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Originally posted by Big Brother GTi:
**So it should work with Nova 1.0.8 then?
**
Yup, it works fine with 1.0.8 since there haven't been any changes to the default scenario shďp resources since ShipyardUpgrades106 was released.
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Originally posted by UncleTwitchy:
**You'd have to assign individual NCBs to each ship in the ship's OnPurchase field.
**
I tried using NCBs for player shďp identification right after Nova was released and it doesn't work for tracking the player's shďp for a number of reasons. One is that the shďp OnPurchase(set) is not performed for the shďp the player gets from a new pilot chär resource. Another is that a captured shďp that players take as their own also does not execute OnPurchase(set). For those reasons (and more) I was driven to use Contribute-Require flag bits instead of NCBs in my ShipyardUpgrades plug.
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Originally posted by Phyvo:
**The ship upgrades basically set an NCB which completely changes your ship.
**
I just want to try and reduce any possible confusion about the terminology used in programming Nova resources. There's a difference between NCBs and operators.
NCBs are any of the 10,000 bits used by the game-engine to make decisions based on whether a given bit has been set to a one-state or a zero-state.
Operators perform differing functions on NCBs or RIDs (resource identification numbers) depending on which operator is being used.
The Chrome Valk Upgrade (CVU for short) oütf is a good example of the difference between NCBs and operators. The CVU Availability(test) looks to see of NCB 4000 has been set to a one-state by a time delay crön by using the "bxxx" test operator. When NCB 4000 gets set, then the CVU oütf becomes available for purchase. When the CVU is bought, the OnPurchase(set) statement executes the Hxxx operator which exchanges the player's shďp for the shďp with RID defined by the "xxx", in this case shďp RID 165 (a ModStarbridge). The "Hxxx" operator also causes players to lose all the oütfits in their old shďp, unless they have the persistent oütf flag bit set.
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Originally posted by geek#1:
**I can't remember the specifics offhand, but you can require that the player have a specific ship in the Availability field (and set it not to display unless Availability is met) and have the outfit change the ship type without changing outfits and removew itself. price would be the difference between the two ship types (possibly a bit more).
**
Sorry, but there isn't an operator that one can use to identify a shďp in the Availability(test) statement of an oütf resource. You're probably thinking of the mďsn resource which has an "Avail.ShipType" requirement that does identify the player's shďp by its RID. It would be possible to use that mďsn requirement to cause an NCB to be set that would in turn enable the purchase of an outfit specific to that ship type. That would work for a one-off ship-specific outfit. But it could get out of hand if you wanted to apply it to all ships because that would mean that a mďsn resource would be needed for every ship type in the scenario, all 288 of them. The default Nova scenario uses 790 of the 1000 available mďsn resources, so there's only 210 left for plug developer's to use unless you want to build an entire TC around shďp specific outfits.
(edit: removed erroneous OnRetire(set) assertion )
(This message has been edited by Arturo (edited 07-10-2004).)