
A Method for Random Equipment on Ships
- Betelgeuse
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oops thanks. That is why I need people like you to go over my work 

Crying is not a proper retort!
- Periculi
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I like the idea of using the random create for the items with a filter, however I am unsure if the method carries over the item rarity- meaning, does it give even chances to each item on the table it creates from the filter, or does the common-uncommon-rare-veryrare play a part?
I had planned to create the tables with some rare weapon chances- in fact, I have created some sets of weapons that can only be found by acquiring them from a wreck that had the weapon or shield equipped, and such a ship is rare indeed! If the random create method could be similarly adjusted it would be perfect, however- It doesn't appear to want to ever equip nonrandom items!
I had planned to create the tables with some rare weapon chances- in fact, I have created some sets of weapons that can only be found by acquiring them from a wreck that had the weapon or shield equipped, and such a ship is rare indeed! If the random create method could be similarly adjusted it would be perfect, however- It doesn't appear to want to ever equip nonrandom items!
- digdug
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here there is a quick explanation on itmCreateRandom.(as you probably already know)
http://www.xelerus.de/index.php?s=functions&function=36
In short: you can create an item by filtering it by type, frequency and level.
I don't think that alone itmCreateRandom can give you all the answers, for example your unique or very rare items should remain unique.
so a combination or itmcreate, itmcreaterandom and multiple item tables should do the trick ?
http://www.xelerus.de/index.php?s=functions&function=36
In short: you can create an item by filtering it by type, frequency and level.
I don't think that alone itmCreateRandom can give you all the answers, for example your unique or very rare items should remain unique.
so a combination or itmcreate, itmcreaterandom and multiple item tables should do the trick ?

Would this have anything to do with the Sung Windslaver gate-spawners occasionally being weaponless? Doesn't happen too often, but when it does, it's a riot!Periculi wrote: It doesn't appear to want to ever equip nonrandom items!

Watching those poor defenseless ships zipping around you almost makes ya feel sorry for them after an easy kill....but that soon passes after a good looting.
But watch out for those Windslavers equipped with X-rays and class III's! Ouch that stings!
Looking forward to your updates!
- Periculi
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Updates? ummmm.... well, soon! As I am currently without my compy, it will be a bit. But I certainly plan to be making mods again soon. Just have to build a roof over my new house first (if it ever stops raining!)
Oh, I just tested this on a playership...it crashes the game. Seems that it doesn't like trying to set new equipment once you're already in the ship-select screen. Hence: It already displays what devices are already installed.
I then removed the code; ...and it worked fine, no crashes but it defeats the random install purpose.
I then removed the code;
Code: Select all
(shpInstallDevice gSource choiceItemsHere)
- Periculi
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You tried to have random equip for playership, FAD? It won't work. You can set up an event for Eridani system that will do the same thing.
- Ttech
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Periculi wrote:Ttech, what are you talking about? As usual, I am at a loss to even find the context of your statement.
You tried to have random equip for playership, FAD? It won't work. You can set up an event for Eridani system that will do the same thing.
Its an idea.
Get the ability ...
Let me find my code idea. >< its just tags.
Someone had asked if it were possible, earlier in this thread. So I was curious... At any rate, removing the ShpInstallDevice code, you'll get the items in your cargo hold but there's already an easier and better method to do that.Periculi wrote: You tried to have random equip for playership, FAD? It won't work. You can set up an event for Eridani system that will do the same thing.
I like your mod the way it is, with the enemy getting random equip... I love a good challenge!
- Periculi
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thanks!
I do plan to try to either move the equip to easier to access globals or else try to use the itmCreate method in some form later- so that the equip is easier to expand or add to.
I also think I will finish the mod to cover more of the small ships. It won't work as well for capitol ships that require weapons to be placed with firing limits, but any small fighters can be treated this way.
Another part of this mod is to use it with some varieties of stronger 'unique' type ships in conjunction with the unique stations mod I am developing- this is a much more exciting use for it (to me).
I do plan to try to either move the equip to easier to access globals or else try to use the itmCreate method in some form later- so that the equip is easier to expand or add to.
I also think I will finish the mod to cover more of the small ships. It won't work as well for capitol ships that require weapons to be placed with firing limits, but any small fighters can be treated this way.
Another part of this mod is to use it with some varieties of stronger 'unique' type ships in conjunction with the unique stations mod I am developing- this is a much more exciting use for it (to me).
- Ttech
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FAD wrote:Someone had asked if it were possible, earlier in this thread. So I was curious... At any rate, removing the ShpInstallDevice code, you'll get the items in your cargo hold but there's already an easier and better method to do that.Periculi wrote: You tried to have random equip for playership, FAD? It won't work. You can set up an event for Eridani system that will do the same thing.
I like your mod the way it is, with the enemy getting random equip... I love a good challenge!
I like my idea better.
