Search found 25 matches
- Tue Jul 31, 2007 7:16 pm
- Forum: Closed bug reports
- Topic: Repaired items not stacking
- Replies: 3
- Views: 2807
Repaired items not stacking
In testing out my wrench codes it has become evident that if you repair items and you have multiple items of that type that the formerly damaged ones get placed into their own stack. So then you have an inventory list like: 4 Damaged Laser Cannons 1 Laser Cannon 1 Laser Cannon 1 Laser Cannon Interes...
- Tue Jul 31, 2007 6:07 pm
- Forum: Shipyards
- Topic: Deep scripting questions
- Replies: 8
- Views: 4946
Thanks. I still need answers to the first, third, and last questions answered though. Although I meant "when" not "with". :D The only threads I uncovered that I had not read and were relevant were this thread , and this one as well. Lisp is a very interesting language I must say. Even this homebrew ...
- Mon Jul 30, 2007 5:35 pm
- Forum: Shipyards
- Topic: Deep scripting questions
- Replies: 8
- Views: 4946
Deep scripting questions
Hey George, and anyone else who learned what I am asking through experimentation, I have a few serious questions on the scripting engine for you. Firstly, are global sections (<globals></globals>) permitted/supported in mods? I am looking to store a table of modifiers outside a station or the player...
- Mon Jul 30, 2007 11:36 am
- Forum: Shipyards
- Topic: The Almighty Wrench! (v1.0)
- Replies: 7
- Views: 5519
Hey George, thanks for the praise. :) You are completely right, I called the wrong function and the player's level will never actually increase at the moment. Or, at least not more than a short time between fixing things. On a side note I've noticed another error through playtesting (itmMatchse inst...
- Sat Jul 28, 2007 7:07 pm
- Forum: Shipyards
- Topic: The Almighty Wrench! (v1.0)
- Replies: 7
- Views: 5519
The Wrench (v1.01)
Bugfix update; I misspelled a function call and didn't test it. Now I have tested it and it works like a charm again.
- Sat Jul 28, 2007 3:33 pm
- Forum: Shipyards
- Topic: The Almighty Wrench! (v1.0)
- Replies: 7
- Views: 5519
The Almighty Wrench! (v1.0)
So many things are broken or damaged in Transcendence that a wrench becomes a handy tool. But beware, repairing some things can be risky! You can fail so badly that you break the very item you wanted to fix, or even kill yourself. This can be very funny, but please do remember the risk involved in r...
- Sat Jul 28, 2007 11:28 am
- Forum: Shipyards
- Topic: itmMatches criteria explanation?
- Replies: 4
- Views: 2709
I have been searching and this is the best reference I've found yet. However it is a great deal outdated in the scripting reference area, as many new functions have been added. Work on the wrench is nearly done though, and there was nothing better to teach me about transcendence-lisp. I must have ha...
- Fri Jul 27, 2007 10:41 pm
- Forum: Shipyards
- Topic: itmMatches criteria explanation?
- Replies: 4
- Views: 2709
Nevermind, I finally found the following criteria by accident: <!-- ITEM TABLES ************************************************************** Item Table Attributes <RandomItem> categories: * all categories a armor d device (weapon, shield, drive, etc.) f fuel l launcher weapon only m missile r reac...
- Fri Jul 27, 2007 6:12 pm
- Forum: Shipyards
- Topic: Ammoless launchers
- Replies: 2
- Views: 2174
Xelerus is especially for Transcendence mods, so I'd suggest that you host it there.
http://xelerus.unrealcrystal.com/index.php
http://xelerus.unrealcrystal.com/index.php
- Fri Jul 27, 2007 5:31 pm
- Forum: Shipyards
- Topic: itmMatches criteria explanation?
- Replies: 4
- Views: 2709
itmMatches criteria explanation?
Hey all, I need a little explanation of the matching criteria for itmMatches . I know: "*" is anything; possibly not usable here since it is normally in a case statement. "I" means installed. "U" means uninstalled. "w" is a weapon. "s" is a shield. "+/-Modifier" includes or excludes a specific modif...