I've run into a few dificulties with the UNID database update function, but I'm about ready to set it up to search for the XML files and do all the actual mod managing.
![Smile :)](./images/smilies/icon_smile.gif)
optional switches? check boxes I guess (non need radio buttons as far as I can tell)Betelgeuse wrote:basically yes
There are optional switches you need to consider and formatting the output (not just into txt files) to be easier to look through but yes.
Betelgeuse wrote:without any extra switches it displays all the stations in three columns.Code: Select all
/encontertable [/all] means include level 0 stations [/criteria:XXX] means must meet that criteria. [/armorclass] means display the armors name [/canAttack] means display if the station can attack [/fireRateAdj] means display what the fire rate adjustment is for this station [/hp] means display the initial hp of the station [/totalCount] means display the total amount that would appear in a game
level, category (friendly, non-friendly, non random, or debris), and name
for example transdata /encontertable /canAttack /hp
Would display all the stations above level one with and there hp and if they can attack.
If no switch to help on shows a few common switches.Code: Select all
/help [switch] optional switch you want help on.
If there is displays the switches for that switch and gives a short description of the optional swicth. Does not work on all switches.
all I can get it to do is say Specify FileCode: Select all
/entities
Itemsim runs through the game finding all the items it can then displays them in this format.Code: Select all
/itemsim [/count:X] The number of times the simulation runs through the game. If count isn't there defaults to 1.
three columns
level of the system, name of the system, name of the item, number of items found in that system over all the passes divided by count
(small comment it would be cool if in the next version we can say what adventure to use because I would like to make a topology with every system always appearing, would make it analysis easier)
Defaults to three columns level, category, frequency, shortNameCode: Select all
/itemtable Item table. [/criteria:xxx] only items that match criteria. [/averageCount] average number appearing. [/averageDamage] average damage (in HP). [/cost] cost (in credits). [/fireDelay] time between shots (in ticks). [/hp] hit points. [/mass] mass (in kg). [/maxSpeed] maximum speed (in % of lightspeed). [/power] power consumed (in MW). [/powerPerShot] power per shot (in MW-minutes). [/reference] reference column. basically the stats of armor and weapons [/regen] regeneration (in HP per tick). [/thrust] thrust (in giganewtons). [/totalCount] total number appearing per game.
more will be added depending on the switchs you give
Very helpful test that gives you ideas how powerful a shield really is (some like the superconductor shields don't get tested as well)Code: Select all
/shieldtest Outputs capabilities of shield against weapons. /unid:n unid or name of shield to test. [/verbose] output weapon stats.
The format is
level of the weapon, name of weapon, average number of shots it will take to take down the shield.
Outputs all the ships in the formatCode: Select all
/shiptable
Level Ship, Speed, Thrust, Maneuver, Armor, Weapon, Launcher, Shields, FireRate, FireAccuracy, Score
Makes to files called TransData_EncounterCount.txt and TransData_ItemCount.txtCode: Select all
/simtables
I am not sure the exact workings of this switch.
Gives all the stations frequency and various modifiers.Code: Select all
/stationfrequency
Gives some basic stats of the xml files.Code: Select all
/stats
Gives all the types of planets and asteroids, and the chance that a given planet or asteroid will be this kind.Code: Select all
/systemlabels
Generates n systems displaying the result with the average of specific stations and specific planets for a specific system.Code: Select all
/systemtest Generates sample of all systems. /count:n n iterations.
Loads the topology.Code: Select all
/topology
Gives a list of all the words in the xml.Code: Select all
/wordlist
Code: Select all
[filename: modname.tanc (it really just needs the extension of .tanc, but any modname field will do, it's just better to put it as modname to avoid overwriting someone else's file)]
---any thing here is ignored, so feel free to add comments, credits, readme's, etc---
##TMU::STARTREAD## [for any field specifying a file, if you don't have a file, LEAVE IT BLANK! don't put anything there - not even returns. Later versions will be more lenient, but right now I just want to get this released, so the parser is going to be very strict for the time being]
Author:
Author Name [string value]
UNID:
0xD### [or 0xE###, with the ### being for your assigned UNID]
Image:
[this is the directory the file is in]/thumbnail.bmp [the image can be named whatever you want: I just called it thumbnail.bmp as an example]
KnownConflict:
modname.xml [mods that conflict with this mod]
OverrideConflict:
modnamenotconflicting.xml [mods that list this mod as conflicting, but arn't conflicting any more due to lack of modder updating on the other end]
KnownSubordinate:
modname2.xml [mods that mod this mod]
KnownMaster:
modname3.xml [mods that this mod mods]
ModDescription:
This is a mod.
It does stuff. [feel free to use multiple lines. Try not to do too many, otherwise TMU can't display all the lines of text due to limited window size]
XMLcomponents:
thismod.xml [always put the main file first!!!]
thismods_stuff.xml
thismods_otherstuff.xml [these are all the xml's that are part of this mod]
##TMU::ENDREAD## [the mod version, date, and transcendence version are taken from the main file, which is why I want it listed first]
---any thing here is ignored, so feel free to add comments, credits, readme's, etc---