NPC equipment damage OXP

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Revision as of 21:43, 9 December 2020 by Cholmondely (talk | contribs) (Tidied page)

NPC Equipment Damage 0.2.1 by Ngalo

Does what it says on the tin: allows NPC equipment to get damaged in combat, as much like the core player damage handling as I can manage.

Also damages NPC cargo, because Oolite does both with the same code for the player.

OXP equipment which needs to be disabled by script when damaged can push a handler onto the worldScripts.NPC_Equipment_Damage.NPC_equipmentDamagedHandlers array.

Note that such handlers will be called as if they were in the damaged ship's script, not your worldScript.

A simple example handler from my NPC Energy Units OXP:

this.NPC_energy_equipmentDamaged = function(equipment)

[blockquote]{

if (equipment == "EQ_NPC_NAVAL_ENERGY_UNIT") this.ship.energyRechargeRate /= worldScripts.NPC_Energy_Units.NEU_multiplier;

if (equipment == "EQ_NPC_ENERGY_UNIT") this.ship.energyRechargeRate /= worldScripts.NPC_Energy_Units.EEU_multiplier;

}[/blockquote]

License

You may use, adapt, distribute etc. this Oolite Expansion Pack as permitted by the Creative Commons Attribution-NonCommercial-ShareAlike License (CC-BY-NC-SA).

Version history

  • 0.2.1 Added a small fix which prevents time-wasting if the damaged ship is about to die anyway.
  • 0.2 Made use of compatibility improvements in Ship Configuration OXP.
    • Prevented the script from trying to damage equipment which is already damaged, or which can't be damaged at all.
  • 0.1.1 Fixed 'quantity is not defined' bug in cargo damage code
  • 0.1 Initial WIP release