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Re: Personalities.oxp

Posted: Fri Jun 27, 2025 1:23 am
by phkb
There is an "Aegidian" ship in the shipdata.plist file. He flies a Chopped Cobra, but is missing a "pilot" entry in the data, so actually you would end up with a random character in the pilot's seat.

Re: Personalities.oxp

Posted: Fri Jun 27, 2025 1:38 am
by Bicorn
phkb wrote: Fri Jun 27, 2025 1:23 am
There is an "Aegidian" ship in the shipdata.plist file. He flies a Chopped Cobra, but is missing a "pilot" entry in the data, so actually you would end up with a random character in the pilot's seat.
Ah, I guess that explains the oddity with the dialogue.

Re: Personalities.oxp

Posted: Fri Jun 27, 2025 7:42 am
by Cholmondely
Paging Aegidian! Paging Aegidian!

Thy eminence! We wish to add your voice to our games!

We have your ship (see just above), but you are uncharacteristically mute!



Any chance of some spoken responses for some/any of the following?

a list of catch-phrases for communication with the player, ordered by:

popping out of witchspace,
after launching from a station,
before jumping out after launching from a station (note: this is different from jumping out of a fight; obviously you wouldn't say things like "I am running away from you" here),
docking with the main station,
chatter during flight,
blowing an asteroid up,
shoutouts at your attacker,
and if you are the attacker (either as a pirate, or as a hunter attacking offenders/fugitives, depending on which role you chose),
hitting your opponent with your laser,
cloaking during a fight, if you don't want to cloak from the onset of the fight,
using your ECM,
running away from a fight (injectors), if this is your habit,
jumping out of a fight, if this is your habit,
victory exclamations (when you killed your opponent),
last words,

note: each of these categories may contain none, one, or more than one phrases; in fact you are encouraged to send in multiple phrases at least for the 'chatter during flight' category; better still for all categories,

note 2: feel free to add other categories to your character, just make clear for which situation they shall be used.




Possibly Useful Appendix:
Commander McLane wrote: Mon Nov 23, 2009 11:55 am
In order to help future contributors, here's a short overview of the internal workings:

All personalities have one basic AI, "personalitiesAI.plist", and a common ship script, "personalities-ship-script.js", which modifies their behaviour, starting from three basic behaviours:
  1. cruiser: like a trader, just flies from witchpoint to planet, not looking for fights;
  2. hunter: like a bounty hunter, also cruising between witchpoint and planet, but scanning for and attacking criminals within certain parameters;
  3. privateer: like a pirate, also cruising between witchpoint and planet, but scanning for and attacking other ships within certain parameters, if there is no police nearby.
The modifications are triggered by certain keys, which are set in each personality's shipdata.plist entry, specifically in the "script_info" dictionary.

Here is a complete list of the available keys, their possible values and meaning:

Code: Select all

Key                     value         meaning

attacked                "flee"        lets the ship flee with injectors immediatly if attacked
attackProbability       0 -- 1        chance of finding the ship's prey (see below) with each scan
cargoType               role          special cargo carried by the ship (e.g. "missilepod")
displayName                           the character's human readable name
energyDown              "flee"        lets the ship flee with injectors, if its energy is down to 1/2
                                      (= shields depleted)
                        "jump"        lets the ship jump out, if its energy is down to 1/2 (=
                                      shields depleted)
                        "cloak"       lets the ship only use its cloak if its energy is down to 1/2
                                      (= shields depleted) (will only work starting from Oolite 1.74)
energyLow               "flee"        lets the ship flee with injectors, if its energy is down to
                                      1/4
                        "jump"        lets the ship jump out, if its energy is down to 1/4
fuelstationProbability  0 -- 1        chance of using the fuel station (if any), if spawned at
                                      witchpoint
launch                  "jump"        lets the ship jump out of the system, after launching from
                                      the main station
                        "stay"        lets the ship set course to the witchpoint, after launching
                                      from the main station
                                      (if undefined, the behaviour is randomized)
maxCargo                integer       the maximum number of cargopods spawned if the ship dies
miningProbability       0 -- 1        chance of finding asteroids with each scan (only if no prey
                                      found) and mining them
name                                  internal identifier for the character's chatter
prey                    "traders"     (privateers only) will only attack ships which are pirate
                                                        victims
                        "everybody"   (privateers only) will attack any ship
                        "offenders"   (hunters only) will attack any ship with a bounty above a
                                                     certain treshold
                        "thargoids"   (hunters only) will only attack Thargoids, not pirates
preyLimit               integer       (hunters only) bounty treshold for offenders (or fugitives)
                                                     to be attacked
sunskimProbability      0 -- 1        chance of going to the sun first, if spawned at witchpoint
More keys may be added, if more triggers and behaviours are requested.

EDIT: added another value which I originally forgot ("cloak" for energyDown)