[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]
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- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
If you run that script on a non-apricot ship, all you will get will be the equipment. You wont get any of the guns or shields, and the smaller the cargo bay, the less of anything else you get.
So one way of doing it, is have a non-apricot ship sitting somewhere, where you run the script on, then transfer everything to the ship you want it on.
So one way of doing it, is have a non-apricot ship sitting somewhere, where you run the script on, then transfer everything to the ship you want it on.
Can you do such a separate script?
<?xml version="1.0" encoding="utf-8" ?>
<language id="86">
<page id="2008" title="Script Object Comands" descr="">
<t id="532">AEBASICS</t>
<t id="533">AEBASICS</t>
<t id="534">AEBASICS</t>
<t id="535">AEBASICS</t>
<t id="536">AEBASICS</t>
</page>
<page id="2010" title="Script Cmd Names" descr="">
<t id="532">\033RBasic equipment M5-M4-M3-M8\033X</t>
<t id="533">\033RBasic equipment TS-TP\033X</t>
<t id="534">\033RBasic equipment M6-TL\033X</t>
<t id="535">\033RBasic equipment M7\033X</t>
<t id="536">\033RBasic equipment M1-M2\033X</t>
</page>
<page id="2011" title="Script Cmd Shorts" descr="">
<t id="532">Equip.Basics</t>
<t id="533">Equip.Basics</t>
<t id="534">Equip.Basics</t>
<t id="535">Equip.Basics</t>
<t id="536">Equip.Basics</t>
</page>
<page id="2022" title="Command Info" descr="">
<t id="532">Spend 100000 equipped a ship equipment M5-M4-M3-M8</t>
<t id="533">Spend 200000 equipped a ship equipment TS-TP</t>
<t id="534">Spend 300000 equipped a ship equipment M6-TL</t>
<t id="535">Spend 400000 equipped a ship equipment M7</t>
<t id="536">Spend 500000 equipped a ship equipment M1-M2</t>
</page>
</language>
<?xml version="1.0" encoding="utf-8" ?>
<language id="86">
<page id="2008" title="Script Object Comands" descr="">
<t id="532">AEBASICS</t>
<t id="533">AEBASICS</t>
<t id="534">AEBASICS</t>
<t id="535">AEBASICS</t>
<t id="536">AEBASICS</t>
</page>
<page id="2010" title="Script Cmd Names" descr="">
<t id="532">\033RBasic equipment M5-M4-M3-M8\033X</t>
<t id="533">\033RBasic equipment TS-TP\033X</t>
<t id="534">\033RBasic equipment M6-TL\033X</t>
<t id="535">\033RBasic equipment M7\033X</t>
<t id="536">\033RBasic equipment M1-M2\033X</t>
</page>
<page id="2011" title="Script Cmd Shorts" descr="">
<t id="532">Equip.Basics</t>
<t id="533">Equip.Basics</t>
<t id="534">Equip.Basics</t>
<t id="535">Equip.Basics</t>
<t id="536">Equip.Basics</t>
</page>
<page id="2022" title="Command Info" descr="">
<t id="532">Spend 100000 equipped a ship equipment M5-M4-M3-M8</t>
<t id="533">Spend 200000 equipped a ship equipment TS-TP</t>
<t id="534">Spend 300000 equipped a ship equipment M6-TL</t>
<t id="535">Spend 400000 equipped a ship equipment M7</t>
<t id="536">Spend 500000 equipped a ship equipment M1-M2</t>
</page>
</language>
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
No. Unfortunately, when the PHQ is dropped, whatever hq script is running is permanent for it.scoutster wrote:Hi,
about the Extended PHQ.. is there any way to decrease ship building times for an existing one?
The only thing you can do, is offload everything from the PHQ, undock all ships, destroy the station, then cheat another into a TL and drop it again. The new one picks up the new file.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
-
- Posts: 337
- Joined: Sat, 28. Mar 09, 14:42
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
apricot.outfit.jump.xml
Is this correct?
Modified
Is this correct?
Modified
Code: Select all
* $class = $ship-> get object class
if $ship-> is of type [Huge Ship]
* if $class == [Huge Ship]
= $ship-> add 10000 units of {Cargo Bay Extension}
$ship-> add default items to ship
* add money to player: -1000000
else
if $ship-> is of type [Big Ship]
* if $class == [Big Ship]
= $ship-> add 5000 units of {Cargo Bay Extension}
$ship-> add default items to ship
* add money to player: -500000
else
if $ship-> is of type [Fighter]
* if $class == [Fighter]
= $ship-> add 2000 units of {Cargo Bay Extension}
$ship-> add default items to ship
* add money to player: -200000
end
end
end
return null
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
The code looks ok at first glance.caishow2 wrote:apricot.outfit.jump.xml
Is this correct?
Modified
Code: Select all
* $class = $ship-> get object class if $ship-> is of type [Huge Ship] * if $class == [Huge Ship] = $ship-> add 10000 units of {Cargo Bay Extension} $ship-> add default items to ship * add money to player: -1000000 else if $ship-> is of type [Big Ship] * if $class == [Big Ship] = $ship-> add 5000 units of {Cargo Bay Extension} $ship-> add default items to ship * add money to player: -500000 else if $ship-> is of type [Fighter] * if $class == [Fighter] = $ship-> add 2000 units of {Cargo Bay Extension} $ship-> add default items to ship * add money to player: -200000 end end end return null
Why are you asking ?