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More details in this thread.
More details in this thread.
Search found 389 matches
- Thu Oct 15, 2009 10:50 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3233
Or are you referring to a different comment? Yes. This is the comment in question. // percentage chance of equipment being fixed, for tech <9 chance = 100%, dropping 10% per level above 8. Nothing in the code relates to the tech level. Instead, all repairs have a 70% chance of being repaired at any...
- Thu Oct 15, 2009 10:44 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200647
Re: .
saying that, box.net allows people to share one folder, maybe if L could invite, Im already a member, as I thought it could be handy, otherwise not sure how else to keep us all on the same page? If you tell me how exactly to do that I'll do. Where you see a box.net folder, click the blue dropdown b...
- Thu Oct 15, 2009 10:35 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2796
The OSE NPC timer scripts have been made, and are ready to be downloaded and tested.
ose npc timer scripts.7z
ose npc timer scripts.7z
- Thu Oct 15, 2009 10:35 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200647
The OSE NPC timer scripts have been made, and are ready to be downloaded and tested.
ose npc timer scripts.7z
ose npc timer scripts.7z
- Thu Oct 15, 2009 10:32 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3233
To remove confusion, the false comments about the repair chance being based on the tech level have been removed from this script.
The CaduceusAutorepair.js file on box.net has been updated, as well as has ose npc timer scripts.7z
The CaduceusAutorepair.js file on box.net has been updated, as well as has ose npc timer scripts.7z
- Thu Oct 15, 2009 10:08 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3233
Learned something new with the slice command though, although the improvement looks quite minimal ;) In terms of execution of code it is minimal, however when it comes to other people understanding the of code it adds a lot there. Sometimes improvements are about making things more understandable f...
- Thu Oct 15, 2009 9:32 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3233
Another update that will occur to this script is to improve the list of items that can be repaired. They need to be handled in a better way than a series of named arrays, because things easily become missing, or out of place. Case in point, the third array lists a percentage of chance for the previo...
- Thu Oct 15, 2009 8:52 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2796
20:30, 25 August 2009 (hist) (diff) Oolite JavaScript Reference: Timer 20:13, 25 August 2009 (hist) (diff) Oolite JavaScript Reference: Timer Are both on that list, and seem to refer to timers. It might be what Eric is referring to. Ahh, further back than a month and below the fold back into August...
- Thu Oct 15, 2009 8:49 am
- Forum: Testing and Bug reports
- Topic: Caduceus Autorepair update for OSE
- Replies: 19
- Views: 3233
From the original code, this doesn't do what's written on the tin. this.fixChance = this.eqChance[this.damagedItemNumber]; // for tech <9 chance = 100%, dropping 10% per level above 8. this.fixTry = Math.random() * 100; if (this.fixTry < this.fixChance) { this.fixItem(); } else { player.consoleMessa...
- Thu Oct 15, 2009 8:44 am
- Forum: Expansion Pack
- Topic: The Oolite Extended Project - Fork, no oxp
- Replies: 941
- Views: 200647
Re: ..
matthewfarmery, could you update pmw57's newest versions into the batch downloadable from your sig? As an advisory, the CaduceusAutorepair.js has more work that needs to be done on it. Anyone feel like deciding if the repairs should stay at the same chance of occurring (70%) as it is now, or if the...
- Thu Oct 15, 2009 8:29 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2796
By the way, do you think that playerWillExitSystem should be used instead of playerWillEnterWitchspace, as advised by Commander McLane? No, look at the wiki page about handlers. The wiki page about handlers seems to be light on the topic. It has a brief mention about how tickle handler might be nec...
- Thu Oct 15, 2009 8:08 am
- Forum: Testing and Bug reports
- Topic: Combat computers
- Replies: 12
- Views: 4475
- Thu Oct 15, 2009 7:21 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2796
By the way, do you think that playerWillExitSystem should be used instead of playerWillEnterWitchspace, as advised by Commander McLane?
- Thu Oct 15, 2009 7:07 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2796
I find myself faced with a dilemma. While I have taken upon my shoulders the responsibility of being in charge of OSE scripting code, how am I to ensure that the code meets a certain minimum standard of quality? Am I to point people to the JavaScript beautifier or even better to JS Lint with careful...
- Thu Oct 15, 2009 6:41 am
- Forum: Testing and Bug reports
- Topic: Updated OSE NPC timer scripts
- Replies: 17
- Views: 2796