Spöb (abbreviated form of space object) is a type of data resource in EV Nova. These spobs tell the game about planets and space stations.
The spöb resource[]
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EV Bible text
The following information was transcribed from the Nova Bible, ©1995-2006 by Matt Burch. The original document can be viewed here.
Spob resources describe stellar objects, such as planets and space stations. (spob stands for space object) Each spob resource represents one stellar object, whose name is the name as the name of the resource. The first three fields tell Nova where to put the stellar and what graphics to use for it:
xPos & yPos[]
The stellar's X and Y positions in the system. (0, 0) is centered.
Type[]
Which graphic to use, from 0 to 255.
Spob attributes[]
The next field stores the flag bits that tell Nova what many of the characteristics of the stellar are. Perform an OR operation on the following flags to get the final flag value:
- 0x00000001: Can land/dock here
- 0x00000002: Has commodity exchange
- 0x00000004: Can outfit ship here
- 0x00000008: Can buy ships here
- 0x00000010: Stellar is a station instead of a planet
- 0x00000020: Stellar is uninhabited (no traffic control or refuelling)
- 0x00000040: Has bar
- 0x00000080: Can only land here if stellar is destroyed first
- 0x00000000: Won't trade in food
- 0x10000000: Low food prices
- 0x20000000: Medium food prices
- 0x40000000: High food prices
- 0x00000000: Won't trade in industrial goods
- 0x01000000: Low industrial prices
- 0x02000000: Medium industrial prices
- 0x04000000: High industrial prices
- 0x00000000: Won't trade in medical supplies
- 0x00100000: Low medical prices
- 0x00200000: Medium medical prices
- 0x00400000: High medical prices
- 0x00000000: Won't trade in luxury goods
- 0x00010000: Low luxury prices
- 0x00020000: Medium luxury prices
- 0x00040000: High luxury prices
- 0x00000000: Won't trade in metal
- 0x00001000: Low metal prices
- 0x00002000: Medium metal prices
- 0x00004000: High metal prices
- 0x00000000: Won't trade in equipment
- 0x00000100: Low equipment prices
- 0x00000200: Medium equipment prices
- 0x00000400: High equipment prices
Tribute[]
The stellar's tribute payout when dominated
- -1 or 0: Default amount (1000 credits x Tech Level)
- 1 and up: This number of credits per day
The next fields tell Nova what items and ships are available for purchase at this stellar:
TechLevel[]
What the base tech level of the stellar is. Only items and ships with TechLevels at or below this value will be available.
SpecialTech (x8)[]
Holds the special tech levels of this stellar. Unlike the previous field, only items and ships with exactly this TechLevel will appear here. This is useful for making low-tech worlds that also have a few high-tech items, or for flagging an item with an absurdly high TechLevel (say 15000) and then setting one of the SpecialTech fields of a particular stellar to that same value, thus making that item appear at that stellar and nowhere else.
The next two fields contain info on the stellar's governmental affiliation:
Govt[]
What government controls this stellar
- -1: ignored (stellar is independent)
- 128-383: ID number of the stellar's government
MinStatus[]
The point on your record in the current system that you'll be denied landing clearance on this stellar.
- -32767: Ignored (player can always land)
- -1 to -32766: You can be this evil before they shun you
- 0 to 32766: They have to like you this much before they let you land
- 32767: Player can never land.
(Note that this field is ignored if the stellar is uninhabited)
Multimedia[]
The next pair of fields tells Nova which special landscape to show and which ambient sound to play.
CustPicID[]
Which custom landscape to show
- 128 and up: ID number of PICT to load instead of the standard landscape display
- less than 128: No custom landscape (Note: for animated hypergates, this field can be optionally used to set the index of the transition between the "opening/closing" animation and the "working" animation. Set to 0 to have the engine use the first half of the frames for "opening/closing" and the second half for "working".)
CustSndID[]
Which ambient sound to play
- -1: No ambient sound effect
- Anything else: ID number of snd resource to load (Note: for hypergates and wormholes, this field serves a different purpose - it controls the angle at which ships emerge. Values between 0 and 359 specify an exact angle, while any other value specifies a random direction.)
Defence[]
The next two fields tell Nova what kind of ships, if any, to create for the planet's defense fleet:
DefenseDude[]
Which type of dude to use for the defense fleet:
- -1: Ignored (no defense ships)
- 128-639: ID number of the dude resource to use to determine the defense ships' characteristics
DefCount[]
The number of ships in the defense fleet. If you set this number to be above 1000, ships will be launched from the planet or station in waves. The last number in this field is the number of ships in each wave, and the first 3-4 numbers (minus 1 from the first digit) are the total number of ships in the planet's fleet. For example, a value of 1082 would be four waves of two ships for a total of eight. A value of 2005 would create waves of five ships each, with 100 ships total in the planet's defense fleet.
Flags2[]
- 0x0001: For an animated stellar, the first frame will be shown after each subsequent frame.
- 0x0002: For an animated stellar, the next frame in the sequence will be picked at random. The same frame will not be picked twice in a row. Note that this can be combined with the previous flag and the Frame0Bias field to create interesting effects such as random planetary lightning or lights twinkling.
- 0x0010: Play this stellar's sound in a continuous loop
- 0x0020: Stellar is always dominated (all your base are# # belong to us)
- 0x0040: Stellar starts the game destroyed
- 0x0080: For an animated stellar, the stellar's graphic is animated after it's been destroyed and static when it is not destroyed. The normal behavior is the opposite of this: static when destroyed and animated when not.
- 0x0100: Stellar is deadly - all ships that touch it are destroyed immediately
- 0x0200: If the stellar has a weapon, it will only fire when provoked (i.e. only when the player is trying to dominate it)
- 0x0400: If the stellar has an outfit shop, it can buy any nonpermanent outfits the player owns, regardless of tech level
- 0x1000: Stellar is a hypergate - if the player lands on it he will be given a choice of which other hypergate to travel to (see HyperLink1-8 below)
- 0x2000: Stellar is a wormhole - if the player lands on it he will be transported to some other random somewhere in the galaxy. If all of the wormhole's HyperLink1-8 fields set to -1, the player will end up at another random wormhole which also has no defined hyper links. If the wormhole has any hyper links defined, the player will end up at one of the wormholes on the other end.
AnimDelay[]
The time to wait between frames, in 30ths of a second.
Frame0Bias[]
If greater than 1, this is used as a multiplier to extend the display time of the first frame in the sequence. For example, a Frame0Bias of 3 would cause the first frame in the sequence would be held for three times longer than the rest of the frames.
HyperLink1-8[]
IDs of the spöb resources of up to eight other hypergates or wormholes to which this hypergate (or wormhole) is connected. Set to zero or -1 if unused. For a wormhole, setting every HyperLink field to -1 will cause the wormhole to randomly connect to any other random wormhole when the player goes through it.
OnDominate[]
Control bit set expression which is evaluated when the stellar is successfully dominated by the player
OnRelease[]
Control bit set expression which is evaluated when the stellar is released from domination by the player
Fee[]
The fee that is deducted from the player's credits when landing on this stellar. Set to zero if unused.
Gravity[]
The stellar's gravity - 0 for none, positive for stellars that pull, negative for stellars that push. Beware! This feature is mostly here for laughs. It severely confuses the AI, so it should only be used in empty systems where only the player can go.
Weapon[]
Stellars can have a single projectile or missile type weapon, with unlimited ammunition (don't put the ID of a beam or PD weapon here or bad things will happen). Stellars' weapons can be made to fire either only when provoked or any time an enemy ship is present.
- 0 or -1: No weapon
- 128-383: Stellar has a weapon of this type
Strength[]
The amount of combined mass and energy damage this stellar can take from planetary-type weapons before it is destroyed. Set this to 0 or -1 for an invincible stellar.
DeadType[]
Which stellar graphic to use when the stellar is destroyed.
- -1: Don't display different graphic type when destroyed
- 0-255: Display this stellar graphic when destroyed
DeadTime[]
The amount of time a stellar remains destroyed before it regenerates itself. Set this to 0 for a stellar that regenerates at the end of every day, or -1 for a stellar that never regenerates on its own.
ExplodType[]
What kind of explosion to show when the stellar is destroyed
- -1: No explosion
- 0-63: This type of explosion
- 1000-1063: Explosion type 0-63, plus a random number of type-0 explosions around it
OnDestroy[]
Control bit set expression which is evaluated when the stellar is destroyed.
OnRegen[]
Control bit set expression which is evaluated when the stellar automatically regenerates.
See also[]
Technical | Missions • Space Objects • Space Object Types • Outfits • Wallpapers • Tech Levels • Ranks • Sounds • Persons • Dudes • Ships • Fleets • Scan Masks | |
---|---|---|
Resource Types | spïn • shän • bööm • chär • cölr • crön • dësc • düde • flët • gövt • jünk • ïntf • mïsn • nëbu • öops • oütf • përs • ränk • röid • shïp • spöb • sÿst • wëap | |
Appendixes | Combat Rating • Legal status • Strings | |
User Interface | cölr • ïntf • DITL • DLOG | |
Graphics | spïn • shän • bööm • pict • rleD • rle8 • cicn | |
Sound | snd | |
Text | dësc • Strings • vers | |
Ship spawns | düde • flët • përs | |
Setting | gövt • spöb • sÿst• nëbu | |
Commodities | jünk • öops • röid | |
Gameplay | chär • crön • mïsn • shïp • oütf • wëap • ränk |