[Change] Tab to spaces in xml/lua.

This commit is contained in:
Allanis 2013-03-21 00:46:40 +00:00
parent 4ea444b9ae
commit 339662e3c5
15 changed files with 952 additions and 952 deletions

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@ -1,16 +1,16 @@
<?xml version="1.0" encoding="UTF-8"?>
<Commodities>
<commodity name="Food">
<description>Airtight compressed nutrient packets. Very nutritious.</description>
<high>160</high>
<medium>140</medium>
<low>120</low>
</commodity>
<commodity name="Ore">
<description>An assortment of ores. Needed for all kinds of processes.</description>
<high>240</high>
<medium>210</medium>
<low>180</low>
</commodity>
<commodity name="Food">
<description>Airtight compressed nutrient packets. Very nutritious.</description>
<high>160</high>
<medium>140</medium>
<low>120</low>
</commodity>
<commodity name="Ore">
<description>An assortment of ores. Needed for all kinds of processes.</description>
<high>240</high>
<medium>210</medium>
<low>180</low>
</commodity>
</Commodities>

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@ -1,49 +1,49 @@
<?xml version="1.0" encoding="UTF-8"?>
<Factions>
<faction name = "Player">
</faction>
</faction>
<faction name = "Independent">
</faction>
<faction name = "Merchant">
</faction>
<faction name = "Pirate">
</faction>
<faction name = "Militia">
</faction>
<faction name = "Empire">
</faction>
<faction name = "Collective">
</faction>
<faction name = "Militia">
</faction>
<faction name = "Empire">
</faction>
<faction name = "Collective">
</faction>
<Alliances>
<alliance name = "Neutral">
<ally>Independent</ally>
<ally>Merchant</ally>
<ally>Militia</ally>
<ally>Militia</ally>
</alliance>
<alliance name = "Empire United">
<ally>Empire</ally>
<ally>Merchant</ally>
</alliance>
<alliance name = "Empire United">
<ally>Empire</ally>
<ally>Merchant</ally>
</alliance>
</Alliances>
<Enemies>
<enemies>
<enemy type="faction">Collective</enemy>
<enemy type="faction">Collective</enemy>
<enemy type="alliance">Neutral</enemy>
</enemies>
<enemies>
<enemy type="faction">Collective</enemy>
<enemy type="faction">Player</enemy>
</enemies>
<enemies>
<enemy type="alliance">Neutral</enemy>
<enemy type="faction">Pirate</enemy>
</enemies>
</enemies>
<enemies>
<enemy type="faction">Collective</enemy>
<enemy type="faction">Player</enemy>
</enemies>
<enemies>
<enemy type="alliance">Neutral</enemy>
<enemy type="faction">Pirate</enemy>
</enemies>
<enemies>
<enemy type="alliance">Empire United</enemy>
<enemy type="alliance">Empire United</enemy>
<enemy type="faction">Pirate</enemy>
</enemies>
<enemies>
<enemy type="faction">Pirate</enemy>
</enemies>
<enemies>
<enemy type="faction">Pirate</enemy>
<enemy type="faction">Player</enemy>
</enemies>
</Enemies>

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@ -14,13 +14,13 @@
<pilot chance='100'>Merchant Ship</pilot>
</pilots>
</fleet>
<fleet name="Merchant Mule">
<ai>merchant</ai>
<faction>Merchant</faction>
<pilots>
<pilot chance='100'>Merchant Mule</pilot>
</pilots>
</fleet>
<fleet name="Merchant Mule">
<ai>merchant</ai>
<faction>Merchant</faction>
<pilots>
<pilot chance='100'>Merchant Mule</pilot>
</pilots>
</fleet>
<fleet name="Sml Merchant Convoy">
<ai>merchant</ai>
<faction>Merchant</faction>
@ -37,40 +37,40 @@
<pilot chance='80'>Leapard</pilot>
</pilots>
</fleet>
<fleet name="Collective Drone">
<ai>collective</ai>
<faction>Collective</faction>
<pilots>
<pilot chance='100'>Drone</pilot>
</pilots>
</fleet>
<fleet name="Collective Sml Swarm">
<ai>collective</ai>
<faction>Collective</faction>
<pilots>
<pilot chance='100'>Drone</pilot>
<pilot chance='90'>Drone</pilot>
<pilot chance='80'>Drone</pilot>
<pilot chance='70'>Drone</pilot>
<pilot chance='60'>Drone</pilot>
<pilot chance='50'>Drone</pilot>
</pilots>
</fleet>
<fleet name="Empire Lancer">
<ai>empire</ai>
<faction>Empire</faction>
<pilots>
<pilot chance='100'>Lancer</pilot>
</pilots>
</fleet>
<fleet name="Empire Sml Defence">
<ai>empire</ai>
<faction>Empire</faction>
<pilots>
<pilot chance='100'>Lancer</pilot>
<pilot chance='80'>Lancer</pilot>
<pilot chance='60'>Lancer</pilot>
<pilot chance='50'>Hawking</pilot>
</pilots>
</fleet>
<fleet name="Collective Drone">
<ai>collective</ai>
<faction>Collective</faction>
<pilots>
<pilot chance='100'>Drone</pilot>
</pilots>
</fleet>
<fleet name="Collective Sml Swarm">
<ai>collective</ai>
<faction>Collective</faction>
<pilots>
<pilot chance='100'>Drone</pilot>
<pilot chance='90'>Drone</pilot>
<pilot chance='80'>Drone</pilot>
<pilot chance='70'>Drone</pilot>
<pilot chance='60'>Drone</pilot>
<pilot chance='50'>Drone</pilot>
</pilots>
</fleet>
<fleet name="Empire Lancer">
<ai>empire</ai>
<faction>Empire</faction>
<pilots>
<pilot chance='100'>Lancer</pilot>
</pilots>
</fleet>
<fleet name="Empire Sml Defence">
<ai>empire</ai>
<faction>Empire</faction>
<pilots>
<pilot chance='100'>Lancer</pilot>
<pilot chance='80'>Lancer</pilot>
<pilot chance='60'>Lancer</pilot>
<pilot chance='50'>Hawking</pilot>
</pilots>
</fleet>
</Fleets>

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@ -4,61 +4,61 @@
<x>-65</x>
<y>0</y>
</offset>
<radar type="circle">
<w>70</w>
<x>72</x>
<y>72</y>
</radar>
<radar type="circle">
<w>70</w>
<x>72</x>
<y>72</y>
</radar>
<nav>
<x>40</x>
<y>151</y>
<w>112</w>
<h>42</h>
</nav>
<health>
<shield>
<w>98</w>
<h>8</h>
<x>52</x>
<y>201</y>
</shield>
<armour>
<w>98</w>
<h>8</h>
<x>52</x>
<y>212</y>
</armour>
<energy>
<w>98</w>
<h>8</h>
<x>52</x>
<y>223</y>
</energy>
</health>
<health>
<shield>
<w>98</w>
<h>8</h>
<x>52</x>
<y>201</y>
</shield>
<armour>
<w>98</w>
<h>8</h>
<x>52</x>
<y>212</y>
</armour>
<energy>
<w>98</w>
<h>8</h>
<x>52</x>
<y>223</y>
</energy>
</health>
<weapon>
<x>40</x>
<y>239</y>
<w>112</w>
<h>42</h>
</weapon>
<target>
<gfx>
<x>34</x>
<y>312</y>
</gfx>
<name>
<x>40</x>
<y>291</y>
</name>
<faction>
<x>40</x>
<y>304</y>
</faction>
<health>
<x>40</x>
<y>401</y>
</health>
</target>
<target>
<gfx>
<x>34</x>
<y>312</y>
</gfx>
<name>
<x>40</x>
<y>291</y>
</name>
<faction>
<x>40</x>
<y>304</y>
</faction>
<health>
<x>40</x>
<y>401</y>
</health>
</target>
<misc>
<x>40</x>
<y>424</y>

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@ -1,82 +1,82 @@
<?xml version="1.0" encoding="UTF-8"?>
<Outfits>
<outfit name="Laser">
<general>
<max>5</max>
<tech>2</tech>
<outfit name="Laser">
<general>
<max>5</max>
<tech>2</tech>
<mass>5</mass>
<price>5000</price>
<description>Your basic laser. Fires charges energy beams that do a decent amount of damage to both shield and amour.</description>
<gfx_store>laser</gfx_store>
</general>
<price>5000</price>
<description>Your basic laser. Fires charges energy beams that do a decent amount of damage to both shield and amour.</description>
<gfx_store>laser</gfx_store>
</general>
<specific type="1">
<gfx>lasergreen</gfx>
<sound>laser</sound>
<spfx>ExpS</spfx>
<sound>laser</sound>
<spfx>ExpS</spfx>
<delay>500</delay>
<speed>550</speed>
<range>300</range>
<accuracy>1</accuracy>
<energy>8</energy>
<accuracy>1</accuracy>
<energy>8</energy>
<damage>
<armour>10</armour>
<shield>13</shield>
</damage>
</specific>
</outfit>
<outfit name="Laser Turret">
<general>
<max>4</max>
<tech>4</tech>
</outfit>
<outfit name="Laser Turret">
<general>
<max>4</max>
<tech>4</tech>
<mass>20</mass>
<price>25000</price>
<description>Two laser cannons added on a rotating turret, allowing for 360 degrees of firepower!</description>
<gfx_store>laser_turret</gfx_store>
</general>
<price>25000</price>
<description>Two laser cannons added on a rotating turret, allowing for 360 degrees of firepower!</description>
<gfx_store>laser_turret</gfx_store>
</general>
<specific type="13">
<gfx>lasergreen</gfx>
<sound>laser</sound>
<spfx>ExpS</spfx>
<sound>laser</sound>
<spfx>ExpS</spfx>
<delay>300</delay>
<speed>550</speed>
<range>300</range>
<accuracy>30</accuracy>
<energy>10</energy>
<accuracy>30</accuracy>
<energy>10</energy>
<damage>
<armour>13</armour>
<shield>10</shield>
</damage>
</specific>
</outfit>
</outfit>
<outfit name="Missile Launcher">
<general>
<max>2</max>
<tech>4</tech>
<general>
<max>2</max>
<tech>4</tech>
<mass>10</mass>
<price>25000</price>
<description>Base for launching dumb missiles.</description>
<gfx_store>missile</gfx_store>
</general>
<price>25000</price>
<description>Base for launching dumb missiles.</description>
<gfx_store>missile</gfx_store>
</general>
<specific type="5" secondary="1">
<ammo>Missile</ammo>
<delay>1200</delay>
</specific>
</outfit>
<outfit name="Missile">
<general>
<max>60</max>
<tech>2</tech>
<general>
<max>60</max>
<tech>2</tech>
<mass>1</mass>
<price>800</price>
<description>The cheapest missile on the market, what it lacks in a decent tracking system it makes up for in affordability and firepower.</description>
<gfx_store>missile</gfx_store>
</general>
<price>800</price>
<description>The cheapest missile on the market, what it lacks in a decent tracking system it makes up for in affordability and firepower.</description>
<gfx_store>missile</gfx_store>
</general>
<specific type="6">
<gfx>missile</gfx>
<sound>missile</sound>
<spfx>ExpM</spfx>
<sound>missile</sound>
<spfx>ExpM</spfx>
<duration>5</duration>
<lockon>1</lockon>
<lockon>1</lockon>
<thrust>1600</thrust>
<turn>200</turn>
<speed>800</speed>
@ -87,34 +87,34 @@
</specific>
</outfit>
<outfit name="Headhunter Launcher">
<general>
<max>2</max>
<tech>5</tech>
<general>
<max>2</max>
<tech>5</tech>
<mass>12</mass>
<price>40000</price>
<description>The Headhunter Launcher is one of the most used missile launcher by the security companies. Much more reliable then the regular missiles, Headhunters feature more sensors and an advanced tracking system making them much better at hitting their targets.</description>
<gfx_store>missile</gfx_store>
</general>
<price>40000</price>
<description>The Headhunter Launcher is one of the most used missile launcher by the security companies. Much more reliable then the regular missiles, Headhunters feature more sensors and an advanced tracking system making them much better at hitting their targets.</description>
<gfx_store>missile</gfx_store>
</general>
<specific type="5" secondary="1">
<ammo>Headhunter</ammo>
<delay>1400</delay>
</specific>
</outfit>
<outfit name="Headhunter">
<general>
<max>40</max>
<tech>5</tech>
<general>
<max>40</max>
<tech>5</tech>
<mass>1</mass>
<price>2000</price>
<description>Headhunters first gained fame in the crush of the Vroen, a fearsome battle against a pirate stronghold where the Empire crushed the pirates thanks to the advanced guidance system on the Headhunter. Now used by mercenaries and bounty hunters all over.</description>
<gfx_store>missile</gfx_store>
</general>
<price>2000</price>
<description>Headhunters first gained fame in the crush of the Vroen, a fearsome battle against a pirate stronghold where the Empire crushed the pirates thanks to the advanced guidance system on the Headhunter. Now used by mercenaries and bounty hunters all over.</description>
<gfx_store>missile</gfx_store>
</general>
<specific type="6">
<gfx>headhunter</gfx>
<sound>missile</sound>
<spfx>ExpM</spfx>
<sound>missile</sound>
<spfx>ExpM</spfx>
<duration>7</duration>
<lockon>0.5</lockon>
<lockon>0.5</lockon>
<thrust>1300</thrust>
<turn>200</turn>
<speed>650</speed>
@ -124,160 +124,160 @@
</damage>
</specific>
</outfit>
<outfit name="Neutron Disruptor">
<general>
<max>3</max>
<tech>99</tech>
<outfit name="Neutron Disruptor">
<general>
<max>3</max>
<tech>99</tech>
<mass>8</mass>
<price>25000</price>
<description>Neutron Disruptor.</description>
<gfx_store>neutron</gfx_store>
</general>
<price>25000</price>
<description>Neutron Disruptor.</description>
<gfx_store>neutron</gfx_store>
</general>
<specific type="1">
<gfx>neutron</gfx>
<sound>laser</sound>
<spfx>ExpS</spfx>
<sound>laser</sound>
<spfx>ExpS</spfx>
<delay>400</delay>
<speed>650</speed>
<range>200</range>
<accuracy>15</accuracy>
<energy>5</energy>
<accuracy>15</accuracy>
<energy>5</energy>
<damage>
<armour>7</armour>
<shield>7</shield>
</damage>
</specific>
</outfit>
<outfit name="Battery">
<general>
<max>10</max>
<tech>3</tech>
</outfit>
<outfit name="Battery">
<general>
<max>10</max>
<tech>3</tech>
<mass>2</mass>
<price>22500</price>
<description>A heavy battery that will increase your ships energy allowing you to pack more firepower.</description>
<gfx_store>capacitator</gfx_store>
</general>
<price>22500</price>
<description>A heavy battery that will increase your ships energy allowing you to pack more firepower.</description>
<gfx_store>capacitator</gfx_store>
</general>
<specific type="15">
<energy>75</energy>
<energy>75</energy>
</specific>
</outfit>
<outfit name="Solar Panel">
<general>
<max>3</max>
<tech>5</tech>
</outfit>
<outfit name="Solar Panel">
<general>
<max>3</max>
<tech>5</tech>
<mass>3</mass>
<price>55000</price>
<description>A big panel that will generate energy based off solar energy. This will allow ships to regenerate it's enrgy supplies faster.</description>
<gfx_store>solar</gfx_store>
</general>
<specific type="15">
<energy_regen>125</energy_regen>
<price>55000</price>
<description>A big panel that will generate energy based off solar energy. This will allow ships to regenerate it's enrgy supplies faster.</description>
<gfx_store>solar</gfx_store>
</general>
<specific type="15">
<energy_regen>125</energy_regen>
</specific>
</outfit>
<outfit name="Shield Capacitator">
<general>
<max>12</max>
<tech>9</tech>
</outfit>
<outfit name="Shield Capacitator">
<general>
<max>12</max>
<tech>9</tech>
<mass>3</mass>
<price>75000</price>
<description>An enhancement for the shield power system, allowing it to resist much heavier fire.</description>
<gfx_store>capacitator</gfx_store>
</general>
<specific type="15">
<shield>30</shield>
<price>75000</price>
<description>An enhancement for the shield power system, allowing it to resist much heavier fire.</description>
<gfx_store>capacitator</gfx_store>
</general>
<specific type="15">
<shield>30</shield>
</specific>
</outfit>
<outfit name="Shield Booster">
<general>
<max>4</max>
<tech>10</tech>
</outfit>
<outfit name="Shield Booster">
<general>
<max>4</max>
<tech>10</tech>
<mass>5</mass>
<price>145000</price>
<description>A shield generator that feeds off the ship's main energy line. It will allow you to generate your shield faster and give you a small maximum shield boost at the expense of draining some of the ships energy.</description>
<gfx_store>shield</gfx_store>
</general>
<specific type="15">
<shield>15</shield>
<shield_regen>10</shield_regen>
<energy_regen>-50</energy_regen>
<price>145000</price>
<description>A shield generator that feeds off the ship's main energy line. It will allow you to generate your shield faster and give you a small maximum shield boost at the expense of draining some of the ships energy.</description>
<gfx_store>shield</gfx_store>
</general>
<specific type="15">
<shield>15</shield>
<shield_regen>10</shield_regen>
<energy_regen>-50</energy_regen>
</specific>
</outfit>
<outfit name="Engine Reroute">
<general>
<max>1</max>
<tech>13</tech>
</outfit>
<outfit name="Engine Reroute">
<general>
<max>1</max>
<tech>13</tech>
<mass>1</mass>
<price>125000</price>
<description>This enhancement routes energy from the ship's energy supplies to the engine, giving the ship an increased thrust. It does not increase the ship's max speed nor turn abilities.</description>
<gfx_store>reroute</gfx_store>
</general>
<specific type="15">
<thrust>60</thrust>
<energy_regen>-50</energy_regen>
<price>125000</price>
<description>This enhancement routes energy from the ship's energy supplies to the engine, giving the ship an increased thrust. It does not increase the ship's max speed nor turn abilities.</description>
<gfx_store>reroute</gfx_store>
</general>
<specific type="15">
<thrust>60</thrust>
<energy_regen>-50</energy_regen>
</specific>
</outfit>
<outfit name="Improved Stabilizer">
<general>
<max>1</max>
<tech>13</tech>
</outfit>
<outfit name="Improved Stabilizer">
<general>
<max>1</max>
<tech>13</tech>
<mass>1</mass>
<price>135000</price>
<description>By improving your ship's stabilization systems drastically, this modification will allow you to reach higher speeds while still keeping the ship stable.</description>
<gfx_store>stabilizer</gfx_store>
</general>
<specific type="15">
<speed>50</speed>
<turn>5</turn>
<energy_regen>-10</energy_regen>
<price>135000</price>
<description>By improving your ship's stabilization systems drastically, this modification will allow you to reach higher speeds while still keeping the ship stable.</description>
<gfx_store>stabilizer</gfx_store>
</general>
<specific type="15">
<speed>50</speed>
<turn>5</turn>
<energy_regen>-10</energy_regen>
</specific>
</outfit>
<outfit name="Steering Thrusters">
<general>
<max>1</max>
<tech>13</tech>
</outfit>
<outfit name="Steering Thrusters">
<general>
<max>1</max>
<tech>13</tech>
<mass>1</mass>
<price>130000</price>
<description>With the addition of a coule steering thrusters you can make your ship's turning more agile.</description>
<gfx_store>thruster</gfx_store>
</general>
<specific type="15">
<turn>25</turn>
<energy_regen>-10</energy_regen>
<price>130000</price>
<description>With the addition of a coule steering thrusters you can make your ship's turning more agile.</description>
<gfx_store>thruster</gfx_store>
</general>
<specific type="15">
<turn>25</turn>
<energy_regen>-10</energy_regen>
</specific>
</outfit>
<outfit name="Generic Afterburner">
<general>
<max>1</max>
<tech>3</tech>
</outfit>
<outfit name="Generic Afterburner">
<general>
<max>1</max>
<tech>3</tech>
<mass>2</mass>
<price>20000</price>
<description>Being able to run from your enemies is a very powerful ability. A generic afterburner will allow you to do that. It may not be as powerful as some of the more high-end afterburners, but ther're not nearly as affordable as a generic one.</description>
<gfx_store>afterburner</gfx_store>
</general>
<specific type="16">
<thrust_perc>50</thrust_perc>
<thrust_abs>30</thrust_abs>
<speed_perc>50</speed_perc>
<speed_abs>30</speed_abs>
<energy>60</energy>
<price>20000</price>
<description>Being able to run from your enemies is a very powerful ability. A generic afterburner will allow you to do that. It may not be as powerful as some of the more high-end afterburners, but ther're not nearly as affordable as a generic one.</description>
<gfx_store>afterburner</gfx_store>
</general>
<specific type="16">
<thrust_perc>50</thrust_perc>
<thrust_abs>30</thrust_abs>
<speed_perc>50</speed_perc>
<speed_abs>30</speed_abs>
<energy>60</energy>
</specific>
</outfit>
<outfit name="Hellburner">
<general>
<max>1</max>
<tech>13</tech>
</outfit>
<outfit name="Hellburner">
<general>
<max>1</max>
<tech>13</tech>
<mass>1</mass>
<price>95000</price>
<description>The Hellburner is one of the best afterburners available in the market. They have a much better energy to speed ratio then the generics and are much stronger. A must for any spacefarer whose proud of thier ship.</description>
<gfx_store>afterburner</gfx_store>
</general>
<specific type="16">
<thrust_perc>85</thrust_perc>
<thrust_abs>50</thrust_abs>
<speed_perc>85</speed_perc>
<speed_abs>50</speed_abs>
<energy>65</energy>
<price>95000</price>
<description>The Hellburner is one of the best afterburners available in the market. They have a much better energy to speed ratio then the generics and are much stronger. A must for any spacefarer whose proud of thier ship.</description>
<gfx_store>afterburner</gfx_store>
</general>
<specific type="16">
<thrust_perc>85</thrust_perc>
<thrust_abs>50</thrust_abs>
<speed_perc>85</speed_perc>
<speed_abs>50</speed_abs>
<energy>65</energy>
</specific>
</outfit>
</outfit>
</Outfits>

View File

@ -1,126 +1,126 @@
<?xml version="1.0" encoding="UTF-8"?>
<Planets>
<planet name="KonoSphere">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>A</class>
<planet name="KonoSphere">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>A</class>
<description>The surface of the planet is predominantly covered with water and the planetary climate is characterised by abundant precipitation and strong winds, yet tolerable enough to make special and expensive weather control measurements unnecessary. Habitable land is characterised by soft meadows, swamps and dense forests. The resource base of KonoSphere consits mainly of agriculture and biomass, with the locally bred and grown kono rice being its main export, and fishing a traditional source of sustenance for its people. Other traditional products include wine, and various livestock, most prominently cattle. Cuisine on KonoSphere is rather refined, with most dishes containing meat.</description>
<bar>The bar is just off the starport with a fantastic view of the harbour. You could watch the fishermen run frantically about attending their duties for hours.</bar>
<faction>Independent</faction>
<services>31</services>
<tech>
<main>3</main>
</tech>
<commodities>
<commodity>Food</commodity>
<commodity>Ore</commodity>
</commodities>
</general>
<GFX>
<services>31</services>
<tech>
<main>3</main>
</tech>
<commodities>
<commodity>Food</commodity>
<commodity>Ore</commodity>
</commodities>
</general>
<GFX>
<space>M01.png</space>
<exterior>oceanic.png</exterior>
</GFX>
</planet>
<planet name="SaraCraft">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>H</class>
</planet>
<planet name="SaraCraft">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>H</class>
<description>SaraCraft is a desert planet with no natural precipitation.</description>
<bar>The SaraCraft canteen is a shady place. Many scoundrels and lowlifes make this thier home to avoid notice from the universal police.</bar>
<faction>Independent</faction>
<services>7</services>
<tech>
<main>4</main>
</tech>
<commodities>
<commodity>Food</commodity>
<commodity>Ore</commodity>
</commodities>
</general>
<GFX>
<services>7</services>
<tech>
<main>4</main>
</tech>
<commodities>
<commodity>Food</commodity>
<commodity>Ore</commodity>
</commodities>
</general>
<GFX>
<space>H00.png</space>
<exterior>desertic.png</exterior>
</GFX>
</planet>
<planet name="Omega Station">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>A</class>
<description>Built to defend the Empire from the Collective. The Omega Station has been the observer of countless battles fought in it's sector. It's helped keep a stalemate in the sector.</description>
<bar>The Omega Canteen is a dark place that seems calm, although everytime a robotic drone approaches, an alarm is sounded, sending pilots to man their ships to fight off the menace.</bar>
</planet>
<planet name="Omega Station">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>A</class>
<description>Built to defend the Empire from the Collective. The Omega Station has been the observer of countless battles fought in it's sector. It's helped keep a stalemate in the sector.</description>
<bar>The Omega Canteen is a dark place that seems calm, although everytime a robotic drone approaches, an alarm is sounded, sending pilots to man their ships to fight off the menace.</bar>
<faction>Empire</faction>
<services>15</services>
<tech>
<main>5</main>
</tech>
<commodities>
<commodity>Food</commodity>
</commodities>
</general>
<GFX>
<services>15</services>
<tech>
<main>5</main>
</tech>
<commodities>
<commodity>Food</commodity>
</commodities>
</general>
<GFX>
<space>000.png</space>
<exterior>station00.png</exterior>
</GFX>
</planet>
<planet name="S72839">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>0</class>
</planet>
<planet name="S72839">
<pos>
<x>0</x>
<y>0</y>
</pos>
<general>
<class>0</class>
<faction>Collective</faction>
<services>0</services>
</general>
<GFX>
<services>0</services>
</general>
<GFX>
<space>001.png</space>
<exterior>station01.png</exterior>
</GFX>
</planet>
<planet name="Darkshed">
<pos>
<x>57</x>
<y>33</y>
</pos>
<general>
<class>0</class>
<description>Reknown for it's outfit market and shipyards. Almost the entire Darkshed station is dedicated to trading outfits and ships. Mercenaries and bounty hunters from all over the galazy come here to see the newest enhancementes available on the market. This tends to also attract many of the shadier characters in the universe winding up with frequent fights where they test their newly purchased outfits.</description>
<bar>The Darkshed cantine is decorated with all sorts of odd artifacts that marks different tendencies in spaceship outfitting.</bar>
</planet>
<planet name="Darkshed">
<pos>
<x>57</x>
<y>33</y>
</pos>
<general>
<class>0</class>
<description>Reknown for it's outfit market and shipyards. Almost the entire Darkshed station is dedicated to trading outfits and ships. Mercenaries and bounty hunters from all over the galazy come here to see the newest enhancementes available on the market. This tends to also attract many of the shadier characters in the universe winding up with frequent fights where they test their newly purchased outfits.</description>
<bar>The Darkshed cantine is decorated with all sorts of odd artifacts that marks different tendencies in spaceship outfitting.</bar>
<faction>Independent</faction>
<services>31</services>
<tech>
<main>13</main>
</tech>
<commodities>
<commodity>Food</commodity>
<commodity>Ore</commodity>
</commodities>
</general>
<GFX>
<services>31</services>
<tech>
<main>13</main>
</tech>
<commodities>
<commodity>Food</commodity>
<commodity>Ore</commodity>
</commodities>
</general>
<GFX>
<space>002.png</space>
<exterior>station02.png</exterior>
</GFX>
</planet>
<planet name="Ozogo X">
<pos>
<x>23</x>
<y>17</y>
</pos>
<general>
<class>J</class>
<services>0</services>
</general>
<GFX>
</planet>
<planet name="Ozogo X">
<pos>
<x>23</x>
<y>17</y>
</pos>
<general>
<class>J</class>
<services>0</services>
</general>
<GFX>
<space>J00.png</space>
</GFX>
</planet>
</planet>
</Planets>

View File

@ -1,46 +1,46 @@
<?xml version="1.0" encoding="UTF-8"?>
<Ships>
<ship name="Merchant Ship">
<GFX>llama</GFX>
<ship name="Merchant Ship">
<GFX>llama</GFX>
<GUI>minimal</GUI>
<sound>engine</sound>
<class>1</class>
<price>120000</price>
<fabricator>KonoGroup</fabricator>
<tech>2</tech>
<description>One of the most widely used ships in the galaxy. Reknown for it's stability and stubborness. The design hasn't been modified much since it's creation many years ago. It was one of the first civilian used spacecrafts, first used by the aristocracy and now used by everyone who cannot afford better.</description>
<movement>
<thrust>320</thrust>
<turn>150</turn>
<speed>360</speed>
</movement>
<health>
<shield>90</shield>
<armour>120</armour>
<energy>240</energy>
<shield_regen>80</shield_regen>
<armour_regen>50</armour_regen>
<energy_regen>500</energy_regen>
</health>
<characteristics>
<crew>2</crew>
<mass>32</mass>
<cap_weapon>25</cap_weapon>
<cap_cargo>20</cap_cargo>
</characteristics>
<outfits>
<outfit quantity='1'>Laser</outfit>
</outfits>
<sound>engine</sound>
<class>1</class>
<price>120000</price>
<fabricator>KonoGroup</fabricator>
<tech>2</tech>
<description>One of the most widely used ships in the galaxy. Reknown for it's stability and stubborness. The design hasn't been modified much since it's creation many years ago. It was one of the first civilian used spacecrafts, first used by the aristocracy and now used by everyone who cannot afford better.</description>
<movement>
<thrust>320</thrust>
<turn>150</turn>
<speed>360</speed>
</movement>
<health>
<shield>90</shield>
<armour>120</armour>
<energy>240</energy>
<shield_regen>80</shield_regen>
<armour_regen>50</armour_regen>
<energy_regen>500</energy_regen>
</health>
<characteristics>
<crew>2</crew>
<mass>32</mass>
<cap_weapon>25</cap_weapon>
<cap_cargo>20</cap_cargo>
</characteristics>
<outfits>
<outfit quantity='1'>Laser</outfit>
</outfits>
</ship>
<ship name = "Leapard">
<GFX>leapard</GFX>
<GUI>minimal</GUI>
<sound>engine</sound>
<sound>engine</sound>
<class>1</class>
<price>180000</price>
<fabricator>SaraCraft</fabricator>
<tech>2</tech>
<description>The star product of SaraCraft, the leapard has quickly become a favourite of pirates far and wide. Not much of a fighter, nor does it pack too much of a punch, but they like to come in swarms to overcome their enemies. While the SaraCraft official stance doesn't sell them to shady characters, it's widely known that they do as it seems there's a countless amount in the hands of pirates. </description>
<price>180000</price>
<fabricator>SaraCraft</fabricator>
<tech>2</tech>
<description>The star product of SaraCraft, the leapard has quickly become a favourite of pirates far and wide. Not much of a fighter, nor does it pack too much of a punch, but they like to come in swarms to overcome their enemies. While the SaraCraft official stance doesn't sell them to shady characters, it's widely known that they do as it seems there's a countless amount in the hands of pirates. </description>
<movement>
<thrust>400</thrust>
<turn>180</turn>
@ -64,137 +64,137 @@
<outfit quantity ='2'>Laser</outfit>
</outfits>
</ship>
<ship name="Hawking">
<GFX>hawking</GFX>
<ship name="Hawking">
<GFX>hawking</GFX>
<GUI>minimal</GUI>
<sound>engine</sound>
<class>3</class>
<price>7500000</price>
<fabricator>VLSoft</fabricator>
<tech>9</tech>
<description>A heavy frigate designed for heavy combat. Used widely by the Empire to esablish control on it's territory. The Hawking has more than enough firepower to not be taken lightly.</description>
<movement>
<thrust>200</thrust>
<turn>90</turn>
<speed>260</speed>
</movement>
<health>
<shield>1040</shield>
<armour>720</armour>
<energy>900</energy>
<shield_regen>300</shield_regen>
<armour_regen>80</armour_regen>
<energy_regen>1600</energy_regen>
</health>
<characteristics>
<crew>35</crew>
<mass>500</mass>
<cap_weapon>180</cap_weapon>
<cap_cargo>70</cap_cargo>
</characteristics>
<outfits>
<sound>engine</sound>
<class>3</class>
<price>7500000</price>
<fabricator>VLSoft</fabricator>
<tech>9</tech>
<description>A heavy frigate designed for heavy combat. Used widely by the Empire to esablish control on it's territory. The Hawking has more than enough firepower to not be taken lightly.</description>
<movement>
<thrust>200</thrust>
<turn>90</turn>
<speed>260</speed>
</movement>
<health>
<shield>1040</shield>
<armour>720</armour>
<energy>900</energy>
<shield_regen>300</shield_regen>
<armour_regen>80</armour_regen>
<energy_regen>1600</energy_regen>
</health>
<characteristics>
<crew>35</crew>
<mass>500</mass>
<cap_weapon>180</cap_weapon>
<cap_cargo>70</cap_cargo>
</characteristics>
<outfits>
<outfit quantity="2">Laser Turret</outfit>
<outfit quantity="2">Headhunter Launcher</outfit>
<outfit quantity="40">Headhunter</outfit>
</outfits>
</ship>
<ship name="Lancer">
<GFX>lancer</GFX>
<outfit quantity="2">Headhunter Launcher</outfit>
<outfit quantity="40">Headhunter</outfit>
</outfits>
</ship>
<ship name="Lancer">
<GFX>lancer</GFX>
<GUI>minimal</GUI>
<sound>engine</sound>
<class>2</class>
<price>700000</price>
<fabricator>VLSoft</fabricator>
<tech>7</tech>
<description>One of VLSoft's prize heavey fighters. Was originally a secret design for the Empire military, but then disclosed. Now a modified version is available for civilians, although it doesn't meet up to the original specifications. Used by security agencies all over the universe for it's reliability and availability. Proudly enforcing your security since STARDATE.</description>
<movement>
<thrust>280</thrust>
<turn>135</turn>
<speed>320</speed>
</movement>
<health>
<shield>320</shield>
<armour>220</armour>
<energy>360</energy>
<shield_regen>180</shield_regen>
<armour_regen>60</armour_regen>
<energy_regen>1080</energy_regen>
</health>
<characteristics>
<crew>9</crew>
<mass>130</mass>
<cap_weapon>90</cap_weapon>
<cap_cargo>20</cap_cargo>
</characteristics>
<outfits>
<sound>engine</sound>
<class>2</class>
<price>700000</price>
<fabricator>VLSoft</fabricator>
<tech>7</tech>
<description>One of VLSoft's prize heavey fighters. Was originally a secret design for the Empire military, but then disclosed. Now a modified version is available for civilians, although it doesn't meet up to the original specifications. Used by security agencies all over the universe for it's reliability and availability. Proudly enforcing your security since STARDATE.</description>
<movement>
<thrust>280</thrust>
<turn>135</turn>
<speed>320</speed>
</movement>
<health>
<shield>320</shield>
<armour>220</armour>
<energy>360</energy>
<shield_regen>180</shield_regen>
<armour_regen>60</armour_regen>
<energy_regen>1080</energy_regen>
</health>
<characteristics>
<crew>9</crew>
<mass>130</mass>
<cap_weapon>90</cap_weapon>
<cap_cargo>20</cap_cargo>
</characteristics>
<outfits>
<outfit quantity="4">Laser</outfit>
<outfit quantity="2">Headhunter Launcher</outfit>
<outfit quantity="20">Headhunter</outfit>
</outfits>
</ship>
<ship name="Merchant Mule">
<GFX>mule</GFX>
<outfit quantity="2">Headhunter Launcher</outfit>
<outfit quantity="20">Headhunter</outfit>
</outfits>
</ship>
<ship name="Merchant Mule">
<GFX>mule</GFX>
<GUI>minimal</GUI>
<sound>engine</sound>
<class>2</class>
<price>900000</price>
<fabricator>VLSoft</fabricator>
<tech>5</tech>
<description>A heavy liner specialized in freighting cargo all over the universe. Also has good accomodations for passengers depending on the model, allowing for enjoyable curises. Was a favourite target of pirates until they added stick turrets to the new models which can now defend themselves effectively.</description>
<movement>
<thrust>180</thrust>
<turn>100</turn>
<speed>260</speed>
</movement>
<health>
<shield>200</shield>
<armour>340</armour>
<energy>200</energy>
<shield_regen>100</shield_regen>
<armour_regen>40</armour_regen>
<energy_regen>800</energy_regen>
</health>
<characteristics>
<crew>13</crew>
<mass>350</mass>
<cap_weapon>50</cap_weapon>
<cap_cargo>250</cap_cargo>
</characteristics>
<outfits>
<outfit quantity='2'>Laser Turret</outfit>
</outfits>
<sound>engine</sound>
<class>2</class>
<price>900000</price>
<fabricator>VLSoft</fabricator>
<tech>5</tech>
<description>A heavy liner specialized in freighting cargo all over the universe. Also has good accomodations for passengers depending on the model, allowing for enjoyable curises. Was a favourite target of pirates until they added stick turrets to the new models which can now defend themselves effectively.</description>
<movement>
<thrust>180</thrust>
<turn>100</turn>
<speed>260</speed>
</movement>
<health>
<shield>200</shield>
<armour>340</armour>
<energy>200</energy>
<shield_regen>100</shield_regen>
<armour_regen>40</armour_regen>
<energy_regen>800</energy_regen>
</health>
<characteristics>
<crew>13</crew>
<mass>350</mass>
<cap_weapon>50</cap_weapon>
<cap_cargo>250</cap_cargo>
</characteristics>
<outfits>
<outfit quantity='2'>Laser Turret</outfit>
</outfits>
</ship>
<ship name="Drone">
<GFX>drone</GFX>
<ship name="Drone">
<GFX>drone</GFX>
<GUI>minimal</GUI>
<sound>engine</sound>
<class>7</class>
<price>300000</price>
<fabricator>RoboSys</fabricator>
<tech>99</tech>
<description>A robot drone.</description>
<movement>
<thrust>450</thrust>
<turn>200</turn>
<speed>430</speed>
</movement>
<health>
<shield>70</shield>
<armour>40</armour>
<energy>300</energy>
<shield_regen>240</shield_regen>
<armour_regen>420</armour_regen>
<energy_regen>600</energy_regen>
</health>
<characteristics>
<crew>1</crew>
<mass>15</mass>
<cap_weapon>24</cap_weapon>
<cap_cargo>1</cap_cargo>
</characteristics>
<outfits>
<outfit quantity='3'>Neutron Disruptor</outfit>
</outfits>
<sound>engine</sound>
<class>7</class>
<price>300000</price>
<fabricator>RoboSys</fabricator>
<tech>99</tech>
<description>A robot drone.</description>
<movement>
<thrust>450</thrust>
<turn>200</turn>
<speed>430</speed>
</movement>
<health>
<shield>70</shield>
<armour>40</armour>
<energy>300</energy>
<shield_regen>240</shield_regen>
<armour_regen>420</armour_regen>
<energy_regen>600</energy_regen>
</health>
<characteristics>
<crew>1</crew>
<mass>15</mass>
<cap_weapon>24</cap_weapon>
<cap_cargo>1</cap_cargo>
</characteristics>
<outfits>
<outfit quantity='3'>Neutron Disruptor</outfit>
</outfits>
</ship>
</Ships>

View File

@ -1,160 +1,160 @@
<?xml version="1.0" encoding="UTF-8"?>
<Systems>
<ssys name="KonoSys">
<pos>
<x>15</x>
<y>8</y>
</pos>
<general>
<stars>500</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>KonoSphere</planet>
</planets>
<fleets>
<fleet chance="100">Militia Lancer</fleet>
<ssys name="KonoSys">
<pos>
<x>15</x>
<y>8</y>
</pos>
<general>
<stars>500</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>KonoSphere</planet>
</planets>
<fleets>
<fleet chance="100">Militia Lancer</fleet>
<fleet chance="60">Pirate</fleet>
<fleet chance="60">Merchant Ship</fleet>
<fleet chance="50">Merchant Mule</fleet>
<fleet chance="40">Merchant Ship</fleet>
<fleet chance="50">Sml Merchant Convoy</fleet>
<fleet chance="40">Sml Merchant Convoy</fleet>
</fleets>
<fleet chance="60">Merchant Ship</fleet>
<fleet chance="50">Merchant Mule</fleet>
<fleet chance="40">Merchant Ship</fleet>
<fleet chance="50">Sml Merchant Convoy</fleet>
<fleet chance="40">Sml Merchant Convoy</fleet>
</fleets>
<jumps>
<jump>NCG-7291</jump>
<jump>NCG-7291</jump>
<jump>SaraSys</jump>
</jumps>
</ssys>
<ssys name="SaraSys">
<pos>
<x>120</x>
<y>90</y>
</pos>
<general>
<stars>27</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>SaraCraft</planet>
</planets>
<fleets>
<fleet chance="80">Merchant Ship</fleet>
<fleet chance="60">Merchant Mule</fleet>
<fleet chance="60">Merchant Ship</fleet>
</fleets>
<ssys name="SaraSys">
<pos>
<x>120</x>
<y>90</y>
</pos>
<general>
<stars>27</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>SaraCraft</planet>
</planets>
<fleets>
<fleet chance="80">Merchant Ship</fleet>
<fleet chance="60">Merchant Mule</fleet>
<fleet chance="60">Merchant Ship</fleet>
</fleets>
<jumps>
<jump>Alteris</jump>
</jumps>
</ssys>
<ssys name="NCG-7291">
<pos>
<x>-23</x>
<y>24</y>
</pos>
<general>
<stars>230</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>Omega Station</planet>
</planets>
<fleets>
<fleet chance="80">Merchant Mule</fleet>
<fleet chance="60">Merchant Ship</fleet>
<fleet chance="80">Empire Lancer</fleet>
<fleet chance="60">Empire Lancer</fleet>
<fleet chance="50">Empire Sml Defence</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Drone</fleet>
<fleet chance="50">Collective Sml Swarm</fleet>
</ssys>
<ssys name="NCG-7291">
<pos>
<x>-23</x>
<y>24</y>
</pos>
<general>
<stars>230</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>Omega Station</planet>
</planets>
<fleets>
<fleet chance="80">Merchant Mule</fleet>
<fleet chance="60">Merchant Ship</fleet>
<fleet chance="80">Empire Lancer</fleet>
<fleet chance="60">Empire Lancer</fleet>
<fleet chance="50">Empire Sml Defence</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Drone</fleet>
<fleet chance="50">Collective Sml Swarm</fleet>
</fleets>
</fleets>
<jumps>
<jump>Alteris</jump>
<jump>Alteris</jump>
<jump>KonoSys</jump>
<jump>NCG-7292</jump>
<jump>NCG-7292</jump>
</jumps>
</ssys>
<ssys name="NCG-7292">
<pos>
<x>-67</x>
<y>20</y>
</pos>
<general>
<stars>230</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
</planets>
<fleets>
<fleet chance="60">Empire Lancer</fleet>
<fleet chance="40">Empire Lancer</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Drone</fleet>
<fleet chance="60">Collective Sml Swarm</fleet>
</ssys>
<ssys name="NCG-7292">
<pos>
<x>-67</x>
<y>20</y>
</pos>
<general>
<stars>230</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
</planets>
<fleets>
<fleet chance="60">Empire Lancer</fleet>
<fleet chance="40">Empire Lancer</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Drone</fleet>
<fleet chance="60">Collective Sml Swarm</fleet>
</fleets>
</fleets>
<jumps>
<jump>NCG-7291</jump>
<jump>C-59</jump>
<jump>NCG-7291</jump>
<jump>C-59</jump>
</jumps>
</ssys>
<ssys name="C-59">
<pos>
<x>-90</x>
<y>50</y>
</pos>
<general>
<stars>200</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>S72839</planet>
</planets>
<fleets>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Sml Swarm</fleet>
</fleets>
</ssys>
<ssys name="C-59">
<pos>
<x>-90</x>
<y>50</y>
</pos>
<general>
<stars>200</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>S72839</planet>
</planets>
<fleets>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="80">Collective Drone</fleet>
<fleet chance="60">Collective Sml Swarm</fleet>
</fleets>
<jumps>
<jump>NCG-7292</jump>
<jump>NCG-7292</jump>
</jumps>
</ssys>
<ssys name="Alteris">
<pos>
<x>47</x>
<y>33</y>
</pos>
<general>
<stars>255</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>Darkshed</planet>
<planet>Ozogo X</planet>
</planets>
<fleets>
<fleet chance="60">Pirate</fleet>
<fleet chance="60">Merchant Ship</fleet>
<fleet chance="50">Merchant Mule</fleet>
<fleet chance="40">Merchant Ship</fleet>
<fleet chance="50">Sml Merchant Convoy</fleet>
<fleet chance="40">Sml Merchant Convoy</fleet>
</fleets>
</ssys>
<ssys name="Alteris">
<pos>
<x>47</x>
<y>33</y>
</pos>
<general>
<stars>255</stars>
<asteroids>0</asteroids>
<interference>0</interference>
</general>
<planets>
<planet>Darkshed</planet>
<planet>Ozogo X</planet>
</planets>
<fleets>
<fleet chance="60">Pirate</fleet>
<fleet chance="60">Merchant Ship</fleet>
<fleet chance="50">Merchant Mule</fleet>
<fleet chance="40">Merchant Ship</fleet>
<fleet chance="50">Sml Merchant Convoy</fleet>
<fleet chance="40">Sml Merchant Convoy</fleet>
</fleets>
<jumps>
<jump>SaraSys</jump>
<jump>NCG-7291</jump>
<jump>KonoSys</jump>
<jump>SaraSys</jump>
<jump>NCG-7291</jump>
<jump>KonoSys</jump>
</jumps>
</ssys>
</ssys>
</Systems>

View File

@ -38,8 +38,8 @@ targerid()
-- return number of the current target id.
rndpilot()
-- Gets a random target ID
-- return number of random target id.
-- Gets a random target ID
-- return number of random target id.
dist(Vec2 vect)
-- Gets the distance from the position of the Vec2 vect.
@ -72,7 +72,7 @@ pshield()
-- pilot - Optional pilot id, if not the current pilot is used.
cargofree()
-- Return amount of free space the pilot has.
-- Return amount of free space the pilot has.
// ================
// BOOLEAN!
@ -199,19 +199,19 @@ broadcast(string message)
// ================
setcredits(number creds)
-- Set the pilot's credits. Only works during create.
-- creds - Pilot's credits.
-- return nil.
-- Set the pilot's credits. Only works during create.
-- creds - Pilot's credits.
-- return nil.
setcargo(string cargo, number quantity)
-- Give the pilot quantity of cargo, only works during create.
-- cargo - name of cargo to give the pilot.
-- quantity - amount to give.
-- return nil.
-- Give the pilot quantity of cargo, only works during create.
-- cargo - name of cargo to give the pilot.
-- quantity - amount to give.
-- return nil.
shipprice()
-- Get the price of the pilot's ship.
-- return the price of the ship.
-- Get the price of the pilot's ship.
-- return the price of the ship.
// ================
// MISC

View File

@ -2,56 +2,56 @@
control_rate = 2
function control()
if ai.taskname() == "none" then
enemy = ai.getenemy()
if ai.taskname() == "none" then
enemy = ai.getenemy()
if enemey ~= 0 then
-- Make hostile to enemy (mainly player).
ai.hostile(enemy)
ai.pushtask(0, "attack", enemy)
end
end
if enemey ~= 0 then
-- Make hostile to enemy (mainly player).
ai.hostile(enemy)
ai.pushtask(0, "attack", enemy)
end
end
end
-- Required "attacked" function.
function attacked(attacker)
task = ai.taskname()
if task ~= "attack" then
-- Now pilot fights back.
ai.pushtask(0, "attack", attacker)
task = ai.taskname()
if task ~= "attack" then
-- Now pilot fights back.
ai.pushtask(0, "attack", attacker)
elseif task == "attack" then
if ai.targetid() ~= attacker then
ai.pushtask(0, "attack", attacker)
end
end
elseif task == "attack" then
if ai.targetid() ~= attacker then
ai.pushtask(0, "attack", attacker)
end
end
end
function create()
end
function attack()
target = ai.targetid()
target = ai.targetid()
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
if ai.secondary() == "Launcher" then
ai.settarget(target)
is.shoot(2)
end
if ai.secondary() == "Launcher" then
ai.settarget(target)
is.shoot(2)
end
if dir < 10 and dist > 200 then
ai.accel()
elseif dir < 10 and dist < 200 then
ai.shoot()
end
if dir < 10 and dist > 200 then
ai.accel()
elseif dir < 10 and dist < 200 then
ai.shoot()
end
end

View File

@ -3,113 +3,113 @@ control_rate = 2
-- Required "control" function.
function control()
task = ai.taskname()
task = ai.taskname()
enemy = ai.getenemy()
if task ~= "attack" and enemy ~= 0 then
ai.pushtask(0, "attack", enemy)
elseif task == "none" then
planet = ai.rndplanet()
-- Planet needs to exist..
if planet == nil then
ai.pushtask(0, "hyperspace")
else
ai.pushtask(0, "go", planet)
end
end
enemy = ai.getenemy()
if task ~= "attack" and enemy ~= 0 then
ai.pushtask(0, "attack", enemy)
elseif task == "none" then
planet = ai.rndplanet()
-- Planet needs to exist..
if planet == nil then
ai.pushtask(0, "hyperspace")
else
ai.pushtask(0, "go", planet)
end
end
end
function attacked(attacker)
task = ai.taskname()
if task ~= "attack" and task ~= "runaway" then
taunt(attacker)
task = ai.taskname()
if task ~= "attack" and task ~= "runaway" then
taunt(attacker)
ai.pushtask(0, "attack", attacker)
elseif task == "attack" then
if ai.targetid() ~= attacker then
ai.pushtask(0, "attack", attacker)
end
end
ai.pushtask(0, "attack", attacker)
elseif task == "attack" then
if ai.targetid() ~= attacker then
ai.pushtask(0, "attack", attacker)
end
end
end
function create()
if ai.rnd(0,2)==0 then -- More money, but less often.
ai.setcredits(ai.rnd(1000, ai.shipprice()/70))
end
if ai.rnd(0,2)==0 then
ai.broadcast("The Empire is watching")
end
if ai.rnd(0,2)==0 then -- More money, but less often.
ai.setcredits(ai.rnd(1000, ai.shipprice()/70))
end
if ai.rnd(0,2)==0 then
ai.broadcast("The Empire is watching")
end
end
function taunt(target)
num = ai.rnd(0,4)
if num == 0 then msg = "How dare you attack me!?"
elseif num == 1 then msg = "You can not defeat the Empire!"
elseif num == 2 then msg = "You will hang for this!"
elseif num == 3 then msg = "DIE!"
end
if msg then ai.comm(attacker, msg) end
num = ai.rnd(0,4)
if num == 0 then msg = "How dare you attack me!?"
elseif num == 1 then msg = "You can not defeat the Empire!"
elseif num == 2 then msg = "You will hang for this!"
elseif num == 3 then msg = "DIE!"
end
if msg then ai.comm(attacker, msg) end
end
function attack()
target = ai.targetid()
target = ai.targetid()
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
if ai.secondary() == "Launcher" then
ai.settarget(target)
ai.shoot(2)
end
if ai.secondary() == "Launcher" then
ai.settarget(target)
ai.shoot(2)
end
if dir < 10 and dist > 300 then
ai.accel()
elseif(dir < 10 or ai.hasturrets()) and dist < 300 then
ai.shoot()
end
if dir < 10 and dist > 300 then
ai.accel()
elseif(dir < 10 or ai.hasturrets()) and dist < 300 then
ai.shoot()
end
end
function go()
target = ai.target()
dir = ai.face(target)
dist = ai.dist(target)
bdist = ai.minbrakedist()
if dir < 10 and dist > bdist then
ai.accel()
elseif dir < 10 and dist < bdist then
ai.poptask()
ai.pushtask(0, "stop")
end
target = ai.target()
dir = ai.face(target)
dist = ai.dist(target)
bdist = ai.minbrakedist()
if dir < 10 and dist > bdist then
ai.accel()
elseif dir < 10 and dist < bdist then
ai.poptask()
ai.pushtask(0, "stop")
end
end
function stop()
if ai.isstopped() then
ai.stop()
ai.poptask()
ai.settimer(0, ai.rnd(8000, 15000))
ai.pushtask(0, "land")
else
ai.brake()
end
if ai.isstopped() then
ai.stop()
ai.poptask()
ai.settimer(0, ai.rnd(8000, 15000))
ai.pushtask(0, "land")
else
ai.brake()
end
end
function land()
if ai.timeup(0) then
ai.pushtask(0, "hyperspace")
end
if ai.timeup(0) then
ai.pushtask(0, "hyperspace")
end
end
function hyperspace()
dir = ai.face(-1) -- Face away from (0,0)
if(dir < 10) then
ai.accel()
end
dir = ai.face(-1) -- Face away from (0,0)
if(dir < 10) then
ai.accel()
end
end

View File

@ -3,21 +3,21 @@ control_rate = 2
-- Required "control" function.
function control()
task = ai.taskname()
if task == "hyperspace" then
ai.hyperspace() -- Try to go to hyperspace.
elseif task == "runaway" then
if ai.dist(ai.pos(ai.targetid())) > 300 then
ai.hyperspace()
end
elseif task == "none" then
task = ai.taskname()
if task == "hyperspace" then
ai.hyperspace() -- Try to go to hyperspace.
elseif task == "runaway" then
if ai.dist(ai.pos(ai.targetid())) > 300 then
ai.hyperspace()
end
elseif task == "none" then
planet = ai.rndplanet()
-- Planet must exist.
if planet == nil then
ai.pushtask(0, "hyperspace")
else
ai.pushtask(0, "go", planet)
end
-- Planet must exist.
if planet == nil then
ai.pushtask(0, "hyperspace")
else
ai.pushtask(0, "go", planet)
end
end
end
@ -34,43 +34,43 @@ function attacked(attacker)
-- So bravely run away!
ai.pushtask(0, "runaway", attacker)
else -- Runaway from the new bad guys.
ai.poptask()
ai.pushtask(0, "runaway", attacker)
else -- Runaway from the new bad guys.
ai.poptask()
ai.pushtask(0, "runaway", attacker)
end
end
function create()
ai.setcredits(ai.rnd(200, ai.shipprice()/100))
ai.setcredits(ai.rnd(200, ai.shipprice()/100))
num = ai.rnd(0,1)
if num == 0 then
cargo = "Food"
elseif num == 1 then
cargo = "Ore"
end
ai.setcargo(cargo, ai.rnd(0, ai.cargofree()))
num = ai.rnd(0,1)
if num == 0 then
cargo = "Food"
elseif num == 1 then
cargo = "Ore"
end
ai.setcargo(cargo, ai.rnd(0, ai.cargofree()))
end
-- Runs away.
function runaway()
target = ai.targetid()
if not ai.exists(target) then
ai.pushtask()
ai.pushtask(0, "hyperspace")
return
end
if not ai.exists(target) then
ai.pushtask()
ai.pushtask(0, "hyperspace")
return
end
dir = ai.face(target, 1)
ai.accel()
if ai.hasturrets() then
dist = ai.dist(ai.pos(target))
if dist < 300 then
ai.settarget(target)
ai.shoot()
end
end
if ai.hasturrets() then
dist = ai.dist(ai.pos(target))
if dist < 300 then
ai.settarget(target)
ai.shoot()
end
end
end
-- Fly to the target.
@ -91,12 +91,12 @@ end
function stop()
ai.brake()
if ai.isstopped() then
ai.stop()
ai.stop()
ai.poptask()
ai.settimer(0, ai.rnd(8000, 15000))
ai.pushtask(0, "land")
else
ai.brake()
else
ai.brake()
end
end
@ -109,9 +109,9 @@ end
-- Go to hyperspace YEAAAHHH!!
function hyperspace()
dir = ai.face(-1) -- Face away from (0,0)
if(dir < 10) then
ai.accel()
end
dir = ai.face(-1) -- Face away from (0,0)
if(dir < 10) then
ai.accel()
end
end

View File

@ -3,103 +3,103 @@ control_rate = 2
-- Required "control" function.
function control()
task = ai.taskname()
task = ai.taskname()
enemy = ai.getenemy()
if task ~= "attack" and enemy ~= 0 then
ai.pushtask(0, "attack", enemy)
elseif ai.taskname() == "none" then
ai.pushtask(0, "scan", ai.rndpilot())
end
enemy = ai.getenemy()
if task ~= "attack" and enemy ~= 0 then
ai.pushtask(0, "attack", enemy)
elseif ai.taskname() == "none" then
ai.pushtask(0, "scan", ai.rndpilot())
end
end
-- Required "attacked" function
function attacked(attacker)
task = ai.taskname()
if task ~= "attack" and task ~= "runaway" then
-- Some taunting.
taunt(attacker)
task = ai.taskname()
if task ~= "attack" and task ~= "runaway" then
-- Some taunting.
taunt(attacker)
-- Now pilot fights back!
ai.pushtask(0, "attack", attacker)
-- Now pilot fights back!
ai.pushtask(0, "attack", attacker)
elseif task == "attack" then
if ai.targetid() ~= attaker then
ai.pushtack(0, "attack", attacker)
end
end
elseif task == "attack" then
if ai.targetid() ~= attaker then
ai.pushtack(0, "attack", attacker)
end
end
end
function create()
ai.setcredits(ai.rnd(1000, ai.shipprice()/200))
if ai.rnd(0, 2)==0 then
ai.broadcast("This area is under militia survellance.")
end
ai.setcredits(ai.rnd(1000, ai.shipprice()/200))
if ai.rnd(0, 2)==0 then
ai.broadcast("This area is under militia survellance.")
end
end
-- Taunts
function taunt(target)
num = ai.rnd(0,4)
if num == 0 then msg = "How dare you attack me!?"
elseif num == 1 then msg = "YOU! ARE NOT! PREPARED!!"
elseif num == 2 then msg = "Won't You just die already!?"
elseif num == 3 then msg = "You won't survive!"
end
if msg then ai.comm(attacker, msg) end
num = ai.rnd(0,4)
if num == 0 then msg = "How dare you attack me!?"
elseif num == 1 then msg = "YOU! ARE NOT! PREPARED!!"
elseif num == 2 then msg = "Won't You just die already!?"
elseif num == 3 then msg = "You won't survive!"
end
if msg then ai.comm(attacker, msg) end
end
function runaway()
target = ai.targetid()
target = ai.targetid()
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
-- Make sure pilot exists.
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target, 1)
ai.accel()
dir = ai.face(target, 1)
ai.accel()
end
function attack()
target = ai.targetid()
target = ai.targetid()
if not ai.exists(target) then
ai.poptask()
return
end
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
second = ai.secondary()
if ai.secondary() == "Launcher" then
ai.settarget(target)
ai.shoot(2)
end
if ai.secondary() == "Launcher" then
ai.settarget(target)
ai.shoot(2)
end
if ai.parmour() < 70 then
ai.poptask()
ai.pushtask(0, "runaway", target)
elseif dir < 10 and dist > 300 then
ai.accel()
elseif dir < 10 and dist < 300 then
ai.shoot()
end
if ai.parmour() < 70 then
ai.poptask()
ai.pushtask(0, "runaway", target)
elseif dir < 10 and dist > 300 then
ai.accel()
elseif dir < 10 and dist < 300 then
ai.shoot()
end
end
function scan()
target = ai.targetid()
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
if dir < 10 and dist > 300 then
ai.accel()
elseif dist < 300 then -- Scan the target.
ai.poptask()
end
target = ai.targetid()
if not ai.exists(target) then
ai.poptask()
return
end
dir = ai.face(target)
dist = ai.dist(ai.pos(target))
if dir < 10 and dist > 300 then
ai.accel()
elseif dist < 300 then -- Scan the target.
ai.poptask()
end
end

View File

@ -10,8 +10,8 @@ function control()
if ai.parmour() == 100 then
-- "attack" should be called after "runaway".
ai.poptask()
elseif ai.dist(ai.pos(ai.targetid())) > 300 then
ai.hyperspace()
elseif ai.dist(ai.pos(ai.targetid())) > 300 then
ai.hyperspace()
end
-- Nothing to do.
@ -57,9 +57,9 @@ function attacked(attacker)
end
function create()
if ai.rnd(0,5) ~= 0 then
ai.setcredits(0, ai.shipprice()/300)
end
if ai.rnd(0,5) ~= 0 then
ai.setcredits(0, ai.shipprice()/300)
end
end
function taunt(target)

View File

@ -16,15 +16,15 @@ glColour cBlack = { .r = 0.00, .g = 0.00, .b = 0.00, .a = 1. };
glColour cGreen = { .r = 0.20, .g = 0.80, .b = 0.20, .a = 1. };
glColour cDarkRed = { .r = 0.60, .g = 0.10, .b = 0.10, .a = 1. };
glColour cRed = { .r = 0.80, .g = 0.20, .b = 0.20, .a = 1. };
glColour cYellow = { .r = 0.80, .g = 0.80, .b = 0.00, .a = 1. };
glColour cDarkBlue = { .r = 0.10, .g = 0.20, .b = 0.80, .a = 1. };
glColour cBlue = { .r = 0.20, .g = 0.20, .b = 0.80, .a = 1. };
glColour cYellow = { .r = 0.80, .g = 0.80, .b = 0.00, .a = 1. };
glColour cDarkBlue = { .r = 0.10, .g = 0.20, .b = 0.80, .a = 1. };
glColour cBlue = { .r = 0.20, .g = 0.20, .b = 0.80, .a = 1. };
// Game specific.
glColour cConsole = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 1. };
glColour cDConsole = { .r = 0.0, .g = 0.7, .b = 0.0, .a = 1. };
glColour cDConsole = { .r = 0.0, .g = 0.7, .b = 0.0, .a = 1. };
// Toolkit.
glColour cHilight = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 0.3 };
glColour cHilight = { .r = 0.1, .g = 0.9, .b = 0.1, .a = 0.3 };
// Objects
glColour cInert = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. };
glColour cNeutral = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. };