Well, the purpose of this thing is that I have no idea of create special events for items.
currently, I want the superconducting coils comparable with two things instead of one but it ALWAYS SAY THAT YOU NEED BOTH! I need this because I am creating a mod that contains a modified version of the superconducting coils and I want the superconducting coils to be conpatable on both original and light superconducting shields.
Well, I am completely new to these so I actually expect that to happen. (a bit)
NOTE:
If you are bothered to help, the UNID for light superconducting shields is itLightSuperconductingShields;
Modding superconductiog coils (NEED HELP)
-
- Miner
- Posts: 40
- Joined: Wed Mar 11, 2015 1:46 pm
- Location: Training himself to create better mods
I think I can help you a little, here is the code for the super conducting shields
Code: Select all
<!-- Superconducting Shields -->
<ItemType UNID="&itSuperconductingShields;"
name= "superconducting shield generator"
level= "5"
value= "8000"
mass= "1600"
frequency= "rare"
attributes= "commonwealth, kartal, majorItem, specialty"
description= "This generator uses an array of superconducting coils. Individual coils must be replaced to restore the field after damage is taken."
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "200"
hpBonus= "+200,+200, +50, +50"
regen= "0"
depletionDelay= "0"
powerUse= "50"
/>
</ItemType>
<!-- Superconducting coil -->
<ItemType UNID="&itSuperconductingCoil;"
name= "superconducting coil"
level= "4"
value= "50"
mass= "100"
frequency= "uncommon"
numberAppearing= "1d6+1"
attributes= "commonwealth, consumable, kartal"
description= "This is a special type of coil used to repair superconducting shield generators."
>
<Image imageID="&rsItems1;" imageX="288" imageY="480" imageWidth="96" imageHeight="96"/>
<Invoke key="L">
(switch
; Does the ship have a superconducting shield? If not
; then we can't do anything.
(not (eq (shpGetShieldItemUNID gSource) &itSuperconductingShields;))
(objSendMessage gSource Nil "Superconducting shields required")
; Are the shields fully charged? If they are, then this
; won't do anything.
(eq (shpGetShieldDamage gSource) 0)
(objSendMessage gSource Nil "Superconducting shields already fully charged")
; Charge the shields
(block Nil
(shpRechargeShield gSource (random 40 60))
(objRemoveItem gSource gItem 1)
(objSendMessage gSource Nil "Superconducting shields recharged")
)
)
</Invoke>
</ItemType>
- AssumedPseudonym
- Fleet Officer
- Posts: 1215
- Joined: Thu Aug 29, 2013 5:18 am
- Location: On the other side of the screen.
You’ll have to overwrite the superconducting coil to make it work, but it should only need a minor change to the <Invoke> code. Try this:
Code: Select all
<!-- Superconducting coil -->
<ItemType UNID="&itSuperconductingCoil;"
name= "superconducting coil"
level= "4"
value= "50"
mass= "100"
frequency= "uncommon"
numberAppearing= "1d6+1"
attributes= "commonwealth, consumable, kartal"
description= "This is a special type of coil used to repair superconducting shield generators."
>
<Image imageID="&rsItems1;" imageX="288" imageY="480" imageWidth="96" imageHeight="96"/>
<Invoke key="L">
(switch
; Does the ship have a superconducting shield? If not
; then we can't do anything.
(and
(not (eq (shpGetShieldItemUNID gSource) &itSuperconductingShields;))
(not (eq (shpGetShieldItemUNID gSource) &itLightSuperconductingShields;))
)
(objSendMessage gSource Nil "Superconducting shields required")
; Are the shields fully charged? If they are, then this
; won't do anything.
(eq (shpGetShieldDamage gSource) 0)
(objSendMessage gSource Nil "Superconducting shields already fully charged")
; Charge the shields
(block Nil
(shpRechargeShield gSource (random 40 60))
(objRemoveItem gSource gItem 1)
(objSendMessage gSource Nil "Superconducting shields recharged")
)
)
</Invoke>
</ItemType

Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)
My mods on Xelerus: Click here!
Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
- AssumedPseudonym
- Fleet Officer
- Posts: 1215
- Joined: Thu Aug 29, 2013 5:18 am
- Location: On the other side of the screen.
Oh, I’m sure there are plenty of other ways to handle it that are a lot more complicated than this. I can try to come up with one for you if you really want, but it’ll probably take me a bit longer. ^.~
…Seriously, though, no problem. It’s surprising sometimes how much you can accomplish with, like, two or three extra lines of code.
…Seriously, though, no problem. It’s surprising sometimes how much you can accomplish with, like, two or three extra lines of code.

Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)
My mods on Xelerus: Click here!
Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
-
- Miner
- Posts: 40
- Joined: Wed Mar 11, 2015 1:46 pm
- Location: Training himself to create better mods
I hope there will be a demo for these type of coding. So I do not need to ask frequently because I do not want to really to the community to be like a genie of coding, that creates mods for you all the time.
One more thing, I created a armour mod. Called "Unique armours." Currently, the armours are not really unique because of my limited coding skills, so I want to do coding like that above.
Due to the lack of coding skills I cannot create my massive imagination into reality in mods, such as retaliation armour, collects energy from a energy projectile and use it to shoot back. Retribution or vengeance plate, has a 1% chance to completely regenerate your armour and shields when hit. Avenger's rage (device) harnesses the hard radiation in an explosion of a friendly ship that is 25 light seconds away, it that makes you 5% stronger than normal for 10 seconds, (damage percentage stacks when more friendlies are killed within 25 LS (light seconds)).
I also have an idea to combine all of my mods (unique armours,( future releases: unique weapons, unique devices, unique shields) into one mod (if I finished all of my mentioned mods. As said in my location, "Somewhere in the ungoverned territories starting a company" I am actually creating a company if I complete on what is mentioned before. The company's name will be_______ .(I am yet to decide since it is too early)
But now, I am just getting started, exploring the powerful tools of coding, and the wonderful world of modern Transcendence.
One more thing, I created a armour mod. Called "Unique armours." Currently, the armours are not really unique because of my limited coding skills, so I want to do coding like that above.
Due to the lack of coding skills I cannot create my massive imagination into reality in mods, such as retaliation armour, collects energy from a energy projectile and use it to shoot back. Retribution or vengeance plate, has a 1% chance to completely regenerate your armour and shields when hit. Avenger's rage (device) harnesses the hard radiation in an explosion of a friendly ship that is 25 light seconds away, it that makes you 5% stronger than normal for 10 seconds, (damage percentage stacks when more friendlies are killed within 25 LS (light seconds)).
I also have an idea to combine all of my mods (unique armours,( future releases: unique weapons, unique devices, unique shields) into one mod (if I finished all of my mentioned mods. As said in my location, "Somewhere in the ungoverned territories starting a company" I am actually creating a company if I complete on what is mentioned before. The company's name will be_______ .(I am yet to decide since it is too early)
But now, I am just getting started, exploring the powerful tools of coding, and the wonderful world of modern Transcendence.
-
- Miner
- Posts: 40
- Joined: Wed Mar 11, 2015 1:46 pm
- Location: Training himself to create better mods
I also want to add more ideas to my previous post, I also want to include Overdrive(drive enhancer), doubles your speed for 10 seconds, (good for intercepting fast ships you cannot catch up. Survivor's gift (device) regenerate's 25% of your armour and shields in 5 seconds.