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<?xml version="1.0" ?>
<!DOCTYPE TranscendenceExtension
[
<!ENTITY unidExtension "0xD3F72099">
<!ENTITY stFuelDepot "0xD3F72032">
<!ENTITY itReinforcedPlasteel1 "0xD3F72033">
<!ENTITY itReinforcedPlasteel2 "0xD3F72034">
<!ENTITY itReinforcedPlasteel3 "0xD3F72035">
<!ENTITY ittLightDuralloyArmor "0xD3F72036">
<!ENTITY ittHeavyDuralloyArmor "0xD3F72037">
<!ENTITY itLightCeralloyArmor "0xD3F72001">
<!ENTITY itClass4Deflector "0xD3F72002">
<!ENTITY itClass5Deflector "0xD3F72003">
<!ENTITY itClass6Deflector "0xD3F72004">
<!ENTITY itClass7Deflector "0xD3F72005">
<!ENTITY itClass8Deflector "0xD3F72006">
<!ENTITY itClass9Deflector "0xD3F72007">
<!ENTITY itClass10Deflector "0xD3F72008">
<!ENTITY itDualHeavyRecoillessCannon "0xD3F72009">
<!ENTITY itOmniHeavyRecoillessCannon "0xD3F72010">
<!ENTITY itOmniDualLaserCannon "0xD3F72011">
<!ENTITY itOmniDualTurboLaserCannon "0xD3F72012">
]>
<TranscendenceExtension UNID="&unidExtension" version="0.99c">
<!-- ITEMS -->
<!-- Segment of Reinforced Plasteel Plate 1 -->
<ItemType UNID="&itReinforcedPlasteel1;"
name= "plasteel baracade"
level= "5"
value= "2000"
mass= "8000"
modifiers= "MinorItem; Makayev"
frequency= "common"
numberAppearing= "1d2"
description= "This is a thicker plate of the popular plasteel armor."
firstPlural= "true"
sortName= "plasteel armor.10"
>
<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>
<Armor
hitPoints= "100"
repairTech= "5"
repairCost= "10"
installCost="500"
/>
<Invoke uninstalledOnly="true">
(intBarricadeUse &stBarricade1;)
</Invoke>
</ItemType>
<!-- Segment of Reinforced Plasteel Plate 2 -->
<ItemType UNID="&itReinforcedPlasteel2;"
name= "double plasteel baracade"
level= "6"
value= "3000"
mass= "12000"
modifiers= "MinorItem; Makayev"
frequency= "common"
numberAppearing= "1d2"
description= "This is a thicker plate of the popular plasteel armor."
firstPlural= "true"
sortName= "plasteel armor.10"
>
<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>
<Armor
hitPoints= "200"
repairTech= "5"
repairCost= "20"
installCost="1200"
/>
<Invoke uninstalledOnly="true">
(intBarricadeUse &stBarricade1;)
</Invoke>
</ItemType>
<!-- Segment of Reinforced Plasteel Plate 3 -->
<ItemType UNID="&itReinforcedPlasteel3;"
name= "quad plasteel baracade"
level= "7"
value= "3000"
mass= "16000"
modifiers= "MinorItem; Makayev"
frequency= "common"
numberAppearing= "1d2"
description= "This is a thicker plate of the popular plasteel armor."
firstPlural= "true"
sortName= "plasteel armor.10"
>
<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>
<Armor
hitPoints= "400"
repairTech= "5"
repairCost= "45"
installCost="2500"
/>
<Invoke uninstalledOnly="true">
(intBarricadeUse &stBarricade1;)
</Invoke>
</ItemType>
<!-- Segment of Light Duralloy Plate -->
<ItemType UNID="&itLightDuralloyArmor;"
name= "segment of light Duralloy armor"
level= "5"
value= "2000"
mass= "3000"
frequency= "rare"
numberAppearing= "1d4"
modifiers= "MinorItem; Specialty"
description= "A blend of plasteel and duranium infused with active nanomachines. Duralloy armor
repairs itself slowly over time."
firstPlural= "true"
sortName= "Duralloy armor, segment of"
>
<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>
<Armor
hitPoints= "20"
repairTech= "8"
repairCost= "6"
installCost="150"
repairRate= "140"
/>
</ItemType>
<!-- Segment of Heavy Duralloy Plate -->
<ItemType UNID="&itHeavyDuralloyArmor;"
name= "segment of heavy Duralloy armor"
level= "7"
value= "5000"
mass= "7000"
frequency= "rare"
numberAppearing= "1d4"
modifiers= "MinorItem; Specialty"
description= "A blend of plasteel and duranium infused with active nanomachines. Duralloy armor
repairs itself slowly over time."
firstPlural= "true"
sortName= "Duralloy armor, segment of"
>
<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>
<Armor
hitPoints= "70"
repairTech= "8"
repairCost= "15"
installCost="400"
repairRate= "360"
/>
</ItemType>
<!-- Segment of Light Ceralloy Armor -->
<ItemType UNID="&itLightCeralloyArmor;"
name= "segment of light ceralloy armor"
level= "5"
value= "800"
frequency= "common"
numberAppearing= "1d4"
mass= "2500"
modifiers= "MinorItem; Rasiermesser"
description= "This innovative ceramic-based alloy resists particle and ion damage."
firstPlural= "true"
sortName= "ceralloy armor.30"
>
<Image imageID="&rsItems1;" imageX="0" imageY="0" imageWidth="96" imageHeight="96"/>
<Armor
hitPoints= "25"
hpBonus= " +0, +0,+100, -25, +50"
repairTech= "5"
repairCost= "4"
installCost="100"
/>
</ItemType>
<!-- LEVEL IV -->
<ItemType UNID="&itClass4Deflector;"
name= "class IV deflector"
level= "4"
value= "2500"
mass= "1750"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class IV deflector is an integrated system that protects a ship against most
forms of damage."
sortName= "deflector, class IV"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "130"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "4"
depletionDelay= "24"
powerUse= "120"
/>
</ItemType>
<!-- LEVEL V -->
<ItemType UNID="&itClass5Deflector;"
name= "class V deflector"
level= "5"
value= "3500"
mass= "1900"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class V deflector is an integrated system that protects a ship against most
forms of damage."
sortName= "deflector, class V"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "200"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "5"
depletionDelay= "24"
powerUse= "150"
/>
</ItemType>
<!-- LEVEL V -->
<ItemType UNID="&itClass6Deflector;"
name= "class VI deflector"
level= "5"
value= "4000"
mass= "2050"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class VI deflector is an integrated system that protects a ship against most
forms of damage."
sortName= "deflector, class VI"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "280"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "6"
depletionDelay= "24"
powerUse= "190"
/>
</ItemType>
<!-- LEVEL VI -->
<ItemType UNID="&itClass7Deflector;"
name= "class VII deflector"
level= "6"
value= "5500"
mass= "2200"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class VII deflector is an integrated system that protects a ship against most
forms of damage."
sortName= "deflector, class VII"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "350"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "7"
depletionDelay= "24"
powerUse= "240"
/>
</ItemType>
<!-- LEVEL VI -->
<ItemType UNID="&itClass8Deflector;"
name= "class VIII deflector"
level= "6"
value= "6000"
mass= "2350"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class VIII deflector is an integrated system that protects a ship against
most forms of damage."
sortName= "deflector, class VIII"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "410"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "8"
depletionDelay= "24"
powerUse= "290"
/>
</ItemType>
<!-- LEVEL VII -->
<ItemType UNID="&itClass9Deflector;"
name= "class IX deflector"
level= "7"
value= "6500"
mass= "2500"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class IX deflector is an integrated system that protects a ship against most
forms of damage."
sortName= "deflector, class IX"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "450"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "9"
depletionDelay= "24"
powerUse= "360"
/>
</ItemType>
<!-- LEVEL VII -->
<ItemType UNID="&itClass10Deflector;"
name= "class X deflector"
level= "7"
value= "7000"
mass= "2650"
frequency= "uncommon"
modifiers= "EI; MajorItem"
description= "The class X deflector is an integrated system that protects a ship against most
forms of damage."
sortName= "deflector, class X"
>
<Image imageID="&rsItems1;" imageX="192" imageY="0" imageWidth="96" imageHeight="96"/>
<Shields
hitPoints= "470"
absorbAdj= "100,100,100,100, 100,100,100,100, 100,100,100,100, 100,100,100,100"
regenTime= "30"
regenHP= "10"
depletionDelay= "24"
powerUse= "410"
/>
</ItemType>
<!-- Dual Heavy Recoilless Cannon -->
<ItemType UNID="&itDualHeavyRecoillessCannon;"
name= "dual heavy recoilless cannon"
level= "3"
value= "1550"
mass= "4000"
frequency= "common"
modifiers= "MajorItem; NAMI"
showReference= "true"
description= "Twin heavy recoiless cannons with linked fire controls."
sortName= "recoilless cannon, heavy"
>
<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
<Weapon
type= "missile"
configuration= "dual"
damage= "kinetic:2d6-1; momentum1"
fireRate= "15"
missileSpeed= "30"
interaction= "80"
lifetime= "60"
powerUse= "40"
sound= "&snRecoillessCannon;"
>
<Effect>
<Bolt
length= "20"
width= "4"
primaryColor= "0xcd, 0xf3, 0xff"
secondaryColor= "0x8f, 0xa9, 0xb2"
/>
</Effect>
</Weapon>
</ItemType>
<!-- Omni Heavy Recoilless Cannon -->
<ItemType UNID="&itOmniHeavyRecoillessCannon;"
name= "omnidirectional heavy recoilless cannon"
level= "3"
value= "1550"
mass= "3200"
frequency= "common"
modifiers= "MajorItem; NAMI"
showReference= "true"
description= "This is a heavier version of the common recoilless cannon and is mounted on a
rotating turret."
sortName= "recoilless cannon, heavy"
>
<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
<Weapon
type= "missile"
omnidirectional= "true"
damage= "kinetic:2d6-1; momentum1"
fireRate= "15"
missileSpeed= "30"
interaction= "80"
lifetime= "60"
powerUse= "20"
sound= "&snRecoillessCannon;"
>
<Effect>
<Bolt
length= "20"
width= "4"
primaryColor= "0xcd, 0xf3, 0xff"
secondaryColor= "0x8f, 0xa9, 0xb2"
/>
</Effect>
</Weapon>
</ItemType>
<!-- Omni Dual Laser Cannon -->
<ItemType UNID="&itOmniDualLaserCannon;"
name= "omnidirectional dual laser cannon"
level= "3"
value= "1750"
mass= "2200"
frequency= "uncommon"
modifiers= "EI; EnergyWeapon; MajorItem"
showReference= "true"
description= "Twin laser cannons with linked fire controls on a rotating turret."
sortName= "laser cannon, dual"
>
<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
<Weapon
type= "beam"
omnidirectional= "true"
configuration= "dual"
damage= "laser:1d4"
fireRate= "10"
lifetime= "30"
powerUse= "30"
beamType= "laser"
primaryColor= "0xf1, 0x5f, 0x2a"
secondaryColor= "0xff, 0x00, 0x00"
sound= "&snLaserCannon;"
>
</Weapon>
</ItemType>
<!-- Omni Dual Turbolaser Cannon -->
<ItemType UNID="&itOmniDualTurbolaserCannon;"
name= "omnidirectional Dual turbolaser cannon"
level= "4"
value= "3500"
mass= "2000"
frequency= "uncommon"
modifiers= "EI; EnergyWeapon; MajorItem"
description= "Two turbolasers mounted on an automated turret."
sortName= "Dual turbolaser cannon, omnidirectional"
>
<Image imageID="&rsItems1;" imageX="96" imageY="0" imageWidth="96" imageHeight="96"/>
<Weapon
type= "beam"
configuration= "dual"
omnidirectional= "true"
damage= "laser:2d4+1"
fireRate= "15"
lifetime= "30"
powerUse= "140"
beamType= "laser"
primaryColor= "0x5f, 0xf1, 0x2a"
secondaryColor= "0x00, 0xff, 0x00"
sound= "&snLaserCannon;"
>
</Weapon>
</ItemType>
<!-- Tinker Gathering -->
<StationType UNID="&stTinkerGathering;"
name= "(tinker gathering)"
sovereign= "&svIndependent;"
dockScreen= "Main"
abandonedScreen= "&dsAbandonedStation;"
canAttack= "true"
multiHull= "true"
armorID= "&itReinforcedTitanium1;"
maxHitPoints= "250"
hitPoints= "250"
repairRate= "5"
fireRateAdj= "20"
explosionType= "&vtThermoExplosion1;"
ejectaType= "&vtWreckEjecta;"
attributes= "independent,friendly,envEarth,envAvoidsAir,populated"
levelFrequency= "vvrru uccuu rrvv- ----- -----"
locationCriteria= "+asteroids,-asteroidbelt"
noArticle= "true"
>
<Names>Tinker Alvarez; Tinker Bell; Tinker Cray; Tinker Draper;
Tinker Edison; Tinker Fermi; Tinker Goddard; Tinker Hale;
Tinker Julian; Tinker Kroll; Tinker Lawrence; Tinker Mazor;
Tinker Noyce; Tinker Olsen; Tinker Plank; Tinker Rohrer;
Tinker Sikorsky; Tinker Tesla; Tinker Wang
</Names>
<Image imageID="&rsStations1;" imageX="0" imageY="256" imageWidth="128" imageHeight="128"/>
<Ships>
<Table count="1d4">
<Ship chance="40" count="1" class="&scRoninC;" orders="guard" />
<Ship chance="20" count="1" class="&scWolfen;" orders="guard"/>
<Ship chance="20" count="1" class="&scSapphireYacht;" orders="guard"/>
<Ship chance="20" count="1" class="&scHornet;" orders="guard"/>
</Table>
</Ships>
<Items>
<RandomItem count="3d6"
criteria= "aswd -Illegal; -Military; -NotForSale;"
level= "3"
levelCurve= "2"
damaged= "100"
/>
</Items>
<Trade currency="credit" creditConversion="100" max="15000" replenish="1250">
<Sell criteria="*U -Illegal; -ID; -NotForSale;" priceAdj="110"/>
<Buy criteria="*DU -Illegal; -ID; -NotForSale;" priceAdj="100"/>
<Buy criteria="*DU -Illegal; -ID;" priceAdj="50"/>
</Trade>
<Devices>
<Device deviceID="&itFlenserCannon;" omnidirectional="true"/>
</Devices>
<StaticData>
<CustomWork>
(
(&itTitaniumOre; 2 &itLightTitaniumPlate;)
(&itLightTitaniumPlate; 4 &itTitaniumPlate;)
(&itTitaniumPlate; 6 &itHeavyTitaniumPlate;)
(&itReinforcedTitanium1; 6 &itReinforcedTitanium2;)
(&itReinforcedTitanium2; 12 &itReinforcedTitanium3;)
(&itHeavyWater; 4 &itXMHArmor;)
(&itSiliconArmorPatch; 4 &itPhotorepairArmor;)
(&itCarbonSpool; 2 &itCeramicPlate;)
(&itCeramicPlate; 4 &itHeavyCeramicPlate;)
(&itPlasteelOre; 4 &itLightPlasteelPlate;)
(&itLightPlasteelPlate; 7 &itPlasteelPlate;)
(&itPlasteelPlate; 10 &itHeavyPlasteelPlate;)
(&itHeavyPlasteelPlate; 12 &itReinforcedPlasteel1;)
(&itReinforcedPlasteel1; 15 &itReinforcedPlasteel2;)
(&itReinforcedPlasteel2; 18 &itReinforcedPlasteel3;)
(&itHyperfiberRoll; 4 &itTevlarCompositeArmor;)
(&itDuralloyOre; 5 &itLightDuralloyArmor;)
(&itLightDuralloyArmor; 8 &itDuralloyArmor;)
(&itDuralloyArmor; 12 &itHeavyDuralloyArmor;)
(&itReactiveArmor; 4 &itAdvancedReactiveArmor;)
(&itCeralloyOre; 5 &itLightCeralloyArmor;)
(&itLightCeralloyArmor; 8 &itCeralloyArmor;)
(&itCeralloyArmor; 11 &itHeavyCeralloyArmor;)
(&itOrthoSteelOre; 10 &itLightOrthoSteel;)
(&itLightOrthoSteel; 15 &itOrthoSteel;)
(&itOrthoSteel; 20 &itHeavyOrthoSteel;)
(&itIthaliumOre; 12 &itLightIthaliumArmor;)
(&itLightIthaliumArmor; 17 &itIthaliumArmor;)
(&itIthaliumArmor; 22 &itHeavyIthaliumArmor;)
(&itNeutroniumOre; 25 &itNeutroniumArmor;)
(&itClass1Deflector; 2 &itClass2Deflector;)
(&itClass2Deflector; 3 &itClass3Deflector;)
(&itClass32Deflector; 4 &itClass4Deflector;)
(&itClass4Deflector; 5 &itClass5Deflector;)
(&itClass5Deflector; 6 &itClass6Deflector;)
(&itClass6Deflector; 7 &itClass7Deflector;)
(&itClass7Deflector; 8 &itClass8Deflector;)
(&itClass8Deflector; 9 &itClass9Deflector;)
(&itClass9Deflector; 10 &itClass10Deflector;)
(&itSuperconductingCoil; 8 &itSuperconductingShields;)
(&itRecoillessCannon; 4 &itDualRecoillessCannon;)
(&itDualRecoillessCannon; 5 &itHeavyRecoillessCannon;)
(&itHeavyRecoillessCannon; 6 &itDualHeavyRecoillessCannon;)
(&itDualHeavyRecoillessCannon; 7 &itOmniHeavyRecoillessCannon;)
(&itLaserCannon; 8 &itDualLaserCannon;)
(&itDualLaserCannon; 10 &itOmniLaserCannon;)
(&itOmniLaserCannon; 12 &itOmniDualLaserCannon;)
(&itPartisanCannon; 2 &itSmartCannon;)
(&itTurbolaserCannon; 4 &itDualTurbolaserCannon;)
(&itDualTurbolaserCannon; 6 &itOmniTurbolaserCannon;)
(&itOmniTurbolaserCannon; 8 &itOmniDualTurbolaserCannon;)
(&itRadioactiveWaste; 8 &itWasteCannon;)
(&itFusionTrigger; 1 &itXM900Missile;)
(&itRepairingNanos; 6 &itArmorRepairDevice;)
)
</CustomWork>
</StaticData>
<DockScreens>
<Main
name= "=(objGetName gSource)"
>
<OnInit>
(switch
; If the ship is radioactive then we need to decontaminate
(shpIsRadioactive gPlayerShip)
(scrShowScreen gScreen "Decon")
)
</OnInit>
<Panes>
<Default
desc= "You are docked at a station belonging to the Tinkers Guild. The
docking bay is decorated with various ancient devices of unknown origin and purpose.">
<Actions>
<Action name="Buy scrap" default="1" key="B">
(block Nil
(setq gPrevScreen "Main")
(setq gMargin Nil)
(setq gInstallCriteria Nil)
(scrShowScreen gScreen "&dsExchangeBuy;")
)
</Action>
<Action name="Sell scrap" key="S">
(block Nil
(setq gPrevScreen "Main")
(setq gMargin Nil)
(setq gTitle Nil)
(scrShowScreen gScreen "&dsExchangeSell;")
)
</Action>
<Action name="Repair or replace armor" key="A">
(block Nil
(setq gPrevScreen "Main")
(setq gPrevPane Nil)
(setq gTechLevel 8)
(setq gArmorSegment 0)
(setq gMargin 100)
(scrShowScreen gScreen "&dsRepairArmor;")
)
</Action>
<Action name="Custom work" key="C">
<Navigate screen="PickItem"/>
</Action>
<Action name="Undock" cancel="1" key="U">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
<PickItem
name= "Ship's Cargo Hold"
type= "itemPicker"
backgroundID= "&rsItemListScreen;"
>
<ListOptions
dataFrom= "player"
list= "*U"
/>
<Panes>
<Default
desc= "You are in a machine shop surrounded by robot welders and
cutters. A woman approaches you. "If you've got some scrap or otherwise useless items we can turn them into something useful.
Pick an item."">
<Actions>
<Action name="Use this item" default="1" key="U">
(block Nil
(setq gItem (scrGetItem gScreen))
(if gItem
(block Nil
(setq gMaxCount (itmGetCount gItem))
(if (eq gMaxCount 1)
(scrShowPane gScreen "UseItem")
(scrShowPane gScreen
"UseQuantity")
)
)
)
)
</Action>
<Action name="Leave" cancel="1" key="L">
<Navigate screen="Main"/>
</Action>
</Actions>
</Default>
<UseQuantity
showCounter= "true">
<Initialize>
(block Nil
(scrSetDesc gScreen (cat "How many " (itmGetName gItem 2) " do you
wish to use in this process?"))
(scrSetCounter gScreen gMaxCount)
)
</Initialize>
<Actions>
<Action name="Use these items" default="1" key="U">
<![CDATA[
(block (count)
(setq count (scrGetCounter gScreen))
(if (> count gMaxCount)
(scrSetCounter gScreen gMaxCount)
(block Nil
(setq gMaxCount count)
(scrShowPane gScreen "UseItem")
)
)
)
]]>
</Action>
<Action name="Cancel" cancel="1" key="C">
<ShowPane pane="Default"/>
</Action>
</Actions>
</UseQuantity>
<UseItem>
<Initialize>
(block (testWork foundPartial)
; Loop through our table looking to see if there
; is something that we can convert
(setq foundPartial Nil)
(setq gMatch Nil)
(enum (objGetStaticData gSource 'CustomWork) testWork
(block Nil
(if (eq (item testWork 0) (itmGetUNID gItem))
(block Nil
(setq foundPartial True)
(if (geq gMaxCount (item testWork
1))
(block Nil
(setq gMatch
testWork)
(setq gCount
(divide gMaxCount (item testWork 1)))
(setq gCost
(multiply gCount 50))
)
)
)
)
)
)
; Set state depending on whether we matched
(switch
gMatch
(scrSetDesc gScreen (cat "We can convert your "
(itmGetName (itmCreate (itmGetUNID gItem) gMaxCount) 8) " into " (itmGetName (itmCreate (item gMatch 2) gCount) 8) " for " gCost "
credits. Do you wish to proceed?"))
foundPartial
(scrSetDesc gScreen (cat "If we had more "
(itmGetName gItem 2) " we might be able to do something, but there's nothing we can do with so few."))
(scrSetDesc gScreen "Sorry, that junk isn't useful to us.
We can't do anything with it.")
)
; Enable/disable actions
(scrEnableAction gScreen 0 (and gMatch (geq (plyGetCredits
gPlayer) gCost)))
)
</Initialize>
<Actions>
<Action name="Proceed" default="1" key="P">
(if (and gMatch (geq (plyGetCredits gPlayer) gCost))
(block Nil
(scrRemoveItem gScreen gMaxCount)
(plyCharge gPlayer gCost)
(objAddItem gPlayerShip (itmCreate (item gMatch 2)
gCount))
(scrShowPane gScreen 'Done)
)
)
</Action>
<Action name="Cancel" cancel="1" key="C">
<ShowPane pane="Default"/>
</Action>
</Actions>
</UseItem>
<Done
noListNavigation="true"
>
<Initialize>
(scrSetDesc gScreen (cat "After much work with the robots the woman comes
back with " (itmGetName (itmCreate (item gMatch 2) 1) 4) ". \"Here you go,\" she says, \"nothing to it once you know how these
machines work.\""))
</Initialize>
<Actions>
<Action name="Continue" default="1" cancel="1" key="C">
<Navigate screen="Main"/>
</Action>
</Actions>
</Done>
</Panes>
</PickItem>
<Decon
name= "=(objGetName gSource)"
>
<Panes>
<Default>
<Initialize>
(block Nil
; Figure out how much it would cost to make the ship immune to
radiation
(setq gCost (multiply 400 (shpGetArmorCount gPlayerShip)))
(switch
; If the player has it, then we can do it
(geq (plyGetCredits gPlayer) gCost)
(block Nil
(scrSetDesc gScreen (cat "A woman in a
hazmat suit meets you at the airlock.\n\n\"Seriously, your ship is pretty toxic. Do you want us to take care of it? We can fix it
for " gCost " credits.\""))
(setq gResult 'immune)
)
; Otherwise, no luck
(block Nil
(scrSetDesc gScreen (cat "A woman in a hazmat suit
meets you at the airlock.\n\n\"Ugh, your ship is pretty toxic. Please come back after you've deconned!\""))
(setq gResult Nil)
)
)
(scrEnableAction gScreen 0 gResult)
)
</Initialize>
<Actions>
<Action name="Decontaminate" default="1" key="D">
(block (armorEnhanced)
; Decontaminate
(plyCharge gPlayer gCost)
(shpDecontaminate gPlayerShip)
; Make immune
(setq armorEnhanced 0)
(objEnumItems gPlayerShip "aI" theItem
(block (result)
(setq result (shpEnhanceItem gPlayerShip
theItem 0x0b00))
(switch
(or (eq result 0) (eq result 2)
(eq result 6) (eq result 7))
(setq armorEnhanced (add
armorEnhanced 1))
)
)
)
; Compose the result
(setq gDesc "The woman in the hazmat suit decontaminates
your ship with various robots. She applies borocarbide paste to your ship.\n\n")
(switch
(eq armorEnhanced (shpGetArmorCount gPlayerShip))
(setq gDesc (cat gDesc "\"The new
borocarbide coating will make your ship immune to radiation.\""))
(eq armorEnhanced 0)
(setq gDesc (cat gDesc "\"I tried to make
your ship immune to further contamination, but it didn't take. You must have some other coatings on your armor.\""))
(setq gDesc (cat gDesc "\"I tried to make your
ship immune to radiation, but it didn't fully work. You must have some other coatings on your armor.\""))
)
(scrShowPane gScreen "DeconDone")
)
</Action>
<Action name="Undock" cancel="1" key="U">
<Exit/>
</Action>
</Actions>
</Default>
<DeconDone>
<Initialize>
(scrSetDesc gScreen gDesc)
</Initialize>
<Actions>
<Action name="Continue" default="1" cancel="1" key="C">
(scrShowScreen gScreen "Main")
</Action>
</Actions>
</DeconDone>
</Panes>
</Decon>
</DockScreens>
<DockingPorts>
<Port x="0" y="90" />
<Port x="0" y="-90" />
<Port x="60" y="60" />
<Port x="60" y="-60" />
<Port x="90" y="0" />
<Port x="-90" y="0" />
<Port x="-60" y="60" />
<Port x="-60" y="-60" />
</DockingPorts>
</StationType>
</TranscendenceExtension>
edit: sorry about that hit the wrong button (Betel)