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Commonwealth.xml
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Commonwealth.xml
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<?xml version="1.0" encoding="utf-8"?>
<TranscendenceModule>
<!-- BASIC COMMONWEALTH RULES
PLAYER DATA
commonCrime: Description of the player's crime (e.g., "slave-trading")
commonCrimeSeverity: The severity of the crime
0 = No crime
1 = Misdemeanor (drug possession)
2 = Felony (piracy)
3 = Crimes against Humanity (slave-trading, genocide, mass-destruction)
commonCrimeRecord: Number of times player has been caught and released for a felony
-->
<Sovereign UNID="&svCommonwealth;"
name=":the Commonwealth"
adjective="Commonwealth"
demonym=":a Commonwealth citizen(s)"
alignment="constructive chaos"
inherit="&unidCommonText;"
>
<AttributeDesc>
<!-- These item attributes are used across all Human Space (not just for
Commonwealth). -->
<ItemAttribute id="human.basicFood" label="basic food" criteriaLabel="basic foods" criteria="* +food; -lux; -illegal;"/>
<ItemAttribute id="human.lux" label="luxury good" criteriaLabel="luxury goods" criteria="* +lux; -illegal;"/>
<ItemAttribute id="human.meds" label="medical supplies" criteriaLabel="medical supplies" criteria="* +meds;"/>
<ItemAttribute id="human.res" label="industrial resource" criteriaLabel="industrial resources" criteria="*~f +res; -ore; -illegal;"/>
<ItemAttribute id="human.armor" criteriaLabel="armors" criteria="a -illegal;"/>
<ItemAttribute id="human.shields" criteriaLabel="shields" criteria="s -illegal;"/>
<ItemAttribute id="human.weapons" criteriaLabel="weapons & ammo" criteria="wm -illegal;"/>
</AttributeDesc>
<Events>
<GetGlobalAchievements>
(append
; Crime record
(if (geq (int (objGetData gPlayerShip "commonCrimeSeverity")) 2)
{
desc: (typTranslate gType 'textWantedFor { crimeText: (objGetData gPlayerShip 'commonCrime) })
sectionID: 'criminalRecord
}
)
)
</GetGlobalAchievements>
<GetGlobalDockScreen>
; If the player has docked with an active commonwealth station
; with customs, then we need to check for various things
; (like radiation poisoning and smuggling).
;
; NOTE: We return a screen and a priority. The priority is used
; to decide whether other screens should be shown before or after
; these. Follow these rules:
;
; Screens that prevent docking: 10
; Screens that imprison the player: 8
; Screens that confiscate: 6
; Screens that complete missions: 4
(switch
; This does not apply to stations without customs
(not (objMatches gSource Nil "sTAV +commonwealthCustoms;"))
Nil
; If customs is temporarily disabled, then we don't do anything.
(= (objFireEvent gSource 'GetCommonwealthCustomsStatus) 'disabled)
Nil
; If the player ship is radioactive, then we need to
; decontaminate.
(shpIsRadioactive gPlayerShip)
{ screen:&dsCommonwealthDecon; priority:10 overrideOnly:true }
; If the player has sold slaves then he/she is arrested.
(geq (int (objGetData gPlayerShip "commonCrimeSeverity")) 2)
{ screen:&dsCommonwealthImprison; priority:8 overrideOnly:true }
; If the player has slaves then free them
(and (objGetItems gPlayerShip "*+Slaves;")
(not (objGetData gPlayerShip "00001002_ConfiscateSlaves"))
)
{ screen:&dsCommonwealthFreeSlaves; priority:8 overrideOnly:true }
; If the player has a black market container, then she is imprisoned
(and (not (objGetItems gPlayerShip "*I+SmugglersHold;"))
(objGetItems gPlayerShip "*U+SealedContainer;")
(not (objGetData gPlayerShip "00001002_ConfiscateSealedContainer"))
)
(block Nil
; This side-effect is OK because it is OK if we call it multiple
; times, and it is OK if some other screen takes priority.
(intCommonwealthCrime 2 "smuggling")
{ screen:&dsCommonwealthImprison; priority:8 overrideOnly:true }
)
; If we have illegal items in the cargo hold then we need
; to confiscate them
(and (not (objGetItems gPlayerShip "*I+SmugglersHold"))
(or (objGetItems gPlayerShip "*U+Illegal; -ID")
(and (objGetItems gPlayerShip "*U+Military") (not (objGetItems gPlayerShip "*+MilitaryID")))))
{ screen:&dsCommonwealthConfiscate; priority:6 overrideOnly:true }
Nil
)
</GetGlobalDockScreen>
<OnGlobalPlayerSoldItem>
(switch
; If the player sold slaves, chance they get caught
(itmHasAttribute gItem 'slaves)
(block (
; 2% chance of arrest per slave sold.
(chanceOfArrest 2)
)
(objIncData gPlayerShip 'slaveSales (ecoExchange aPrice aCurrency 'credit))
(if (rollChance chanceOfArrest (itmGetCount gItem))
(intCommonwealthCrime 2 "slave-trading")
)
)
)
</OnGlobalPlayerSoldItem>
</Events>
<Language>
<Text id="textWantedFor">Wanted by the Commonwealth for %crimeText%</Text>
</Language>
</Sovereign>
<SystemMap unid="&smCommonwealthSpace;"
displayOn="&smHumanSpace;"
>
<TopologyProcessor priority="primaryColony">
<System criteria="+newBeyond;" attributes="commonwealthCore, commonwealthSpace"/>
<System criteria="+nodeID:SK;" attributes="commonwealthCapital, commonwealthCore, commonwealthSpace"/>
<System criteria="+ungoverned;" attributes="commonwealthCore, commonwealthSpace"/>
<System criteria="+outerRealm;" attributes="commonwealthCore, commonwealthSpace"/>
</TopologyProcessor>
</SystemMap>
<EconomyType UNID="&ecCreditEconomy;"
id= "credit"
currency= "credit(s)"
conversion= "100"
/>
<!-- STATION TYPES -->
<!-- Commonwealth Colony -->
<StationType UNID="&stCommonwealthColony;"
name= "Commonwealth colony"
sovereign= "&svCommonwealth;"
inherit= "&baCommonwealthStation;"
attributes= "commonwealth, commonwealthCustoms, friendly, generic, human, majorStation, primary, populated"
dockScreen= "Main"
abandonedScreen= "&dsRPGAbandonedStation;"
level= "4"
size= "390"
armorID= "&itPlasteelPlate;"
hitPoints= "320"
multiHull= "true"
regen= "6"
shipRegen= "4"
fireRateAdj= "80"
explosionType= "&vtBlastExplosion2;"
ejectaType= "&vtWreckEjecta;"
>
<!-- Encounter Info -->
<Encounter
systemCriteria= "+commonwealthSpace;"
systemAffinity= "+commonwealthCore;"
levelFrequency= "cuc-- ----- ----- ----- -----"
locationCriteria= "-outerSystem, +planetary"
enemyExclusionRadius= "50"
/>
<Names noArticle="true">
Agricola Station; Britannia Station; Canterbury Station;
Devonshire Colony; Enterprise Station; Farsend Station;
Grenoble Colony; Hellas Station; Independence Station;
Janus Colony; Koran Station; Lexington Colony; Massachusetts Colony;
Nakura Colony; Ontario Station; Paduan Station; Qatar Station;
Ryad Colony; Santiago Station; Tango Colony; Umber Station;
Victory Colony; Winchell Station; %s Colony; %s Alpha Station;
%s Beta Station; %s Gamma Station; %s Epsilon Station;
Anacreon Colony %1%0%0%0; Anacreon Colony %1%0%0; Anacreon Colony %1%0%0;
Anacreon Colony %1%0%0; Anacreon Colony %1%0%0
</Names>
<!-- Trade and Items -->
<Trade currency="credit">
<Sell criteria="m +commonwealth; +basicAmmo; -defective; -illegal; -notForSale; -notStandard;" priceAdj="100" inventoryAdj="200" levelFrequency="systemLevel:ruc|c|cur"/>
<Sell criteria="*NU -defective; -Illegal; -ID; -NotForSale;" priceAdj="100"/>
<Buy criteria="amdNU -Illegal; -NotForSale;" priceAdj="50"/>
<Buy criteria="*NU -Illegal; -ID; -NotForSale;" priceAdj="90"/>
<Buy criteria="*NU -Illegal; -ID;" priceAdj="10"/>
<Refuel criteria="f +BasicFuel; L:1-5;" priceAdj="100"/>
<RepairArmor criteria="a L:1-5;" priceAdj="100"/>
<ReplaceArmor criteria="a L:1-5;" priceAdj="100"/>
<InstallDevice criteria="d L:1-5;" priceAdj="100"/>
<RemoveDevice criteria="d L:1-5;" priceAdj="100"/>
<ConsumeTrade criteria="{core.fusionFuel}" impact="2"/>
<ConsumeTrade criteria="{human.basicFood}" impact="5"/>
<ConsumeTrade criteria="{human.lux}" impact="3"/>
<ConsumeTrade criteria="{human.meds}" impact="2"/>
<ConsumeTrade criteria="{human.res}" impact="1"/>
<ConsumeTrade criteria="{core.ore}" impact="2"/>
</Trade>
<Items>
<RandomItem count="10"
criteria= "ad L:1-5; -Illegal; -Military; -Alien; -Specialty; -NotStandard; -NotForSale;"
levelFrequency= "systemLevel:r|c|cur"
/>
<RandomItem count="10"
criteria= "*~ad -Illegal; -Military; -Alien; -Specialty; -NotStandard; -NotForSale;"
levelFrequency= "systemLevel:ru|c|cur"
/>
<Item count="4d12" item="&itHelium3FuelRod;" />
</Items>
<!-- Configuration -->
<Devices>
<Device deviceID="&itTeV9Blaster;" omnidirectional="true"/>
</Devices>
<!-- Ships and Defenses -->
<Ships>
<Lookup count="2" table="&tbCommDefenders;"/>
<Lookup count="1d4" table="&tbCommPrivateCrafts;"/>
</Ships>
<Reinforcements minShips="5">
<Table>
<Lookup chance="75" table="&tbCommDefenders;"/>
<Lookup chance="25" table="&tbCommPrivateCrafts;"/>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<Image imageID="&rsCommonwealthColony;" imageWidth="320" imageHeight="290" viewportRatio="0.05"/>
<DockingPorts
portCount= "10"
portRadius= "175"
>
</DockingPorts>
<!-- Dock Screen -->
<DockScreens>
<Main>
<Panes>
<Default descID="descWelcome">
<Actions>
<Action id="actionMainHall" default="1">
(rpgMissionAssignment {
missionCriteria: (cat "n +commonwealthColony; =" (sysGetLevel) ";")
maxPerStation: 1
noMissionTextID: 'descHallEmpty
})
</Action>
<Action id="actionCommoditiesExchange">
(scrShowScreen gScreen &dsRPGCommoditiesExchange;)
</Action>
<Action id="actionDockServices">
(rpgDockServices gPlayerShip {
checkMilitaryID: True
})
</Action>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<!-- Events and Data -->
<StaticData>
<NPCService>
( ; service level margin
( 'repairArmor 5 100 )
)
</NPCService>
</StaticData>
<Events>
<OnCreate>
(sysAddObjRecurringTimerEvent 150 gSource "OnTrafficControl")
</OnCreate>
<OnTrafficControl>
(comTrafficControl gSource 10)
</OnTrafficControl>
</Events>
<Language>
<Text id="descWelcome">
You are in the docking bay of a Commonwealth colony. Except for a few shuttles,
the docking bay of this station is deserted. A loose hose spills dirty
water onto the landing pad; elsewhere, an automatic load-lifter moves forward
and back again as it unloads a ship's cargo hold. The air smells of liquid fuel
and exhaust.
</Text>
</Language>
</StationType>
<!-- Commonwealth Turret -->
<StationType UNID="&stCommonwealthTurret;"
name= "Commonwealth defense turret"
sovereign= "&svCommonwealth;"
inherit= "&dsDockScreenBase;"
abandonedScreen= "&dsRPGAbandonedStation;"
dockScreen= "Main"
noMapLabel= "true"
noFriendlyFire= "true"
mass= "2000"
armorID= "&itP120HexphaseArmor;"
hitPoints= "100"
structuralHitPoints="20"
fireRateAdj= "40"
ejectaType= "&vtWreckEjecta;"
>
<ImageVariants>
<Image imageID="&rsStations4;" imageX="96" imageY="320" imageWidth="32" imageHeight="32"/>
<Image imageID="&rsStations4;" imageX="96" imageY="352" imageWidth="32" imageHeight="32"/>
<Image imageID="&rsStations4;" imageX="96" imageY="384" imageWidth="32" imageHeight="32"/>
<Image imageID="&rsStations4;" imageX="96" imageY="416" imageWidth="32" imageHeight="32"/>
</ImageVariants>
<Devices>
<Device deviceID="&itTeV9Blaster;" omnidirectional="true"/>
</Devices>
<DockScreens>
<Main>
<Panes>
<Default descID="descWelcome">
<Actions>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<DockingPorts
portCount= "2"
portRadius= "24"
maxDist= "3"
/>
<Language>
<Text id="descWelcome">
You are docked at a Commonwealth Defense Turret. These armed and armored
turrets are used to defend Commonwealth stations and settlements in the
Ungoverned Territories beyond St. Katharine's Star.
</Text>
</Language>
</StationType>
<!-- Commonwealth Colony, Armed -->
<StationType UNID="&stCommonwealthColonyArmed;"
name= "armed Commonwealth colony"
sovereign= "&svCommonwealth;"
inherit= "&baCommonwealthStation;"
attributes= "commonwealth, commonwealthCustoms, fleetDelivery, friendly, generic, human, majorStation, primary, populated"
dockScreen= "Main"
abandonedScreen= "&dsRPGAbandonedStation;"
size= "390"
armorID= "&itP120HexphaseArmor;"
hitPoints= "560"
multiHull= "true"
regen= "10"
shipRegen= "6"
explosionType= "&vtBlastExplosion3;"
ejectaType= "&vtWreckEjecta;"
fireRateAdj= "40"
>
<Names noArticle="true">Anvil Station; Brimstone Station; Cerberus Station;
Demesne Colony; Exile Station; Farsend Station;
Greenspace Colony; Hellas Station; Independence Station;
Jotur Colony; C%1%0 Outpost; Lethe Colony; Mars Colony;
Nebulon Colony; Oort Station; Purgatory Station; Quequeg Station;
Rend Colony; Sangre Station; Tantalus Colony; Umber Station;
Vindication Colony; Wight Station; %s Colony; %s Alpha Station;
%s Beta Station; %s Gamma Station; %s Epsilon Station</Names>
<!-- Encounter Info -->
<Encounter
systemCriteria= "+commonwealthSpace;"
systemAffinity= "+commonwealthCore;"
levelFrequency= "---uu cu--- ----- ----- -----"
locationCriteria= "+planetary"
enemyExclusionRadius= "60"
/>
<!-- Trade and Items -->
<Trade currency="credit">
<Sell criteria="m +commonwealth; -premiumAmmo; -defective; -illegal; -notForSale; -notStandard;" priceAdj="100" inventoryAdj="200" levelFrequency="systemLevel:ruc|c|cur"/>
<Sell criteria="*NU -defective; -Illegal; -ID; -NotForSale;" priceAdj="100"/>
<Buy criteria="amdNU -Illegal; -NotForSale;" priceAdj="50"/>
<Buy criteria="*NU -Illegal; -ID; -NotForSale;" priceAdj="90"/>
<Buy criteria="*NU -Illegal; -ID;" priceAdj="10"/>
<Refuel criteria="f +BasicFuel; L:1-7;" priceAdj="100"/>
<RepairArmor criteria="a L:1-7;" priceAdj="100"/>
<ReplaceArmor criteria="a L:1-7;" priceAdj="100"/>
<InstallDevice criteria="d L:1-7;" priceAdj="100"/>
<RemoveDevice criteria="d L:1-7;" priceAdj="100"/>
<ConsumeTrade criteria="{core.antimatterFuel}" impact="2"/>
<ConsumeTrade criteria="{human.basicFood}" impact="5"/>
<ConsumeTrade criteria="{human.lux}" impact="3"/>
<ConsumeTrade criteria="{human.meds}" impact="2"/>
<ConsumeTrade criteria="{human.res}" impact="1"/>
<ConsumeTrade criteria="{core.ore}" impact="2"/>
</Trade>
<Items>
<RandomItem count="10"
criteria= "ad L:1-7; -Illegal; -Military; -Alien; -Specialty; -NotStandard; -NotForSale;"
levelFrequency= "systemLevel:r|c|cur"
/>
<RandomItem count="10"
criteria= "*~ad -Illegal; -Military; -Alien; -Specialty; -NotStandard; -NotForSale;"
levelFrequency= "systemLevel:ru|c|cur"
/>
<Item count="4d12" item="&itXenotiteFuelRod;" />
</Items>
<!-- Configuration -->
<Devices>
<Device deviceID="&itTeV9Blaster;" omnidirectional="true"/>
</Devices>
<!-- Satellites -->
<Satellites overlapCheck="asteroids">
<Orbitals distance="12" angle="45">
<Station type="&stCommonwealthTurret;" imageVariant="2"/>
</Orbitals>
<Orbitals distance="12" angle="135">
<Station type="&stCommonwealthTurret;" imageVariant="1"/>
</Orbitals>
<Orbitals distance="12" angle="225">
<Station type="&stCommonwealthTurret;" imageVariant="0"/>
</Orbitals>
<Orbitals distance="12" angle="315">
<Station type="&stCommonwealthTurret;" imageVariant="3"/>
</Orbitals>
</Satellites>
<!-- Ships and Defenses -->
<Ships>
<Lookup count="2" table="&tbCommDefenders;"/>
<Lookup count="1d4" table="&tbCommPrivateCrafts;"/>
</Ships>
<Reinforcements minShips="5">
<Table>
<Lookup chance="75" table="&tbCommDefenders;"/>
<Lookup chance="25" table="&tbCommPrivateCrafts;"/>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<Image imageID="&rsCommonwealthArmoredColony;" imageWidth="320" imageHeight="290" viewportRatio="0.05"/>
<DockingPorts
portCount= "10"
portRadius= "175"
>
</DockingPorts>
<!-- Dock Screens -->
<DockScreens>
<Main>
<Panes>
<Default descID="descWelcome">
<Actions>
<Action id="actionMainHall" default="1">
(rpgMissionAssignment {
missionCriteria: (cat "n +commonwealthColonyArmed; =" (sysGetLevel) ";")
maxPerStation: 1
noMissionTextID: 'descHallEmpty
})
</Action>
<Action id="actionCommoditiesExchange">
(scrShowScreen gScreen &dsRPGCommoditiesExchange;)
</Action>
<Action id="actionDockServices">
(rpgDockServices gPlayerShip {
checkMilitaryID: True
})
</Action>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<!-- Events and Data -->
<StaticData>
<NPCService>
( ; service level margin
( 'repairArmor 7 100 )
)
</NPCService>
</StaticData>
<Events>
<OnCreate>
(sysAddObjRecurringTimerEvent 150 gSource "OnTrafficControl")
</OnCreate>
<OnTrafficControl>
(comTrafficControl gSource 10)
</OnTrafficControl>
</Events>
<Language>
<Text id="descWelcome">
You are in the docking bay of a Commonwealth colony. Except for a few shuttles,
the docking bay of this station is deserted. A loose hose spills dirty
water onto the landing pad; elsewhere, an automatic load-lifter moves forward
and back again as it unloads a ship's cargo hold. The air smells of liquid fuel
and exhaust.
</Text>
</Language>
</StationType>
<!-- Commonwealth Dry Dock -->
<StationType UNID="&stCommonwealthDryDock;"
name= "Commonwealth dry dock"
sovereign= "&svCommonwealth;"
inherit= "&baCommonwealthStation;"
attributes= "commonwealth, commonwealthCustoms, fleetDelivery, friendly, generic, human, majorStation, populated"
dockScreen= "Main"
abandonedScreen= "&dsRPGAbandonedStation;"
level= "5"
size= "511"
armorID= "&itPlasteelPlate;"
hitPoints= "800"
multiHull= "true"
regen= "8"
shipRegen= "8"
explosionType= "&vtBlastExplosion3;"
ejectaType= "&vtWreckEjecta;"
>
<!-- Encounter Info -->
<Encounter
systemCriteria= "+commonwealthSpace;"
systemAffinity= "+commonwealthCore;"
levelFrequency= "uucuu r---- ----- ----- -----"
locationCriteria= "+planetary"
enemyExclusionRadius= "75"
unique= "inSystem"
/>
<Properties>
<Constant id="rpg.shipBrokerCriteria">"s +systemLevel:0-2; +commonwealth; -military; -notStandard; +shipBroker;"</Constant>
<DynamicData id="rpg.shipBrokerInventory">(rpgGetShipInventory gSource)</DynamicData>
</Properties>
<!-- Trade and Items -->
<Trade currency="credit">
<Sell criteria="m +commonwealth; +basicAmmo; -defective; -illegal; -notForSale; -notStandard;" priceAdj="100" inventoryAdj="200" levelFrequency="systemLevel:ruc|c|cur"/>
<Sell criteria="*NU -defective; -Illegal; -ID; -NotForSale;" priceAdj="100"/>
<Buy criteria="amdNU -Illegal; -NotForSale;" priceAdj="50"/>
<Buy criteria="*NU -Illegal; -ID; -NotForSale;" priceAdj="90"/>
<Buy criteria="*NU -Illegal; -ID;" priceAdj="10"/>
<Refuel criteria="f +BasicFuel; L:1-7;" priceAdj="100"/>
<RepairArmor criteria="a L:1-8;" priceAdj="100"/>
<ReplaceArmor criteria="a L:1-8;" priceAdj="100"/>
<InstallDevice criteria="d L:1-7;" priceAdj="100"/>
<RemoveDevice criteria="d L:1-7;" priceAdj="100"/>
<SellShip criteria="s -notForSale;" priceAdj="100"/>
<BuyShip criteria="s L:1-10; -notForSale;" priceAdj="80"/>
<ConsumeTrade criteria="{core.fusionFuel}" impact="3"/>
</Trade>
<Items>
<RandomItem count="18-25"
criteria= "a L:1-8; -alien; -illegal; -military; -notForSale; -notStandard; -specialty;"
levelFrequency= "systemLevel:r|c|cur"
/>
<RandomItem count="8-10"
criteria= "scv L:1-7; -alien; -illegal; -military; -notForSale; -notStandard; -specialty;"
levelFrequency= "systemLevel:r|c|cur"
/>
<RandomItem count="4-6"
criteria= "r L:3-7; -illegal; -military; -notForSale; -notStandard;"
levelFrequency= "systemLevel:ru|c|curv"
/>
<RandomItem count="10-12"
criteria= "d~scvr L:1-7; -alien; -illegal; -military; -notForSale; -notStandard; -specialty;"
levelFrequency= "systemLevel:r|c|cur"
/>
<RandomItem count="5-10"
criteria= "u +armorRepair; -illegal; -military; -notForSale; -notStandard;"
levelFrequency= "systemLevel:ru|c|curv"
/>
</Items>
<!-- Ships and Defenses -->
<Ships>
<Lookup count="1d3" table="&tbCommDefenders;"/>
<Lookup count="1d2" table="&tbCommPrivateCrafts;"/>
</Ships>
<Reinforcements minShips="5">
<Table>
<Lookup chance="75" table="&tbCommDefenders;"/>
<Lookup chance="25" table="&tbCommPrivateCrafts;"/>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<Image imageID="&rsCommonwealthDryDock;" imageWidth="360" imageHeight="360" viewportRatio="0.065"/>
<DockingPorts
portCount="8"
portRadius="205"
portAngle="15"
/>
<!-- Dock Screens -->
<DockScreens>
<Main>
<Panes>
<Default descID="descWelcome">
<Actions>
<Action id="actionBuyShip">
(scrShowScreen gScreen &dsRPGShipBroker;)
</Action>
<Action id="actionCommoditiesExchange">
(scrShowScreen gScreen &dsRPGCommoditiesExchange;)
</Action>
<Action id="actionDockServices" default="1">
(rpgDockServices gPlayerShip {
checkMilitaryID: True
})
</Action>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<!-- Behavior & Language -->
<StaticData>
<NPCService>
( ; service level margin
( 'repairArmor 8 100 )
)
</NPCService>
</StaticData>
<Language>
<Text id="descWelcome">Your ship is in dry dock.</Text>
</Language>
</StationType>
<!-- Commonwealth Medical Suburb -->
<StationType UNID="&stMedicalSuburb;"
name= "Commonwealth medical colony"
sovereign= "&svCommonwealth;"
inherit= "&baCommonwealthStation;"
attributes= "commonwealth, commonwealthCustoms, friendly, generic, human, populated"
dockScreen= "Main"
abandonedScreen= "&dsRPGAbandonedStation;"
level= "4"
size= "390"
armorID= "&itPlasteelPlate;"
hitPoints= "320"
multiHull= "true"
regen= "4"
shipRegen= "1"
fireRateAdj= "80"
explosionType= "&vtBlastExplosion2;"
ejectaType= "&vtWreckEjecta;"
>
<!-- Encounter Info -->
<Encounter
systemCriteria= "+commonwealthSpace;"
systemAffinity= "+commonwealthCore;"
levelFrequency= "uuurr ----- ----- ----- -----"
locationCriteria= "-outerSystem, +planetary"
enemyExclusionRadius= "50"
unique= "inSystem"
/>
<Names noArticle="true">
Asclepius Station; Barnard Station; Station Charity;
Crick Station; Drew Station; Station Empathy; Freud Complex;
Station Grace; Haeckel Station; Imhotep Station;
Jung Center; Koch Station; Leeuwenhoek Station;
Morton Station; Nicolle Station; Osler Station;
Penfield Station; Station Respite; Salk Station;
Taussig Station; Urbani Station; Virchow Station;
Watson Station; Yegerov Station; Zygote Station;
Cyteen Station; NeuroSci Station; Biogen Station;
Pharmaton %s; Medecin d'Etoile Station
</Names>
<!-- Trade and Items -->
<Trade currency="credit">
<Sell criteria="*NU +Meds; -defective; -Illegal; -ID; -NotForSale;" priceAdj="100"/>
<Buy criteria="*NU +Food; -Illegal;" priceAdj="100"/>
<Buy criteria="*NU +Lux; -Illegal;" priceAdj="100"/>
<ConsumeTrade criteria="{core.fusionFuel}" impact="2"/>
<ConsumeTrade criteria="{human.basicFood}" impact="3"/>
<ConsumeTrade criteria="{human.lux}" impact="5"/>
<ConsumeTrade criteria="{human.res}" impact="1"/>
<ProduceTrade criteria="{human.meds}" impact="20"/>
</Trade>
<Items>
<RandomItem count="10-20"
criteria= "* +Meds; -Illegal; -Military; -Alien; -NotStandard; -NotForSale;"
levelFrequency= "systemLevel:ru|c|cur"
/>
</Items>
<!-- Configuration -->
<Devices>
<Device deviceID="&itTeV9Blaster;" omnidirectional="true"/>
</Devices>
<!-- Ships and Defenses -->
<Ships>
<Lookup count="2" table="&tbCommDefenders;"/>
<Lookup count="1d4" table="&tbCommPrivateCrafts;"/>
</Ships>
<Reinforcements minShips="5">
<Table>
<Lookup chance="75" table="&tbCommDefenders;"/>
<Lookup chance="25" table="&tbCommPrivateCrafts;"/>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<Image imageID="&rsCommonwealthMedicalColony;" imageWidth="320" imageHeight="290" viewportRatio="0.05"/>
<DockingPorts
portCount= "10"
portRadius= "175"
>
</DockingPorts>
<!-- Dock Screens -->
<DockScreens>
<Main>
<Panes>
<Default>
<OnPaneInit>
(scrSetDescTranslate gScreen 'descWelcome {objName: (objGetName gSource)})
</OnPaneInit>
<Actions>
<Action id="actionHospital">
(rpgMissionAssignment {
missionCriteria: (cat "n +commonwealthHospital; =" (sysGetLevel) ";")
maxPerStation: 1
noMissionTextID: 'descHospitalEmpty
})
</Action>
<Action id="actionCommoditiesExchange">
(scrShowScreen gScreen &dsRPGCommoditiesExchange;)
</Action>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<!-- Events and Data -->
<Language>
<Text id="actionHospital">[H]ospital</Text>
<Text id="descWelcome">
You are in the docking bay of %objName%. Medical professionals
live and work on this station, doing everything from research,
to drug manufacturing, to remote medicine.
</Text>
<Text id="descHospitalEmpty">
Medtechs and patients crisscross the large reception area of the
hospital. Displays and holograms direct patients to various
specialties.
</Text>
<Text id="rpg.stationWillNotBuy">
%StationName% buys food and luxury items. We are not
interested in buying %itemName%.
</Text>
<Text id="core.mapDesc">"Sells meds — Buys food and luxuries"</Text>
</Language>
</StationType>
<!-- Commonwealth Residentials -->
<StationType UNID="&stCommonwealthResidentials;"
name= ": Commonwealth residentials|Commonwealth residentials"
sovereign= "&svCommonwealth;"
inherit= "&baCommonwealthStation;"
attributes= "commonwealth, commonwealthCustoms, friendly, generic, human, populated"
dockScreen= "Main"
abandonedScreen= "&dsRPGAbandonedStation;"
level= "4"
size= "390"
armorID= "&itPlasteelPlate;"
hitPoints= "320"
multiHull= "true"
regen= "6"
explosionType= "&vtBlastExplosion2;"
ejectaType= "&vtWreckEjecta;"
>
<!-- Trade and Items -->
<Trade currency="credit">
<ConsumeTrade criteria="{core.fusionFuel}" impact="1"/>
<ConsumeTrade criteria="{human.basicFood}" impact="5"/>
<ConsumeTrade criteria="{human.lux}" impact="2"/>
<ConsumeTrade criteria="{human.meds}" impact="5"/>
<ConsumeTrade criteria="{human.res}" impact="1"/>
</Trade>
<!-- Ships and Defenses -->
<Ships>
<Lookup table="&tbCommDefenders;"/>
<Lookup count="1d4+1" table="&tbCommPrivateCrafts;"/>
</Ships>
<!-- Image and Effects -->
<Image imageID="&rsCommonwealthResidentials;" imageWidth="320" imageHeight="290" viewportRatio="0.05"/>
<DockingPorts
portCount= "10"
portRadius= "175"
>
</DockingPorts>
<!-- Dock Screens -->
<DockScreens>
<Main>
<Panes>
<Default descID="descWelcome">
<Actions>
<Action id="actionUndock" cancel="1">
<Exit/>
</Action>
</Actions>
</Default>
</Panes>
</Main>
</DockScreens>
<!-- Events and Data -->
<Language>
<Text id="descWelcome">
Welcome to Commonwealth Residentials.
</Text>
</Language>
</StationType>
<!-- Commonwealth Slums
GLOBAL DATA
lastMissionTime: Tick on which mission was given to player (Nil if never)
totalMissionCount: Total number of missions that the player has requested
-->