If the money is sent via courier, he has to buy a galactic hyperdrive at a cost of 5000₢ per galactic jump. The fees he is charging you for his services will hardly be below that. (But of course he may also have other deliveries, so you may pay only part of his costs...)pmw57 wrote:If you are in galaxy 3 and the courier was sent from galaxy 5, there can be a base charge of 5%, with an additional 3% per galaxy.
The Oolite Extended Project - Fork, no oxp
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Re: ..
Re: ..
Always happy to lose money!pmw57 wrote:You sir will shortly receive a handling charge. The handling fee will be be based on the number galaxies the courier need to travel to get to your galaxy.
If you are in galaxy 3 and the courier was sent from galaxy 5, there can be a base charge of 5%, with an additional 3% per galaxy.
8000
- 400 (5%)
- 240 * 6 (3%)
= 6160Cr
How does that work for you?
Still, the way Elite & Oolite handle galactic travel, the galactic hyperdrive works only 1 way: you can go to galaxy 6 from galaxy 5, but not back to galaxy 4! (I know, crazy!)
When you're in galaxy 8, a galactic jump takes you back to galaxy 1.
Of course - in js - the galaxy numbers are from 0 to 7, but the same principle applies.
edit: and I'd expect the courier to carry as much as possible during each jump, so you'll get charged just part of the cost for 1 galactic hyperdrive.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: ..
Oh of course! It's just numbersLestradae wrote:Is this doable for you?pmw57 wrote:If you are in galaxy 3 and the courier was sent from galaxy 5, there can be a base charge of 5%, with an additional 3% per galaxy.
Of course, going by that, computers aren't hard to use because they are just one's and zero's!
Here's the part that does the work. The variables are intended to make the code as readable as possible.Lestradae wrote:I would actually like that - always presumed it's doable and you, pmw57, are ready to implement it.
Code: Select all
this.playerStationIncome = function (type, galaxy) {
var stationIncome = {
'A': 4000, 'B': 8000, 'C': 12000, 'D': 21000, 'E': 20000, 'F': 36000,
'G': 40000, 'H': 75000, 'I': 100000, 'J': 130000, 'K': 250000, 'L': 500000
},
projectedIncome = stationIncome[type],
baseIncome = projectedIncome * 0.80,
variableIncome = projectedIncome * 0.40 * Math.random(),
stationIncome = baseIncome + variableIncome;
// adjust for courier travel from station galaxy to your galaxy
if (galaxyNumber !== galaxy) {
stationIncome *= 0.95;
}
while (galaxyNumber !== galaxy) {
stationIncome *= 0.97;
galaxy = (galaxy + 1) % 8;
}
return stationIncome;
};
http://www.box.net/shared/dodzb27djm
Last edited by pmw57 on Mon Oct 05, 2009 1:29 pm, edited 2 times in total.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
And it already incorporates the one way travel rule! Neat!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Here's the weekly pay check!Kaks wrote:And it already incorporates the one way travel rule! Neat!
Code: Select all
this.shipExitedWitchspace = function () {
var totalWeeks = Math.floor(clock.days / 7),
dayPaid = missionVariables.playerStationDayPaid || 0,
weeksPaid = Math.floor(dayPaid / 7),
weeksToPay = totalWeeks - weeksPaid;
if (dayPaid === 0) {
weeksToPay = 1;
};
while (weeksToPay > 0 && weeksToPay--) {
this.playerStationIncomeAndBounty();
}
missionVariables.playerStationDayPaid = clock.days;
};
Last edited by pmw57 on Mon Oct 05, 2009 12:27 pm, edited 1 time in total.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
Code: Select all
missionVariables.playerStationDayDayPaid = clock.days;
Apart from that, keep up the good work!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Re: ...
With those Lestradae, I will attempt to take over the world!Lestradae wrote:pmw57, can you please explain to me what the playerStationShow scripts actually do (precisely)?
Because I simply don't get that from looking through the script!
The way the Oolite works, one script file is allowed to have only one mission associated with it in the mission description manifest.
I don't think that you would like being limited to only one mission description for your player stations.
So, instead of using 1 script to place the mission descriptions, we now have 5 (count them! five!) scripts, that each do the same job. One mission per script.
Each script looks for active player stations.
When the 1st script finds the first player station, it adds a mission description for that station.
When the 2st script finds the second player station, it adds a mission description for that station.
Lather, rinse, repeat.
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Yep, already updated, complete with no javascript errors! Go check it out.Kaks wrote:playerStationDayDayPaid ?Code: Select all
missionVariables.playerStationDayDayPaid = clock.days;
Apart from that, keep up the good work!
http://www.box.net/shared/dodzb27djm
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
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Re: ...
Wrhahahaaa! Another apprentice, ready to learn the ways of the farce!pmw57 wrote:With those Lestradae, I will attempt to take over the world!
Welcome
Hm, concerning the way the .js does make problems with the setting of the info in the mission screen, perhaps I will use a rest of .plist for that, looks like this:
Code: Select all
<key>Stations_owned_show_AAA</key>
<array>
<dict>
<key>conditions</key>
<array>
<string>mission_playerstation_AAA equal 1</string>
</array>
<key>do</key>
<array>
<string>setMissionDescription: Station_AAA_owned</string>
</array>
</dict>
<dict>
<key>conditions</key>
<array>
<string>mission_playerstation_AAA undefined</string>
</array>
<key>do</key>
<array>
<string>clearMissionDescription</string>
</array>
</dict>
</array>
For everything else, I will use the scripts you produced, pmw57, and change the "per witchjump" information to "per week"
L
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Re: ...
You're very welcome. I'm glad that this testing of the waters has proven to be so fruitful. I may check the depth next time round a bit more carefully, but otherwise this has gone swimmingly.Lestradae wrote:Hm, concerning the way the .js does make problems with the setting of the info in the mission screen, perhaps I will use a rest of .plist for that.
<snip code>
I think this is not a big problem, it will not drive down the speed so bad that it is noticable, and it writes into the missions screen exactly what I want it to, with no limitations.
When I receive my weekly courier package, especially from Galaxy 8 (500,000 clams!) I will be capable of buying up vast numbers of stations.
Additionally, I'm not happy with the stations taking over the mission area, because I sometimes have taxi missions and ups missions going at the same time.
What is the difficulty with placing the player stations in with the equipment. They are after all, big ticket items that you buy and sell anyway.
Lestradae wrote:For everything else, I will use the scripts you produced, pmw57, and change the "per witchjump" information to "per week"
A trumble a day keeps the doctor away, and the tax man;
even the Grim Reaper keeps his distance.
-- Paul Wilkins
even the Grim Reaper keeps his distance.
-- Paul Wilkins
Re: ...
If you say so. All .plist scripts are run in their entirety every 10 seconds or so, and that series of tests seems very slow to me. Especially if you multiply it for all the buyable stations you have.Lestradae wrote:I think this is not a big problem, it will not drive down the speed so bad that it is noticable, and it writes into the missions screen exactly what I want it to, with no limitations.
Still, it's your OXP. As long as you're happy with the slow down, then no problem!
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
Re: ...
If the player switches ships, the equipment either is gone or there has to be special code being added to transfer it. Furthermore, I would guess that the stations could be damaged when the ship is hit with shields downpmw57 wrote:What is the difficulty with placing the player stations in with the equipment. They are after all, big ticket items that you buy and sell anyway.
Maybe we should have something else...like the player would need to visit some place where he then does get a detailed list of his stations...and only a short summary in the f5 screen.
I've currently have 6 mission texts shown without OSE - and I had even more in the past. It seems like most OXPs just trigger at about the same time, thus causing multiple missions to be running...
Screet
Re: ...
Would it not work if L would change the handling from buying the stations to create a mission string at that point and then never again change it until the station is sold again? Or would that also cause multiple calculations?Kaks wrote:If you say so. All .plist scripts are run in their entirety every 10 seconds or so, and that series of tests seems very slow to me. Especially if you multiply it for all the buyable stations you have.Lestradae wrote:I think this is not a big problem, it will not drive down the speed so bad that it is noticable, and it writes into the missions screen exactly what I want it to, with no limitations.
Still, it's your OXP. As long as you're happy with the slow down, then no problem!
However, I'd still prefer the JS version to use it's current ability to make an overview like x rock hermits (system 1, system 2), y fuel stations (system 3, system 4) or something like that.
Would be soooo nice if keys could be assigned for oxp's. In that case, this could even be more detailed by showing it's own screen after pressing the according key...
Screet
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