Okay, here it is, a guide to ship modules in their current state.
As you will see as you read this is one of the biggest hacks due to laziness
know to man!

Okay, it works like this.

3 new object types have been added:

fightercomp
midcomp
capitalcomp

These are the three module types for each type of ship, each type will only go
into the appropriate ship type, so people can't install 100 hyperdrives in capital
ships, nor big shields on fighters (although this is still down to the module creator)

Once the object has been created the stats that the item can modify are set by using

oset <obj name/vnum> affect <affect> value

The available affects are:

hyperspeed
realspeed
shields
lasers
energy
missiles
rockets
torpedos
tractorbeam
comm
sensor
astro array
chaff
manuever

Hull CANNOT be changed using modules

In order to make my life easier and stop imms easily modifying mdoule only the index data
of an object is used when modifying a ship, so if you 'oset' a module and install it, your
changes won't count useless you changed the data at index level (by setting the prototype
flag)

Currently no ship can have more than 99 modules because I can't be bother doing a
linked-list data storage.

Each ship can have its maximum number of modules set using
'setship <ship name> maxmodules <number>'

If a ship does not have this set (or it is set to zero) it will be automatically set
to 10 by default.

The commands are:

install_module <module> <ship>
remove_module <module> <ship>
show_modules <ship>


Okay the next bit is my rambling about how I would use them...

currently a ship can only have one of each of these modules:

hyperspeed
realspeed
shields
tractorbeam


I would only make each module affect one stat, although more than one is possible


Oh well, I've probably forgotten alot, but for now, thats it.

Gendi.