This record describes API changes in 1.8 Beta 3.
Items
- Added
+efficient:nenhancement, where n is the percent value to increase or decrease power consumption. For example,+efficient:20= (100 - 20) = 80% power consumption. Conversely,-efficient:20= (100 + 20) = 120% power consumption. <GetName>event on items getsaFlagsvariable (as a list of strings) representing the flags passed in to GetNounPhrase.- Added option to compare items without regard for data or other state. See
objHasItemandobjRemoveItem. - Added
+unknownType:unid;for item criteria to select unknown items of certain types.
Repair Devices
- Added
compartmentRegen=parameter to repair interior HP.
Weapons
- Added
+omnidirectionalenhancement to weapons.-omnidirectionalwill remove omni/swivel from a weapons (turn it into a fixed weapon). You may also add swivel with+omnidirectional:nwhere n is the fire arc in degrees. - Added
repeatingDelay=option for weapons to control delay between repeating shots. - Added
consumeAmmoPerRepeatingShot=option to consume ammo per shot (as opposed to per burst). - Added
<GetAmmoToConsume>event for weapons that want to control how much ammo to consume. - Added
timeStopdamage.
Ships
- Added
MiningComputeras equipment. - Added
showMapLabelproperty for ships. - Added
<OnDockObjDestroyed>when the station that a ship is docked at is destroyed. - Added
objGetConditionto test for various conditions, such as disarmed.
Stations
- Added
showMapOrbitproperty for stations. - Added
exploredproperty for stations.
Overlays
- Added
timeStop="true"parameter for overlays.
Systems
- Added criteria to system filters.
- Systems can have
<EnhanceAbilities>element to confer enhancements to any object in the system. - Added criteria to
sysGetNodes. - Allow vector in
sysAddEncounterEvent. - Added
lastVisitOnproperty to nodes. - Added
lastVisitSecondsproperty to nodes. sysGetItemBuyPricetakes an optional type criteria to filter buying objects.
VFX
- In
<ParticleSystem>effects, theradiatetype now honors thespreadAngle=parameter.
Events
- Most event now define
gTypeto be the type on which the event fired. - When an object is responsible for destroying another object, it gets an
<OnDestroyObj>event. - When defining a
<Power>, you can place appropriate elements in the<Events>section:<OnShow>, <OnInvokedByPlayer>, <OnInvoke>. - Removing an event handler from a ship restores the handler defined in the ship class (if any).
<GetGlobalAchievements>can now return a struct with fields:descID(ordesc),sectionID(orsection), andvalueID(orvalue).
TLisp
(fmtNoun ...)takes optional name pattern.- Added
showBoundsto(dbgSet ...).
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