Avorion

Avorion

Extra Ship Classes Core
Showing 71-80 of 86 entries
< 1 ... 6  7  8  9 >
Update: 4 Jan, 2021 @ 1:51am

  • Changes how the item button added in the previous update works.

Update: 4 Jan, 2021 @ 1:14am

  • Adds a button to add a usable inventory item in esccdbg to the [REDACTED] tab.

Update: 4 Jan, 2021 @ 12:06am

  • Adds additional spawn types to createDefenderByName
  • Removed ESCCUtil.getFactionStandardWave. Use ESCCUtil.getStandardWave(_DangerLevel, _WaveShips, _ThreatLevel, _Faction) instead and pass in true for _Faction to use faction spawns.
  • Changes ESCCUtil.getStandardTable(...) to be low / high / standard agnostic for spawn tables where _Faction is set to true (it will always use a faction standard table.)

Update: 3 Jan, 2021 @ 2:29pm

- Changes how ESCCUtil.getPosOnRing(...) to avoid a divide by zero error.
- Adds a button to reset the XWG in esccdbg to the [REDACTED] tab.
- Adds a button to dump player values to the table dump tab.

Update: 29 Dec, 2020 @ 12:52am

- Adds script for a delayed jump.
- Updates the Async Ship Generator script.

Update: 25 Nov, 2020 @ 9:36pm

- Added getGenericPosition to AsyncShipGenerator.
- Other minor code reorganizations.

Update: 21 Nov, 2020 @ 10:52am

- Added tab for a new mod I'm testing to esccdbg. Will not do anything if you do not have the mod installed.
- Added a method to get standard positions to AsyncShipGenerator
- Added a method to ShipGenerator and AsyncShipGenerator to create a Light Defender - this will be half the size and have roughly 70% of the firepower of a standard defender.
- Added a method to create a defender by name to AsyncShipGenerator - pass in "L", "M", or "H" for the name to spawn a light, regular, or heavy defender, respectively.
- Added a standard table for faction defenders to ESCCUtil - there are no high or low level tables yet.
- Added a method to get a wave table for faction defenders to ESCCUtil.
- Added a method to get a position on a ring to ESCCUtil. This will essentially draw a line to the middle of the galaxy from the given position and pick a point on the line that intersects with the given distance.
- Added a "Trait data dump" button to esccdbg.
- Changed the name of the turret data tab to the data dump tab.

Update: 16 Nov, 2020 @ 9:10am

- Fixed an error when spawning the Prowler in the regular Pirate Generator.
- Fixed a problem where getGenericPosition wasn't returning the proper value from the async pirate generator.

Update: 13 Nov, 2020 @ 5:55am

- Changed how logging works in most of the files.

Update: 11 Nov, 2020 @ 11:41pm

- Adds a lot of quality of life / miscellaneous functions. Buckle up, there's a lot of technical stuff below here.
- Adds "setPirateFactionByLevel(_Level)" to AsyncPirateGenerator. This will let you set the AsyncPirateGenerator to generate a specific pirate faction. Useful if you have two sectors that are far apart but you want to generate the same pirate faction in each.
- Adds "getGenericPosition()" to both PirateGenerator and AsyncPirateGenerator. This will just give you a generic position from -1000 to 1000. Quick and easy function that is useful for generating large groups of pirates in randomized spots. Also useful for placing other ships.
- Adds a number of functions to ESCCUtil - details below:
- "clampToNearest(_Value, _Clamp, _Round)" will effectively round _Value to the nearest _Clamp, rounded either "Up" or "Down", depending on _Round. clampToNearest(12500, 5000, "Down") will return 10000.
- "getIndex(_Table, _Element)" will return the index of _Element in _Table. getIndex({"cat", "dog", "frog"}, "dog") will return 2.
- "getSaneColor(_R, _G, _B)" will return a RGB color with floats set as Boxelware expects. Set this with the normal 0 to 255 value that you would expect for a paint program.
- "getDistanceToCenter(_X, _Y)" will return how far you are away from the center. getDistanceToCenter(0, 499) will return 499.
- Minor updates to ESCCDebugLogging.
- Adds "addScalableArtilleryEquipment(_Craft, _TurretFactor, _TorpedoFactor, _ResetNameAndIcon)" to ShipUtility. This will allow you to set _TurretFactor and _TorpedoFactor to values that you want, and it will also allow you to not replace the name / icon of the ship / station you are adding artillery equipment too.