Disabled (SS>0), 2=Destroyed
Status 6 0 or 1 0=Not tractoring, 1=Tractoring
Status 7 0 or 1 0=Not being tractored, 1=Being tractored
Status 8 0-MAX_LONG Open_landing (UNUSED)
Status 9 0-MAX_LONG Open_docking (UNUSED)
Status 10 0-MAX_LONG SDB of linked object (for wormhole support)
       
Beam Names      
0 Beam Weapon    
1 Phaser emitter    
2 Phaser bank    
3 Phaser cannon    
4 Phaser array    
5 Disruptor    
6 Disruptor bank    
7 Disruptor cannon    
8 Laser    
9 Blaster    
10 Particle beam    
11 Maser    
12 Hyperphaser    
13 Hyperphaser bank    
14 Polaron beam    
15 Meson beam    
16 Antiproton beam    
17 Ion beam    
18 Fusion beam    
19 Pulse phaser    
20 Phase disruptor    
21 Plasma beam    
22 Mauler weapon    
Missile Names      
0 Missile weapon    
1 Photon torpedo    
2 Particle cannon    
3 Plasma torpedo    
4 Web slinger    
5 Tri-cobalt torpedo    
6 Antiproton cannon    
7 Graviton cannon    
8 Wave-motion gun    
9 Quantum torpedo    
10 Proton torpedo    
11 Disruptor    
12 Disruptor bank    
13 Disruptor cannon    
14 Ballistic missile    
15 Reflex gun    
16 Rail gun    
17 Hellcannon    
18 Hellbore    
Arcs      
1 Fore    
4 Aft    
8 Port    
2 Starboard    
16 Up    
32 Down    
  Add these values to get combinations..    
  I.e: Fore+Aft->1+4->5    
  I.e: Fore+Aft+Port+Starboard->1+4+8+2->15    
Types      
0 None    
1 Ship    
2 Base    
3 Planet    
4 Anomaly    
5 Star    
       
Quadrant      
0 Alpha    
1 Beta    
2 Delta    
3 Gamma    
       
Empire      
0 Bajoran    
1 Orion    
2 Tholian    
3 Gorn    
4 Cardassian    
5 Ferengi    
6 Romulan    
7 Klingon    
8 Borg    
9 Dominion    
10 Federation    
11 (Unclaimed)    
       
  MAX_LONG 2147483646  
  MAX_DOUBLE 1.797693134862315E+308  
  MAX_BEAM_BANKS 20  
  MAX_MISSILE_TUBES 20