| Scripts/griff_spawn_sparks.js | "use strict";
this.name = "griff_spawn_sparks"; 
this.author = "Thargoid"; 
this.copyright = "� 2008 the Oolite team."; 
this.description = "Break-up of griff wreckage into a tiny spark cluster"; 
this.version = "1.0"; 
this.shipSpawned = function () 
{
	// Put here your code for when a ship is created
      this.ship.velocity = new Vector3D.random(50.0 + Math.random( ) * 50.0)
};
this.shipDied = function()
	{
	if(!this.ship || (player.ship.isValid && this.ship.position.distanceTo(player.ship.position) > 50000)) return; // exit the script if the explosion happens far from the player
	this.tinysparkCount = (Math.ceil(Math.random() * 8) + 2); // between 2-10 tiny spark fragments
	this.ship.spawn("griffspark", this.tinysparkCount); // spawn the tiny spark fragments
	}
 | 
                
                    | Scripts/griff_spawn_wreckage.js | "use strict";
this.name = "griff_spawn_wreckage"; 
this.author = "Thargoid"; 
this.copyright = "� 2008 the Oolite team."; 
this.description = "Spawn wreckage and sparks from dead ship"; 
this.version = "1.1"; 
this.shipDied = function() // event that occurs when the entity (ship) whose script this is dies
	{
	if(!this.ship || (player.ship.isValid && this.ship.position.distanceTo(player.ship.position) > 50000)) return; // exit the script if the explosion happens far from the player
 		this.largeCount = (Math.ceil(Math.random() * 4)); // between 0-4 pieces of wreckage
		this.tinyCount =  (Math.ceil(Math.random() * 10) + 5); // between 5-10 tiny spark fragments
		this.sparkCount =  (Math.ceil(Math.random() * 20) + 10); // between 10-20 spin spark fragments
		this.ship.spawn("griffspark", this.tinyCount); // spawn the tiny spark fragments
	if(this.largeCount > 0) // if there is large wreckage
		{
		this.ship.spawn("griffwreckage", this.largeCount); // spawn the larger wreckage
		this.ship.spawn("spinspark", this.sparkCount); // spawn the spin sparks
		}
	} |