[Scripts] Apricot Mapping Service Scripts, MD and mini-mods [APv2.5.1/TCv3]

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apricotslice
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Post by apricotslice » Sun, 14. Jun 15, 13:30

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.

caishow2
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Post by caishow2 » Sun, 14. Jun 15, 13:32

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>

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apricotslice
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Post by apricotslice » Sun, 14. Jun 15, 13:35

Where did you get that script from? Its not one of mine.

caishow2
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Post by caishow2 » Sun, 14. Jun 15, 13:40

X3TC-Apricot-AMS-Mod-v2.14 Inside 8686-L044.xml
I modified random
I hope you do it

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apricotslice
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Post by apricotslice » Sun, 14. Jun 15, 13:44

That is not a script, it is just text. Changing that wont change anything except what you see.

Is it the credits charged you are worried about?

caishow2
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Post by caishow2 » Sun, 14. Jun 15, 13:48

X3TC - Apricot - AMS - Mod - v2.14. Zip

X3TC - Apricot - Beamdock - v2. SPK
X3TC - Apricot - Cbeam - v2. SPK
X3TC - Apricot - the Claim - v1. SPK

Hope you to add X3TC - Apricot - add - ship - equipment. SPK

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apricotslice
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Post by apricotslice » Sun, 14. Jun 15, 13:52

All of those are in the mod. And the mod is the latest versions.

Why don't you want to use the equip script as it is now?

caishow2
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Post by caishow2 » Sun, 14. Jun 15, 13:58

I hope you do a separate ship equipment script

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apricotslice
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Post by apricotslice » Sun, 14. Jun 15, 14:00

Why?

Please answer the question.

caishow2
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Post by caishow2 » Sun, 14. Jun 15, 14:08

No.
Thank you

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Litcube
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Post by Litcube » Sun, 14. Jun 15, 19:54

apricotslice wrote:Why?

Please answer the question.
caishow2 wrote:No.
Thank you

LOL!

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apricotslice
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Post by apricotslice » Mon, 15. Jun 15, 02:31

Certainly the realm of the bizarre.

Most people have a reason for requesting something. And often that reason can be handled without having to build something new.

First time I've had a request without a reason before.

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scoutster
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Post by scoutster » Tue, 4. Aug 15, 15:57

Hi,

about the Extended PHQ.. is there any way to decrease ship building times for an existing one?

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apricotslice
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Post by apricotslice » Tue, 4. Aug 15, 16:00

scoutster wrote:Hi,

about the Extended PHQ.. is there any way to decrease ship building times for an existing one?
No. Unfortunately, when the PHQ is dropped, whatever hq script is running is permanent for it.

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.

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scoutster
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Post by scoutster » Wed, 5. Aug 15, 10:56

Finally there is a point in building ships on your own.. thanks for this mod :)

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apricotslice
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Post by apricotslice » Wed, 5. Aug 15, 11:41

scoutster wrote:Finally there is a point in building ships on your own.. thanks for this mod :)
That's more or less why I did it.

If they cost pretty much the same, building or buying, why bother building?

But now, its worth it to build.

Matticus88
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Post by Matticus88 » Mon, 12. Oct 15, 23:46

Hi, Do the Hub Plot reduction mods mark game as *modified* ? if so, is there a way to reduce what is needed without the tag, or so i still get steam acheivements?

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apricotslice
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Post by apricotslice » Tue, 13. Oct 15, 02:34

Matticus88 wrote:Hi, Do the Hub Plot reduction mods mark game as *modified* ? if so, is there a way to reduce what is needed without the tag, or so i still get steam acheivements?
No, they dont. The script editor is not required.

caishow2
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Post by caishow2 » Wed, 21. Oct 15, 02:36

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

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apricotslice
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Post by apricotslice » Wed, 21. Oct 15, 03:32

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
The code looks ok at first glance.

Why are you asking ?

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