This record describes API changes in 1.8 Beta 3.
Items
- Added
+efficient:n
enhancement, 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 getsaFlags
variable (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
objHasItem
andobjRemoveItem
. - Added
+unknownType:unid;
for item criteria to select unknown items of certain types.
Repair Devices
- Added
compartmentRegen=
parameter to repair interior HP.
Weapons
- Added
+omnidirectional
enhancement to weapons.-omnidirectional
will remove omni/swivel from a weapons (turn it into a fixed weapon). You may also add swivel with+omnidirectional:n
where 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
timeStop
damage.
Ships
- Added
MiningComputer
as equipment. - Added
showMapLabel
property for ships. - Added
<OnDockObjDestroyed>
when the station that a ship is docked at is destroyed. - Added
objGetCondition
to test for various conditions, such as disarmed.
Stations
- Added
showMapOrbit
property for stations. - Added
explored
property 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
lastVisitOn
property to nodes. - Added
lastVisitSeconds
property to nodes. sysGetItemBuyPrice
takes an optional type criteria to filter buying objects.
VFX
- In
<ParticleSystem>
effects, theradiate
type now honors thespreadAngle=
parameter.
Events
- Most event now define
gType
to 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
showBounds
to(dbgSet ...)
.
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