This record describes API changes in 1.8 Beta 3.
+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 gets
aFlagsvariable (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
+unknownType:unid;for item criteria to select unknown items of certain types.
compartmentRegen=parameter to repair interior HP.
+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.
repeatingDelay=option for weapons to control delay between repeating shots.
consumeAmmoPerRepeatingShot=option to consume ammo per shot (as opposed to per burst).
<GetAmmoToConsume>event for weapons that want to control how much ammo to consume.
showMapLabelproperty for ships.
<OnDockObjDestroyed>when the station that a ship is docked at is destroyed.
objGetConditionto test for various conditions, such as disarmed.
showMapOrbitproperty for stations.
exploredproperty for stations.
timeStop="true"parameter for overlays.
- Added criteria to system filters.
- Systems can have
<EnhanceAbilities>element to confer enhancements to any object in the system.
- Added criteria to
- Allow vector in
lastVisitOnproperty to nodes.
lastVisitSecondsproperty to nodes.
sysGetItemBuyPricetakes an optional type criteria to filter buying objects.
radiatetype now honors the
- 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
- When defining a
<Power>, you can place appropriate elements in the
<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:
(fmtNoun ...)takes optional name pattern.