How to Help with Scripting

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eleazar
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How to Help with Scripting

#1 Post by eleazar »

Here's a list of things that need to be scripted.

Here's the description of FO's scripting language.

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Sloth
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Re: How to Help with Scripting

#2 Post by Sloth »

Here is a patch that adds some crosslinks in the pedia entry:

1. I changed the term "Supply Lines" to just "Supply", linked to it wherever applicable and added a short sentence about the Supply meter to the pedia entry.

2. Added a few crosslinks from techs to specials and vice versa.

What i think is a good idea for the future and i'm willing to add:
One Game Concept entry for each meter of planets:
Population
Happiness
Industry
Research
Trade
Infrastructure (!)
Shield
Defense
Troops (could use the current "Troops Meter" entry)
Detection
Stealth
Supply (see above)
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eleazar
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Re: How to Help with Scripting

#3 Post by eleazar »

Thanks,
Committed revision 5497
"more crosslinks by sloth"
Sloth wrote:1. I changed the term "Supply Lines" to just "Supply", linked to it wherever applicable and added a short sentence about the Supply meter to the pedia entry.
I re-insterted "lines" into most of the instances -- wherever it could be talking about the actual lines on the map, it is more clear and concrete.
Sloth wrote:What i think is a good idea for the future and i'm willing to add:
One Game Concept entry for each meter of planets:
...
That work is desired, and has been requested here. Though i don't care where you post it

Sloth wrote:Happiness...
I did that one already.
Sloth wrote:Troops (could use the current "Troops Meter" entry)
Yeah, probably a good idea not to have an article strictly on the meter, but about troops, or whatever, and include the information on the meter.

Also note that some meters are shared by ships and planets. The same article can do for both, at least in some cases.

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Sloth
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Re: How to Help with Scripting

#4 Post by Sloth »

eleazar wrote:
Sloth wrote:Troops (could use the current "Troops Meter" entry)
Yeah, probably a good idea not to have an article strictly on the meter, but about troops, or whatever, and include the information on the meter.

Also note that some meters are shared by ships and planets. The same article can do for both, at least in some cases.
Here is the next patch: Troops, Shields and Defense.

Two new Game Concept entries and lots of linking.
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eleazar
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Re: How to Help with Scripting

#5 Post by eleazar »

Thanks
committed revision 5502
"meter descriptions for Troops, Shields and Defense, and crosslinks by Sloth. Also corrected descriptions for ground troop numbers from my previous ground changes."

Since adding links is pretty non-controversial, feel free to submit larger, less frequent patches.

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Sloth
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Re: How to Help with Scripting

#6 Post by Sloth »

Here is the next patch: Infrastructure, Stealth, Detection Strength and Detection Range.

Four new Game Concept entries and lots of linking.

NOTE: The Infrastructure entry doesn't explain anything yet, because i'm not sure what it really does now that it's no longer responsible for supply.
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Dilvish
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Re: How to Help with Scripting

#7 Post by Dilvish »

Sloth wrote:Here is the next patch: Infrastructure, Stealth, Detection Strength and Detection Range.

Four new Game Concept entries and lots of linking.

NOTE: The Infrastructure entry doesn't explain anything yet, because i'm not sure what it really does now that it's no longer responsible for supply.
There are a number of buildings, like the Industrial Center, that give a benefit that is taken as the better of two possibilities: one based on target population, and one based on target infrastructure (although the scaling factors used in the respective calculations are not identical). So a planet with a tiny max population might still have decent production due to the calculations based on infrastructure.
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0

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Geoff the Medio
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Re: How to Help with Scripting

#8 Post by Geoff the Medio »

There are also a few buildings that reduce target construction (shipyard, drydock, observatory).

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eleazar
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Re: How to Help with Scripting

#9 Post by eleazar »

revision 5529
" Infrastructure, Stealth, Detection Strength and Detection Range 'Pedia and crosslink patch by sloth. Also i removed unnecesarily narrow ...METER... from article names."

IMHO Infrastructure needs to be thoroughly revised or removed- it is confusing, overly-complicated, hard to explain.
but this isn't the thread for that discussion.


EDIT: Split out reply to here

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Sloth
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Re: How to Help with Scripting

#10 Post by Sloth »

eleazar wrote:revision 5529
" Infrastructure, Stealth, Detection Strength and Detection Range 'Pedia and crosslink patch by sloth. Also i removed unnecesarily narrow ...METER... from article names."
I think you've only changed the variable names in encyclopedia.txt (for example STEALTH_METER_TEXT to STEALTH_TEXT) , which messes up all the links that still look for STEALTH_METER_TEXT.
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eleazar
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Re: How to Help with Scripting

#11 Post by eleazar »

I made the changes, but didn't put them in the right place. fixed now.

revision 5537

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Sloth
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Re: How to Help with Scripting

#12 Post by Sloth »

Here is the next patch: Industry, Research and Trade.

Three new Game Concept entries (one of which is a placeholder) and lots of linking.

This finishes my initial project.
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Sloth
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Re: How to Help with Scripting

#13 Post by Sloth »

Thanks for adding eleazar. I think you've missed the TRADE_TITLE and TRADE_TEXT in the stringtable though.

Here is a fix patch (+ 4 brand new crosslinks).
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eleazar
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Re: How to Help with Scripting

#14 Post by eleazar »

Sloth wrote:Thanks for adding eleazar. I think you've missed the TRADE_TITLE and TRADE_TEXT in the stringtable though.
I didn't include it because trade already had a 'pedia entry.

revision 5559.
"a few more cross-links by sloth."

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Sloth
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Re: How to Help with Scripting

#15 Post by Sloth »

eleazar wrote: I didn't include it because trade already had a 'pedia entry.
You've added the pedia article from the patch (see here: https://github.com/freeorion/freeorion/ ... e7d0a7525b), but it looks for TRADE_TITLE and TRADE_TEXT in the eng stringtable, which weren't commited.
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