
(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
I must ask, what game is that?Srul wrote:When Spektor says that 0.4 will come out soon
(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
If I'm not mistaking it's RimworldHak86 wrote: I must ask, what game is that?
You aren't mistakingkcd.Spektor wrote:If I'm not mistaking it's RimworldHak86 wrote: I must ask, what game is that?
We don't even know what the hell is that and how it works...kcd.Spektor wrote:Small update:
1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.
P.S.
This most probably doesn't make any sense to anyone yet.![]()
Yeah exactlySrul wrote: We don't even know what the hell is that and how it works...
*faints*kcd.Spektor wrote: This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore
Code: Select all
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<event type="SECTOR_EVENT" name="Trader attacked by pirate">
<level>1</level> //Event level - only events with level same or lower than the SHIP'S level are applied
<chance>10</chance> //% of probability of event being applied
<only_empty>1</only_empty> //Will make event only be applied if the sector is empty
<sector>8:19</sector> //Sector coordinates where event may take place
<sector_type>14</sector_type> //Sector type where event may take place
<random_ship>1</random_ship> //If set to 0 then all ships will be added, if to 1 then only 1 randomly taken.
<min_event_qty>3</min_event_qty> //Minimal count of applying this event at the same time
<max_event_qty>7</max_event_qty> //Maximal count of applying this event at the same time
//When current event is selected to be applied - it will be applied a random amount of times selected between min_event_qty and max_event_qty
//So if you want it to be applied only once then set min_event_qty and max_event_qty to 1
//This does not limit the amount of times the event can appear in the game
<trigger_message>You have run into</trigger_message> //These messages will be sent to the passengers of the ship that triggered the event
<trigger_message>a ber</trigger_message> //These messages will be sent to the passengers of the ship that triggered the event
<broadcast_message>Hear me all</trigger_message> //These messages will be sent to everyone who is in the sector to which the event is applied
<broadcast_message>Tis I the pongo bob</trigger_message> //These messages will be sent to everyone who is in the sector to which the event is applied
<add_ship>
<gen_ship_model>GEN_SHIP_MODEL_NAME1</gen_ship_model> //When the ship is generated - it will use 1 random model of gen ship from this list
<gen_ship_model>GEN_SHIP_MODEL_NAME2</gen_ship_model> //When the ship is generated - it will use 1 random model of gen ship from this list
<quantity>1</quantity> //How many ships to add
<ship_name>Trader</ship_name>
<ship_crew>Trader Bobby</ship_crew>
<ship_crew>Trader Smithy</ship_crew>
<ship_owner>Trader Bobby</ship_owner>
<random_pos>1</random_pos> //1 for random ship position in sector
<pos_x>12.4</pos_x> //if random pos is not selected then ship x position will be this
<pos_y>111.65</pos_y> //if random pos is not selected then ship y position will be this
<min_missile_ammo>6</min_missile_ammo>
<max_missile_ammo>12</max_missile_ammo>
<min_drone_ammo>6</min_drone_ammo>
<max_drone_ammo>12</max_drone_ammo>
<min_scrap>5</min_scrap>
<max_scrap>13</max_scrap>
<min_health>10</min_health>
<max_health>20</max_health>
<distress>Someone help! We are being attacked by pirates!</distress> //This message will be used when distress messages can be seen on the map
<ai type="AUTOREPAIR"></ai> //CONSTANTLY REPAIRS SHIP AND SYSTEMS
<ai type="LIFE_SUPPORT"></ai> //TRUNS ON AUTO DOORS CLOSE, ALL O2 AND MEDICAL SYSTEMS
<ai type="ANTI_LIFE_SUPPORT"></ai> //TRUNS OFF ALL O2 AND MEDICAL SYSTEMS
<ai type="SHIP_HUNTER"> //ATTACKS ANY SHIP IF IT'S NAME IS THE TARGET NAME
<ai_target>TARGET SHIP NAME</ai_target>
</ai>
<ai type="SHIP_CLASS_HUNTER"/> //ATTACKS ANY SHIP IF IT'S CLASS IS THE TARGET CLASS
<ai_target>TARGET SHIP CLASS</ai_target>
</ai>
<ai type="MOB_HUNTER"/> //ATTACKS SHIP IF IT HAS THE TARGET AS CREW OR OWNER
<ai_target>TARGET MOB OR PLAYER NAME</ai_target>
</ai>
<ai type="SHIP_SPAWNER"></ai> //SPAWNS RANDOM GEN SHIPS EVERY COUPLE OF MINUTES. NEW SHIPS COME WITH SENTRY AND AUTOREPAIR AIs, OWNED BY THE SAME OWNER
<ai type="SENTRY">
//SHOOTS EVERYONE EXCTEPT:
//if(!host.owner.isEmpty() && s.isCrewOrOwner(host.owner))
//if(!s.owner.isEmpty() && host.isCrewOrOwner(s.owner))
//if(isFriend(s.owner))
//if(isFriend(s.ID))
</ai>
<ai type="EXPLORER"></ai> //CHARGES HD TO FULL THEN JUMPS IN RANDOM DIRECTION
<ai type="LEVEL_LOADER"></ai> //LOADS SECTOR LEVEL WHEN SERVER STARTS, AND KEEPS IT LOADED, AS IF A PLAYER IS ONLINE IN THAT SECTOR
<ai type="SECTOR_FINDER"> //CONSTANTLY ADVANCES TOWARDS THE TARGET SECTOR, CAN RETREAT IF ARRIVES TO A SECTOR WITH THREAT LEVEL HIGHER THAN SHIPS LEVEL.
<ai_target>32:12</ai_target> //TARGET SECTOR X:Y
</ai>
<ai type="ENEMY_SHOOTER"></ai> //ATTACKS ANY SHIP IF IT IS IN ENEMY LIST OR IF CREW OR OWNER OF THAT SHIP IS IN ENEMY LIST
<ai type="ROGUE_AI_OWNER"></ai> //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE ROGUE AI
<ai type="PIRATE_OWNER"></ai> //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE PIRATES
</add_ship>
<add_ship model="ANOTHER_GEN_SHIP_MODEL_NAME">
...
</add_ship>
</event>
<event type="ENTER_SECTOR">
//JUST LIKE SECTOR EVENT - but applied only on entering the sector
</event>
<event type="SCAN_SECTOR">
//JUST LIKE SECTOR EVENT - but applied only on scanning the sector. Not yet implemented!
</event>
<event type="ADD_SHIP_WG"> //THESE EVENTS ARE APPLIED ON UNIVERSE GENERATION
//SAME AS IN SECTOR EVENT
//BUT NO sector_type parameter
//And + has random_sector parameter
<add_ship model="GEN_SHIP_MODEL_NAME">
//SAME AS IN SECTOR EVENT
</add_ship>
</event>