Search found 81 matches
- Sun Oct 14, 2012 8:37 pm
- Forum: Shipyards
- Topic: Enhancement flags?
- Replies: 12
- Views: 5267
Re: Enhancement flags?
OK, so how can I replace the ship's item with the damaged one? OR, how can I get shpDamageItem to work (it says the second parameter should be the ItemListCursor, and from the usage of other functions, I can tell that's what gItem actually is)?
- Sun Oct 14, 2012 8:26 pm
- Forum: Shipyards
- Topic: Enhancement flags?
- Replies: 12
- Views: 5267
Re: Enhancement flags?
So I found out that itmSetProperty, for some weird reason, returns a copy of the item with the new property, rather than editing the one I pass in. I tried shpDamageItem and used it correctly (shpDamageItem gPlayerShip gItem) but it didn't work; complaining about not finding the item on the object. ...
- Sun Oct 14, 2012 7:57 pm
- Forum: Shipyards
- Topic: Enhancement flags?
- Replies: 12
- Views: 5267
Re: Enhancement flags?
It's in <Events> for the dockscreen that a longzhu sphere uses to repair/enhance items. Not a ship. the gItem variable is successfully used in other functions like shpEnhanceItem.
dbglog?
for #2, it's a weapon or a shield. I'll probably redo the enhancement if I can get that working.
dbglog?
for #2, it's a weapon or a shield. I'll probably redo the enhancement if I can get that working.
- Sun Oct 14, 2012 6:36 pm
- Forum: Shipyards
- Topic: Enhancement flags?
- Replies: 12
- Views: 5267
Re: Enhancement flags?
Thanks, that page is awesome (and you're right: the last digit determines the % in tens). Another question (two, actually). (itmSetProperty gItem 'damaged True) <-- why is this not damaging gItem? And How do I subtract enhancements? like, go from 70% to 60%? I just want it to apply a -10% enhancemen...
- Sun Oct 14, 2012 7:54 am
- Forum: Shipyards
- Topic: Enhancement flags?
- Replies: 12
- Views: 5267
Enhancement flags?
I'm looking at these lines (1592-1595 in SungSlavers.xml), which are about Longzhu shperes enhancing items (specifically shields): (if (eq (divide (itmIsEnhanced gItem) 0x100) 0x01) (setq newMod 0x0100) (setq newMod 0x0102) ) I get what most of this is saying, but I'm not sure how this "enhancement ...
- Sun Oct 14, 2012 12:42 am
- Forum: Shipyards
- Topic: Iocrym weapon graphics (12 damage types) [NEW oct 13th: dark
- Replies: 3
- Views: 4561
- Fri Oct 12, 2012 7:05 am
- Forum: Shipyards
- Topic: Weapon graphics for 12 damage types [NEW Oct 12: dark types]
- Replies: 7
- Views: 6093
Re: Weapon graphics for 12 damage types [NEW Oct 12: dark ty
wooooo dark matter/energy
original post updated with download link
original post updated with download link
- Tue Oct 09, 2012 6:40 pm
- Forum: Shipyards
- Topic: some Ranx stuff
- Replies: 18
- Views: 8790
Re: some Ranx stuff
LordSutekh: probably just the gif. I copied every frame into the same area from the spritesheet after making the spritesheet, so some of the images may be off. Atarlost: That image is much clearer, but I was going solely on the ingame graphics, which appear to be curved not just because they're too ...
- Tue Oct 09, 2012 3:34 pm
- Forum: Shipyards
- Topic: some Ranx stuff
- Replies: 18
- Views: 8790
Re: some Ranx stuff
The bomber is rounded to a degree other Ranx ships are not. I thought that a bit too and it's a valid concern, but the bomber is styled after the gunships and probably some of the chassis is interchangeable. Of the two ships and two stations (a quite small sample size), one (the gunship) sets a pre...
- Mon Oct 08, 2012 11:14 pm
- Forum: Shipyards
- Topic: some Ranx stuff
- Replies: 18
- Views: 8790
Re: some Ranx stuff
Someone in IRC wanted XML to put these ingame, so I made a short file that adds them. They will be found guarding Ranx stations and in random encounters. [Download] Ranx Bomber: Armed with 3d12 XM900 Lucifer missiles, about the same armor as the Ranx gunship. Ranx Frigate: Armed with a Moskva 33 Rep...
- Mon Oct 08, 2012 6:55 pm
- Forum: Shipyards
- Topic: some Ranx stuff
- Replies: 18
- Views: 8790
Re: some Ranx stuff
New ship! I made three concepts this weekend, so I won't be making any more Ranx stuff unless I get inspiration... and 5 ships is great to work with anyway. Ranx heavy gunship/bomber [download] http://s7.postimage.org/uwsa3cezr/Ranx_Bomber.gif (Imgur is down, I'll rehost this one on Imgur in case po...
- Mon Oct 08, 2012 3:17 am
- Forum: Shipyards
- Topic: some Ranx stuff
- Replies: 18
- Views: 8790
Re: some Ranx stuff
I didn't really use textures; just solid-color materials in Blender and some light noise effects in GIMP. If I were doing a huge model with large flat surfaces I'd probably spend some time on UVing and texturing, but as it is the model isn't big enough to really need textures. SolarDragon mentioned ...
- Mon Oct 08, 2012 1:46 am
- Forum: Shipyards
- Topic: some Ranx stuff
- Replies: 18
- Views: 8790
some Ranx stuff
I'm planning on using Ranx graphics for some ships in my own (too big for its own good) project, so I made some others since they only have 2 ships and 2 stations at the moment. I made a ship and a turret. Ranx missile frigate [download] http://i.imgur.com/FYFk8.gif Ranx turret [download] http://i.i...
- Sun Oct 07, 2012 3:53 am
- Forum: Shipyards
- Topic: System Density mod - beta
- Replies: 2
- Views: 1609
System Density mod - beta
I threw this together tonight, and have no idea if it breaks anything, but it should work with any mod that doesn't overwrite the standard star system tables (anything in &tbHumanSystemParts;). It makes non-unique systems (not Eridani, Rigel Aurelius, St. K's, etc) bigger and more populated, with mo...
- Sun Oct 07, 2012 1:56 am
- Forum: Shipyards
- Topic: UNID Database
- Replies: 564
- Views: 407149
Re: UNID Database
|0xD008|ShivanHunter|
woo, modding!
woo, modding!