Scripts/rh_mark_shipset.js |
"use strict";
this.name = "rh-mark-shipset";
this.author = "spara";
this.description = "Name RH ships with RSN";
this.shipSpawned = function ()
{
if (worldScripts.randomshipnames) {
if (ship.primaryRole === "pirate")
this.ship.displayName = this.ship.name + ": " + worldScripts.randomshipnames.$randomPirateName(this.ship);
else if (ship.primaryRole === "escort")
this.ship.displayName = this.ship.name + ": " + worldScripts.randomshipnames.$randomHunterName(this.ship);
else
this.ship.displayName = this.ship.name + ": " + worldScripts.randomshipnames.$randomTraderName(this.ship);
}
//log("rh_shipset_mark",this.ship.displayName);
delete this.shipSpawned;
}
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Scripts/rh_patrol_shipset.js |
"use strict";
this.name = "rh-patrol-shipset";
this.author = "Spara from script by LittleBear, Eric Walch & Thargoid";
this.copyright = "2013";
this.description = "Name RH shipset hunter ships";
this.licence = "CC BY-NC-SA 3.0";
this.version = "1.7";
this.shipSpawned = function ()
{
var level = parseInt(this.ship.scriptInfo.level);
var name = "";
switch(level)
{
case 1: name = expandDescription("[random_hits_hunterlow_name]"); break;
case 2: name = expandDescription("[random_hits_huntermedium_name]"); break;
case 3: name = expandDescription("[random_hits_hunterhigh_name]"); break;
default: name = "unknown"; // means a wrong level definition in shipData.plist.
}
this.ship.displayName = this.ship.name+": "+name; // Show the Hunters name on the ID Computer when targeted.
//log("rh_shipset_patrol",this.ship.displayName);
delete this.shipSpawned;
}
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Scripts/rh_spawn_shipset.js |
"use strict";
this.name = "rh-boss-spawn-shipset";
this.author = "spara";
this.description = "Conditional spawning of bosses";
this.allowSpawnShip = function(shipKey)
{
//Sanity check
if(system.isInterstellarSpace || !system.sun || system.sun.isGoingNova || system.sun.hasGoneNova)
return false;
//An anarchy system, that's where the bosses primarily lurk.
if (system.government === 0)
return true;
//Ok, not an anarchy system, but maybe there is such a system close by.
var adjacentSystems = system.info.systemsInRange(7);
var dangerousHood = false;
for (var i = 0; i < adjacentSystems.length; i++) {
if (System.infoForSystem(adjacentSystems[i].galaxyID, adjacentSystems[i].systemID).government === 0) {
dangerousHood = true;
break;
}
}
//This is dangerous hood, there is an anarchy system next door. Sometimes bosses visit nearby systems. Higher the government, rarer the incident.
if (dangerousHood && Math.random() * system.government < 0.5)
return true;
return false;
}
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