Tinkerer's Workshop - OXP tweaking for fun and profit!

Discussion and information relevant to creating special missions, new ships, skins etc.

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Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

OK, I've kinda worked out how the allowOfferShip method might be used, and produced the following condition script (which, sadly, is having no effect at Lave whatsoever):

Code: Select all

	"use strict";

	this.allowOfferShip = function(shipKey) {
		if ((shipKey=="gecko-player") || (shipKey=="krait-player") || (shipKey=="sidewinder-player") || (shipKey=="adder-player")) {
			if (system.economy <= 6) {
				return true; 
			} else {
				return false;
			}
		}
		return true;
	}
I've also placed the line "condition_script = fe_conditions.js" in the new shipyard.plist entries, a single example of which I post here:

Code: Select all

	"gecko-player" =
	{
		chance = 0.5;
		"optional_equipment" =
		(
            "EQ_ECM",
			"EQ_FUEL_SCOOPS",
			"EQ_PASSENGER_BERTH",
			"EQ_ESCAPE_POD",
			"EQ_ENERGY_BOMB",
			"EQ_ENERGY_UNIT",
			"EQ_DOCK_COMP",
			"EQ_WEAPON_PULSE_LASER",
			"EQ_WEAPON_BEAM_LASER",
			"EQ_WEAPON_MINING_LASER",
			"EQ_FUEL_INJECTION",
			"EQ_SCANNER_SHOW_MISSILE_TARGET",
			"EQ_MULTI_TARGET",
			"EQ_GAL_DRIVE",
			"EQ_ADVANCED_COMPASS",
			"EQ_SHIELD_BOOSTER",
			"EQ_HEAT_SHIELD"
		);
		price = 40000;
		"standard_equipment" =
		{
			extras = "";
			"forward_weapon_type" = "EQ_WEAPON_PULSE_LASER";
		};
		techlevel = 4;
		"weapon_facings" = 1;
		"condition_script" = "fe_conditions.js";
	};
Despite it simply not working as advertized (even on a completely clean install), the latest.log is throwing no errors that might guide me. No errors relating to these OXPs, that is.

Suggestions/corrections welcomed :)
Dor 'call me Grocer' Reval (a Xexedian Laver) was always considered a little backward.
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montana05
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by montana05 »

Reval wrote: Thu Nov 05, 2020 5:03 am
Suggestions/corrections welcomed :)
Your script will prevent the ship to be sold above TechLevel 6 but it will not force a sale in the other systems. While equipment.plist offers automatically in all systems of the defined Techlevel and above shipyard.plist aka shipyard of a station is using a selection of valid ships, TechLevel and chance are 2 of the factors used.
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Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

Oh, I see :( So is there not a simple solution?

Edit: I guess one could include start-scenarios for the five new ships, but I was hoping to avoid that further complication. (Kinda spoils the fun of dumping the old Cobby for 50,000 creds, though, dontcha think? ;) )
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by montana05 »

Reval wrote: Thu Nov 05, 2020 7:06 am
Oh, I see :( So is there not a simple solution?
You can use addShipToShipyard to force a sale:

system.mainStation.addShipToShipyard
(
{
short_description: "Cobra Mark I: With fuel injectors and galactic hyperdrive.",
shipdata_key:"cobramk1-player",
price:120000,
personality:Math.floor(Math.random() * 32768),
extras:["EQ_FUEL_INJECTION","EQ_GAL_DRIVE"]
}
);
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Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

Woo hoo, well, I wasn't aware of that little wheeze (must look at the wiki again) :)

Cheers again, montana.
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by montana05 »

Reval wrote: Thu Nov 05, 2020 7:19 am
Woo hoo, well, I wasn't aware of that little wheeze (must look at the wiki again) :)

Cheers again, montana.
Welcome, you can find the method at "Oolite JavaScript Reference: Station", its pretty new, added V1.89. I didn't think about it first and I never tried so no experience there. :wink:
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

Cool. And that script goes... where? And do I reference it somewhere in shipdata or shipyard?
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by montana05 »

Reval wrote: Thu Nov 05, 2020 7:25 am
Cool. And that script goes... where? And do I reference it somewhere in shipdata or shipyard?
Neither, you will need a separate script. I guess the easiest approach would be to start with player.shipWillExitWitchspace = function()
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by another_commander »

@Reval: Just checking, I hope you start the game with shift held down when you make changes inside your scripts or plists. Doing so requests a complete cache wipe and rebuild and is the way to get any changes you make in. Otherwise, the game's cache is referenced and that will normally not contain your changes.
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

Oh yes, always. It's become a reflex ;)
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by dybal »

montana05 wrote: Thu Nov 05, 2020 7:30 am
Reval wrote: Thu Nov 05, 2020 7:25 am
Cool. And that script goes... where? And do I reference it somewhere in shipdata or shipyard?
Neither, you will need a separate script. I guess the easiest approach would be to start with player.shipWillExitWitchspace = function()
Create a script, include its name in Config/world-scripts.plist , create the wroldScript event handlers in the script.

Event handlers you should create and put your the call to insert the ship in the shipyard in:

startUpComplete
shipExitedWitchspace
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Reval
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

OK. Thanks for the clarification. :) I'll get onto that after some ZZZZZZZZs ;)
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by dybal »

Things you should be aware:

- there might be other stations with shipyards in the system beside the main station (if the player is running the OXPs that create them)
- not all stations in the system stations list have shipyards
- it might be worthwhile to roll the dice before inserting the ship(s) in the stations' shipyards, just to make the game a bit unpredictable. You might want to use system.scrambledPseudoRandomNumber() for that, it makes things consistent between sucessive loads of a game savefiles.
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by Reval »

Well I'm testing atm on a completely clean install. Same result as on the one OXP'd up to the hilt.

Dice roll sounds good, but I _need_ at least the Gecko and Adder at Lave.
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Re: Tinkerer's Workshop - OXP tweaking for fun and profit!

Post by montana05 »

Agreed, some OXP's do add (a lot) more stations that will not be covered by the forced sale I suggested. Rolling the dice is very useful, I am doing it for some equipment to prevent it to show up at every station. However, for ships chance is rolling the dice for you already.
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