Difference between revisions of "Equipment.plist"

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(equipment structure)
m (equipment structure)
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  <key>incompatible_with_equipment</key>
 
  <key>incompatible_with_equipment</key>
 
  <string>EQ_FUEL_SCOOPS</string>
 
  <string>EQ_FUEL_SCOOPS</string>
 +
 +
<key>conditions</key>
 +
<string>systemGovernment_number morethan 3</string>
 
   
 
   
 
  <key>conditions</key>
 
  <key>conditions</key>
Line 69: Line 72:
  
  
Most names will explain themselves. In this list the empty/mounted pylons are not necessary when the equipment ends on MINE or MISSILE. All keys are already available in version 1.65. Only conditions is new since Oolite 1.69.
+
Most names will explain themselves. In this list the empty/mounted pylons are not necessary when the equipment ends on MINE or MISSILE. All keys are already available in version 1.65.
 +
 
 +
Conditions is new since Oolite 1.69. It can contain a single string with one condition or an array of condition strings. Conditions are only checked when the equipment would be available by the other criteria.
  
 
available_to_all means all ships can buy the item. When not set it is only buyable when the equipment is defined in the [[shipyard.plist]] under optional_equipment.  
 
available_to_all means all ships can buy the item. When not set it is only buyable when the equipment is defined in the [[shipyard.plist]] under optional_equipment.  

Revision as of 15:44, 19 June 2008

using equipment

Player buyable equipment is stored in a equipment.plist file that resides in the config folder of a OXP. You can add equipment by adding arrays to this plist file. Every equipment array is build of an array of entries.

equipment structure

The following equipment data are read in by oolite.

<plist version="1.0">
<array>
    <array>
         <integer>1</integer>
         <integer>300</integer>
         <string>Missile</string>
         <string>EQ_MISSILE</string>
         <string>Faulcon de Lacy HM3 homing missile, fast and accurate when used in conjunction with standard targetting scanners.</string>
         <dict>
              <key>available_to_all</key>
              <true/>
         </dict>
    </array>
</array>
</plist>


1) The first entry is an integer that determines the technical level from witch the equipment can be bought. A level of 99 has a special meaning. Only this value can be changed by script.

2) The second entry is the costs of the equipment in tenths of a credit.

3) This is a string that shows the name of the equipment as seen by the player.

4) This is a string that shows the name of the equipment that is used by scripting. Must start with EQ_ and endings like _MISSILE or _MINE give it a special handling.

5) This string gives a short description of the item.

6) This is a dictionary that can contain several special features like:

<key>available_to_all</key>
<true/>

<key>requires_empty_pylon</key>
<true/>

<key>requires_mounted_pylon</key>
<true/>

<key>requires_clean</key>
<true/>

<key>requires_not_clean</key>
<true/>

<key>requires_cargo_space</key>
<integer>5</integer>

<key>requires_equipment</key>
<string>EQ_FUEL_SCOOPS</string>

<key>incompatible_with_equipment</key>
<string>EQ_FUEL_SCOOPS</string>

<key>conditions</key>
<string>systemGovernment_number morethan 3</string>

<key>conditions</key>
      <array>
              <string>systemGovernment_number morethan 3</string>
      </array>

<key>portable_between_ships</key>
<true/>


Most names will explain themselves. In this list the empty/mounted pylons are not necessary when the equipment ends on MINE or MISSILE. All keys are already available in version 1.65.

Conditions is new since Oolite 1.69. It can contain a single string with one condition or an array of condition strings. Conditions are only checked when the equipment would be available by the other criteria.

available_to_all means all ships can buy the item. When not set it is only buyable when the equipment is defined in the shipyard.plist under optional_equipment.

There is only a bug in versions until 1.71: requires_equipment triggers the incompatible_with_equipment key. This bug can be bypassed by also defining a EQ_DUMMY equipment for incompatible_with_equipment when using the requires_equipment.