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modding:xml:designtype [2013/02/14 00:51] – [Singleton DesignTypes] gpmmodding:xml:designtype [2018/08/09 18:53] (current) – [<OnGlobalUniverseLoad>] nms
Line 9: Line 9:
  
   * [[ItemType]] as itemStructs   * [[ItemType]] as itemStructs
 +  * [[MissionType]] as a missionobject
   * [[OverlayType]] as an element on spaceobjects   * [[OverlayType]] as an element on spaceobjects
   * [[ShipClass]] as a spaceobject   * [[ShipClass]] as a spaceobject
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   * [[Effect]] //(Deprecated in favor of EffectType per the source)//   * [[Effect]] //(Deprecated in favor of EffectType per the source)//
   * [[EncounterTable]] //(Same as ShipTable)//   * [[EncounterTable]] //(Same as ShipTable)//
 +  * [[Image]]
   * [[ItemTable]]   * [[ItemTable]]
   * [[Power]]   * [[Power]]
   * [[ShipTable]]   * [[ShipTable]]
 +  * [[Sound]]
   * [[Sovereign]]   * [[Sovereign]]
   * [[SpaceEnvironment]]   * [[SpaceEnvironment]]
Line 65: Line 68:
 s = ship class UNID s = ship class UNID
 t = station type UNID t = station type UNID
-u = sound UNID (currently returns nothing?)+u = sound UNID (currently returns nothing?)((please verify))
 v = sovereign UNID v = sovereign UNID
 w = name generator UNID (currently returns nothing?) w = name generator UNID (currently returns nothing?)
Line 108: Line 111:
  
  
-====<GetCreatePos>==== 
 ====<GetGlobalAchievements>==== ====<GetGlobalAchievements>====
  
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   * 2 -- This is the only place as of 1.08b that the base game uses a station-specific GetDockScreen event. This is also the only one in the base game directs to a non-nested screen, since the target screen is local and set up to send you to a specific screen afterwards.   * 2 -- This is the only place as of 1.08b that the base game uses a station-specific GetDockScreen event. This is also the only one in the base game directs to a non-nested screen, since the target screen is local and set up to send you to a specific screen afterwards.
  
 +====<GetGlobalPlayerPriceAdj>====
 +**[apiVersion 14]** This event allows a type to alter the prices charged/offered to the player for any station. The event should return either Nil (no change in price) or a percent value. For example, returning 90 means that the price is adjusted to 90% of its original value.
  
 +The following parameters are defined:
 +
 +  * aService: This is the service that the player is using. It is one of the following values:
 +    * priceOfferedToPlayer: The price that the station offers the player to buy and item.
 +    * priceForPlayerToBuy: The price that the player can buy the item for.
 +    * valueOfDonation: The value of an item being donated by the player.
 +    * priceToRefuel: The price of refueling.
 +    * priceToRepairArmor: The price to repair armor.
 +    * priceToReplaceArmor: The price to replace armor.
 +    * customPrice: A custom service.
 +  * aProviderObj: The object providing the service to the player (generally the station).
 +  * gItem: The item in question.
 +  * gData: Arbitrary data passed in by the caller (used for custom services).
 +
 +**NOTE:** This event works in conjunction with a new set of functions that compute price (e.g., objGetRefuelItemAndPrice). Not all stations have been converted to use the new functions, so not all services will work. As of apiVersion 14, this event will work for buying/selling and donations, but not for other services (such as refueling).
 ====<GetGlobalResurrectPotential>==== ====<GetGlobalResurrectPotential>====
  
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   * aDestroyReason   * aDestroyReason
  
 +This is called whenever an ship or a station are destroyed.
 +
 +NOTE: This is //not// called for other kinds of objects, such as missiles.
 ====<OnGlobalPaneInit>==== ====<OnGlobalPaneInit>====
   * aScreenUNID is the UNID of the screen being shown   * aScreenUNID is the UNID of the screen being shown
Line 207: Line 229:
  
 ====<OnGlobalPlayerLeftSystem>==== ====<OnGlobalPlayerLeftSystem>====
 +
 ====<OnGlobalResurrect>==== ====<OnGlobalResurrect>====
  
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 **Warning : multiple instances of this event can be created on multiple system types. They will ALL be called when ANY system is created, and their order can NOT be forecast.** **Warning : multiple instances of this event can be created on multiple system types. They will ALL be called when ANY system is created, and their order can NOT be forecast.**
 +
 +====<OnGlobalSystemStarted>====
 +**[apiVersion 14]** This is called whenever a system starts running (i.e., is created or loaded from disk). This event happens //before// the player enters the system; you may use it to change the system to simulate things that might have happened while the player was away.
 +
 +
 +====<OnGlobalSystemStopped>====
 +**[apiVersion 14]** This is called whenever a system stops running (i.e., is saved to disk). This event happens //after// the player leaves the system.
  
 ====<OnGlobalTopologyCreated>==== ====<OnGlobalTopologyCreated>====
Line 230: Line 260:
 ====<OnGlobalUniverseLoad>==== ====<OnGlobalUniverseLoad>====
  
-  * No variables initialized for this event+  * aReason: 'resurrect or Nil
   * Return value is discarded by engine   * Return value is discarded by engine
  
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 Called whenever the game is saved to disk, including going through stargates, exiting, dying, and initially starting the game. Called whenever the game is saved to disk, including going through stargates, exiting, dying, and initially starting the game.
 +
 +====<OnGlobalUpdate>====
 +**[apiVersion 14]** Called once every 15 ticks.
  
 ====<OnRandomEncounter>==== ====<OnRandomEncounter>====
modding/xml/designtype.1360803095.txt.gz · Last modified: 2014/12/27 04:40 (external edit)