need help

Freeform discussion about anything related to modding Transcendence.
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Silentdances
Commonwealth Pilot
Commonwealth Pilot
Posts: 56
Joined: Fri Mar 21, 2008 6:06 am

where am I going wrong with this?

Code: Select all

<?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)
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
User avatar
Periculi
Fleet Officer
Fleet Officer
Posts: 1282
Joined: Sat Oct 13, 2007 7:48 pm
Location: Necroposting in a forum near you

where am I going wrong with this?
A) You didn't mention what the error message (if any) was.

B) You posted an entire extension in a single post without describing the steps you have taken during building it to check for debugging.
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

<TranscendenceExtension UNID="&unidExtension" version="0.99c">

needs to be

<TranscendenceExtension UNID="&unidExtension;" version="0.99c">

<!ENTITY ittLightDuralloyArmor "0xD3F72036">
<!ENTITY ittHeavyDuralloyArmor "0xD3F72037">
need to be

<!ENTITY itLightDuralloyArmor "0xD3F72036">
<!ENTITY itHeavyDuralloyArmor "0xD3F72037">

(&itNeutroniumOre; 25 &itNeutroniumArmor;)

you never made a itNeutroniumArmor so change it or make it

(&itClass32Deflector; 4 &itClass4Deflector;)

needs to be

(&itClass3Deflector; 4 &itClass4Deflector;)

that is all I found
Crying is not a proper retort!
Silentdances
Commonwealth Pilot
Commonwealth Pilot
Posts: 56
Joined: Fri Mar 21, 2008 6:06 am

A) You didn't mention what the error message (if any) was.

B) You posted an entire extension in a single post without describing the steps you have taken during building it to check for debugging.
woops.. sorry about that.. I'll remember that for next time (which I'm sure there will be)

that is all I found
thank you

its usually typos that kill me with this sort of a thing

though.. its a little odd.. I have a different xml that doesn't seem to have any problems working without the ; after unidextension
"Darkness makes the sunlight so bright, that our eyes blur with tears. Misery sharpens the edges of our joy. Challenges remind us that we are capable of great things. Life is hard. It is supposed to be."
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