[Fix] Myeah, you can rename outfits again now. - Also forgot to commit a new ship last night.
This commit is contained in:
parent
00728d89bb
commit
22d3be7a34
37
dat/ship.xml
37
dat/ship.xml
@ -272,4 +272,41 @@ Used by security agencies all over the universe for it's reliability and availab
|
||||
<outfit quantity='1'>Ion Cannon</outfit>
|
||||
</outfits>
|
||||
</ship>
|
||||
<ship name="Goddard">
|
||||
<GFX>goddard</GFX>
|
||||
<GUI>minimal</GUI>
|
||||
<sound>engine</sound>
|
||||
<class>3</class>
|
||||
<price>11500000</price>
|
||||
<fabricator>Goddard Inc.</fabricator>
|
||||
<tech>1001</tech>
|
||||
<description>The archaic design of the Goddard is decieving. Although it takes the shape of traditional flying intra-planet vessels, it's very suited for space travel.
|
||||
Production is entirely done on Zhiru en the Goddard system by Goddard Inc, the sole providor and dealer in Goddards. Over time, specialization and improvements on the original time have kept it very competitive in the market. It's a classic of space.</description>
|
||||
<movement>
|
||||
<thrust>200</thrust>
|
||||
<turn>80</turn>
|
||||
<speed>250</speed>
|
||||
</movement>
|
||||
<health>
|
||||
<shield>800</shield>
|
||||
<armour>500</armour>
|
||||
<energy>2000</energy>
|
||||
<shield_regen>330</shield_regen>
|
||||
<armour_regen>90</armour_regen>
|
||||
<energy_regen>1700</energy_regen>
|
||||
</health>
|
||||
<characteristics>
|
||||
<crew>52</crew>
|
||||
<mass>4350</mass>
|
||||
<fuel>500</fuel>
|
||||
<cap_weapon>250</cap_weapon>
|
||||
<cap_cargo>60</cap_cargo>
|
||||
</characteristics>
|
||||
<outfits>
|
||||
<outfit quantity='2'>Heavy Ion Turret</outfit>
|
||||
<outfit quantity='2'>Laser Turret</outfit>
|
||||
<outfit quantity='2'>Headhunter Launcher</outfit>
|
||||
<outfit quantity='40'>Headhunter</outfit>
|
||||
</outfits>
|
||||
</ship>
|
||||
</Ships>
|
||||
|
@ -1,7 +1,7 @@
|
||||
<Start>
|
||||
<name>Dark Tides</name>
|
||||
<player>
|
||||
<ship>Lancelot</ship>
|
||||
<ship>Goddard</ship>
|
||||
<credits>
|
||||
<low>500000</low>
|
||||
<high>1500000</high>
|
||||
|
BIN
gfx/ship/goddard.png
Normal file
BIN
gfx/ship/goddard.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 215 KiB |
BIN
gfx/ship/goddard_target.png
Normal file
BIN
gfx/ship/goddard_target.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 5.2 KiB |
@ -67,7 +67,7 @@ class Space:
|
||||
hooks = {
|
||||
"winSystems":["destroy",self.__done],
|
||||
"treSystems":["button-release-event", self.__supdate],
|
||||
"inpName":["changed", self.__supdate],
|
||||
"inpName":["changed", self.__seditname],
|
||||
"butDone":["clicked", self.__done],
|
||||
"butSave":["clicked",self.saveSystems],
|
||||
"butZoomIn":["clicked", self.__space_zoomin],
|
||||
@ -276,6 +276,37 @@ class Space:
|
||||
def __pwidget(self, wgtname):
|
||||
return self.pwtree.get_widget(wgtname)
|
||||
|
||||
def __seditname(self, wgt=None, index=None, iter=None):
|
||||
if self.modifyname == 1:
|
||||
return
|
||||
sys_name = self.__swidget("inpName").get_text()
|
||||
if sys_name == "":
|
||||
return
|
||||
|
||||
# Renamed the current system.
|
||||
if sys_name != self.cur_system:
|
||||
self.systems[sys_name] = self.systems[self.cur_system] # Copy it over.
|
||||
model = self.__swidget("treSystems").get_model()
|
||||
|
||||
# Must rename the node in treeview.
|
||||
for i in model:
|
||||
if i[0] == self.cur_system:
|
||||
i[0] = sys_name
|
||||
break
|
||||
|
||||
# Update jump paths.
|
||||
for key, value in self.systems.items():
|
||||
i = 0
|
||||
for jump in value["jumps"]:
|
||||
if jump == self.cur_system:
|
||||
self.systems[key]["jumps"].pop(i)
|
||||
self.systems[key]["jumps"].append(sys_name)
|
||||
i = i+1
|
||||
|
||||
# Delete the old system and change current to it.
|
||||
del self.systems[self.cur_system] # Get rid of the old one.
|
||||
self.cur_system = sys_name # Now use self.cur_system again.
|
||||
|
||||
def __supdate(self, wgt=None, index=None, iter=None):
|
||||
"""
|
||||
Update the star system window
|
||||
@ -290,6 +321,7 @@ class Space:
|
||||
system = self.systems[self.cur_system]
|
||||
|
||||
# Load it all.
|
||||
self.modifyname = 1 # Ugly hack to preven rename triggering another sstore.
|
||||
dic = {
|
||||
"inpName":self.cur_system,
|
||||
"spiInterference":system["general"]["interference"],
|
||||
@ -299,6 +331,7 @@ class Space:
|
||||
}
|
||||
for key, value in dic.items():
|
||||
self.__swidget(key).set_text(str(value))
|
||||
self.modifyname = 0
|
||||
|
||||
# Load nebulae properties.
|
||||
try:
|
||||
@ -466,33 +499,9 @@ class Space:
|
||||
Store the system stuff.
|
||||
'''
|
||||
sys_name = self.__swidget("inpName").get_text()
|
||||
if sys_name == "" or self.cur_system == self.__curSystem():
|
||||
if sys_name == "" or self.cur_system == self.__curSystem() or self.modifyname == 1:
|
||||
return
|
||||
|
||||
# Renamed the current system.
|
||||
if sys_name != self.cur_system:
|
||||
self.systems[sys_name] = self.systems[self.cur_system] # Copy it over.
|
||||
model = self.__swidget("treSystems").get_model()
|
||||
|
||||
# Must rename the node in the treeview.
|
||||
for i in model:
|
||||
if i[0] == self.cur_system:
|
||||
i[0] = sys_name
|
||||
break
|
||||
|
||||
# Update the jump paths.
|
||||
for key, value in self.systems.items():
|
||||
i = 0
|
||||
for jump in value["jumps"]:
|
||||
if jump == self.cur_system:
|
||||
self.systems[key]["jumps"].pop(i)
|
||||
self.systems[key]["Jumps"].append(sys_name)
|
||||
i = i+1
|
||||
|
||||
# Delete the old system and change current to it.
|
||||
del self.systems[self.cur_system] # Get rid of the old one.
|
||||
self.cur_system = sys_name # Now use self.cur_system again.
|
||||
|
||||
try:
|
||||
system = self.systems[self.cur_system]
|
||||
except:
|
||||
|
Loading…
Reference in New Issue
Block a user