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Oütf (abbreviated form of outfit) is a type of data resource in EV Nova. These outfs tell the game about items carried on starships.

The oütf resource[]

ℹ️️

EV Bible text

The following information was transcribed from the Nova Bible, ©1995-2006 by Matt Burch. The original document can be viewed here.

Outf resources store information on the items that you can buy when you choose “Outfit Ship” at a planet or station.

DispWeight[]

The display weight of this item. Items with a higher display weight are shown closer to the top of the outfit dialog. This can be used to effectively rearrange the order in which items are displayed without rearranging the resources themselves.

Mass[]

The mass in tons of the item (0 = no appreciable mass)

TechLevel[]

What the technology level of the item is. This item will be available at all spaceports with a tech level of this value or higher. (The exception to this rule involves the SpecialTech fields of the spöb resource; see the section on spöb resources for more information.)

ModType/ModVal[]

The next two fields tell Nova what kind of modification this item performs:

If ModType is: Then it’s: And ModVal refers to:
1 a weapon The ID number of the associated wëap resource
2 more cargo space The number of tons of cargo space to add
3 ammunition The ID number of the associated wëap resource
4 more shield capacity The number of shield points to add
5 faster shield recharge How much to speed up (1000 = one more shield point per frame)
6 armor The number of armor points to add
7 acceleration booster Amount of accel to add (see shïp for more info)
8 speed increase Amount of speed to add (see shïp for more info)
9 turn rate change Amount of turn change (100 = 30°/sec)
10 unused
11 escape pod ignored
12 fuel capacity increase Amount of extra fuel (100 = 1 jump)
13 density scanner ignored
14 IFF (colorized radar) ignored
15 afterburner How much fuel to use (units/sec)
16 map
  • 1 and up: How many jumps away from present system to explore
  • -1: Explore all inhabited independent systems
  • -1000 & down: Explore all systems of this govt class (-1000 is govt class 0, -1001 is govt class 1, etc.)
17 cloaking device
  • 0x0001: Faster fading
  • 0x0002: Visible on radar
  • 0x0004: Immediately drops shields on activation
  • 0x0008: Cloak deactivates when ship takes damage
  • 0x0010: Use 1 unit of fuel per second
  • 0x0020: Use 2 units of fuel per sec
  • 0x0040: Use 4 units of fuel per sec
  • 0x0080: Use 8 units of fuel per sec
  • 0x0100: Use 1 unit of shield per sec
  • 0x0200: Use 2 units of shield per sec
  • 0x0400: Use 4 units of shield per sec
  • 0x0800: Use 8 units of shield per sec
  • 0x1000: Area cloak - ships in formation with a ship carrying this cloaking device will also be cloaked
18 fuel scoop How many frames per 1 unit of fuel generated. Enter a negative value to perform the same function in “fuel sucking” mode
19 auto-refueller ignored
20 auto-eject ignored (requires escape pod to work)
21 clean legal record ID of govt to clear legal record with, or -1 for all
22 hyperspace speed mod Number of days to increase or decrease ship’s hyperspace travel time (still can’t go below 1 day/jump)
23 hyperspace dist mod Amount to increase or decrease the no-jump zone’s radius by (the standard radius is 1000)
24 interference mod Subtracts the value in ModVal from the current star system’s Interference value when calculating how “fuzzy” to make the radar scanner
25 marines Adds the value in ModVal to your ship’s effective crew complement when calculating capture odds
  • 1 and up: Add this number to the player's ship's effective crew size
  • -1 to -100: Increase the player's capture odds by this amount (e.g. -5 is an increase of 5%)
26 (ignored)
27 increase maximum The ID number of another outfit item, (call it "B") whose maximum value is to be increased. Item B's standard maximum will be multiplied by the number of items the player has that have a ModType of 27 and point to B. If the player owns no items that modify the maximum of item B, its maximum will be unchanged.
28 murk modifier The amount by which to increase or decrease the current system's murkiness level
29 faster armor recharge How much to speed up (1000 = one more armor point per frame)
30 cloak scanner
  • 0x0001: reveal cloaked ships on radar
  • 0x0002: reveal cloaked ships on the screen
  • 0x0004: allow targeting of untargetable ships
  • 0x0008 allow targeting of cloaked ships
31 mining scoop
32 multi-jump number of extra jumps to perform when the user initiates a hyperspace jump
33 Jamming Type 1 amount of jamming to add or subtract
34 Jamming Type 2 amount of jamming to add or subtract
35 Jamming Type 3 amount of jamming to add or subtract
36 Jamming Type 4 amount of jamming to add or subtract
37 fast jumping (grants carrying ship the ability to enter hyperspace without slowing down)
38 inertial dampener (makes ship inertialess)
39 ion dissipator amount of deionization to add. 100 equals 1 point of ion energy per 1/30th of a second. Higher values yield faster ion charge dissipation.
40 ion absorber amount of extra ionization capacity to add
41 gravity resistance
42 resist deadly stellars
43 paint the color to paint the player's ship, encoded as a 15-bit color value, where the bits are: 0RRRRRGGGGGBBBBB (this is necessary because the ModVal field isn't big enough to hold a 32-bit HTML color value)
44 reinforcement inhibitor a govt class value. any govt with this value in its Class1-4 fields will be prevented from calling in reinforcements while the player is in the system and has this outfit. setting this field to -1 will inhibit reinforcements for all ships regardless of govt. note that this outfit will only work when carried by the player.
45 modify max guns add/subtract from max number of guns
46 modify max turrets add/subtract from max number of turrets
47 bomb destroys the player in flight. set the modval to the ID of the desc resource to show after the player is destroyed, or -1 for none.
48 IFF scrambler a govt class value. any govt with this value in its Class1-4 fields will fooled into thinking the player is a friendly ship and will not attack without provocation. note that this outfit will only work when carried by the player.
49 repair system will occasionally repair the ship when it's disabled
50 nonlethal bomb randomly destroys itself and damages the player (nonfatally) in flight. set this field to the ID of a bööm resource to display when an item of this type self-destructs

The next two fields tell Nova how many of this item you can possibly have at once:

Max[]

How many you can have (not counting weapon limitations)

Flags[]

Miscellaneous info:

  • 0x0001: This item is a fixed gun
  • 0x0002: This item is a turret
  • 0x0004: This item stays with you when you trade ships (persistent)
  • 0x0008: This item can’t be sold
  • 0x0010: Remove any items of this type after purchase (useful for permits and other intangible purchases)
  • 0x0020: This item is persistent in the case where the player's ship is changed by a mission set operator. The item's normal persistence for when the player buys or captures a new ship is still controlled by the 0x0004 bit.
  • 0x0100: Don't show this item unless the player meets the Require bits, or already has at least one of it.
  • 0x0200: This item's total price is proportional to the player's ship's mass. (ship class Mass field is multiplied by this item's Cost field)
  • 0x0400: This item's total mass (at purchase) is proportional to the player's ship's mass. (ship class Mass field is multiplied by this item's Mass field and then divided by 100) Only works for positive-mass items.
  • 0x0800: This item can be sold anywhere, regardless of tech level, requirements, or mission bits.
  • 0x1000: When this item is available for sale, it prevents all higher-numbered items with equal DispWeight from being made available for sale at the same time.
  • 0x2000: This outfit appears in the Ranks section of the player info dialog instead of in the Extras section.
  • 0x4000: Don't show this item unless its Availability evaluates to true, or if the player already has at least one of it.

Cost[]

The next field, Cost, tells Nova how much to charge you for the item.

ModType/Val 2-4[]

The next few fields (ModType2-4 and ModVal2-4) are for you to specify “alternate” functions for an outfit item - e.g., a weapon could also reduce the ship’s turning speed. The only restriction on ModType2-4 is that you shouldn’t use it for weapons or ammo (modtypes 1 or 3).

Availability[]

Control bit test expression. Leave blank if unused. Note that depending on the configuration of other flags, the item might appear in the outfit window even if Availability is false (it will still not be able to be purchased)

OnPurchase[]

Control bit set expression. Leave blank if unused.

Contribute (x2)[]

These two Contribute fields together form a 64-bit flag that is subsequently combined with the Contribute fields from the player's ship and the other outfit items in the player's possession, to be used with the Require fields in the outf and misn resources.

Require (x2)[]

These two Require fields together form a 64-bit flag that is logically and'ed with the Contribute fields from the player's current ship and outfit items. If for each 1 bit in the Require fields there is a matching 1 bit in one or more of the Contribute fields, the item will be available. Leave these set to zero if unused. Note that depending on the configuration of other flags, the item might still appear in the outfit window even if the player doesn't meet the Require bits (it will still not be able to be purchased).

OnSell[]

Evaluated when the item is sold.

ItemClass[]

The item's classification, used in the përs resource for items that are given out by non-player characters' ships. Set to 0 or -1 if unused.

ScanMask[]

If this is an "illegal" outfit type, this is used in conjunction with the ScanMask field in the gövt resource. If any of the 1 bits in a ship's government's ScanMask field match any of the 1 bits in an oütf type's ScanMask field, that government will consider that outfit item illegal. Set to zero if unused.

BuyRandom[]

The percent chance that an item of this type will be available for purchase on a given day, from 1-100. Values less than 1 or greater than 100 are interpreted as 100.

ShortName[]

The short string that is displayed in the outfit dialog menu for this item type. If you want to split this name into two separate lines, put the characters "\n" into the name, e.g.: "Real Big\nScary Gun". When using this, lines that start with an alphanumeric character are drawn in white, while lines that start with other symbols are drawn in grey.

LCName[]

The lower-case, singular name that's displayed in the player-info dialog and other places, e.g. "real big scary gun".

LCPlural[]

The lower-case, plural name that's displayed in the player-info dialog and other places, e.g. "real big scary guns".

RequireGovt[]

Which governments the outfit item's Require bits pertain to:

  • -1: Requirements apply in all outfit shops.
  • 128-383: Requirements apply only on stellars belonging to this govt or its allies.
  • 1128-1383: Requirements apply only on independent stellars and stellars belonging to this govt or its allies.
  • 2128-2383: Requirements apply on all stellars except those belonging to this govt or its allies.
  • 3128-3383: Requirements apply on all stellars except independent stellars or stellars belonging to this govt or its allies.

See also[]

Nova Bible
Technical MissionsSpace ObjectsSpace Object TypesOutfitsWallpapersTech LevelsRanksSoundsPersonsDudesShipsFleetsScan Masks
Resource Types spïnshänböömchärcölrcröndëscdüdeflëtgövtjünkïntfmïsnnëbuöopsoütfpërsränkröidshïpspöbsÿstwëap
Appendixes Combat RatingLegal statusStrings
Sorted
User Interface cölrïntf • DITL • DLOG
Graphics spïnshänbööm • pict • rleD • rle8 • cicn
Sound snd
Text dëscStrings • vers
Ship spawns düdeflëtpërs
Setting gövtspöbsÿstnëbu
Commodities jünköopsröid
Gameplay chärcrönmïsnshïpoütfwëapränk