Ok.StormMagi wrote:Going to wait and see once 3.00 is out.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum
Code: Select all
<check_value value="event.param.owner != faction.player"/>
I've never once bought construction drones for the skunk (2.0, 2.5, 3.0 betas), the engineer has always repaired the hull and modules very quickly, even in the middle of combat. I don't think they were ever needed/used, which is why they removed the option to buy them for the skunk.w.evans wrote:That said, an Engineer assigned to the Skunk should repair the Skunk as normal within the limits set by the game. (up to 90% hull for a 5-star Engineer, not sure if modules are repaired by default as well anymore since the Skunk can no longer acquire construction drones.)
Code: Select all
<show_help force="true" chance="0" custom="'Revealed skills of NPC %1 (%2), distance=%3, combinedskill=%4'.[event.object, event.object.knownname, event.object.distanceto.{player.entity}, event.object.combinedskill]" />
this is just for displaying a hint/notice that the Skills of an NPC are now set to known, it doesnt have anything to do with the actual functionalityw.evans wrote:I'd gladly help, but I must say that I'm not all that experienced in xml scripting in general, and in md scripting in particular.
That said, the code looks fine.
I think that this line:in [/mdscript/cues/cue/actions] is redundant though. Tried running the game with that line commented out, and it worked fine.Code: Select all
<show_help force="true" chance="0" custom="'Revealed skills of NPC %1 (%2), distance=%3, combinedskill=%4'.[event.object, event.object.knownname, event.object.distanceto.{player.entity}, event.object.combinedskill]" />
Arcast 3 hours ago
I only had two mods installed, yours and Capital Ships Bridge. An engineer aboard my Arawn was stuck on analysing components so i suspected one of the mods. I disabled them and the engineer started repairing. I enabled them both and the issue was back. So I disbled Show Skills and the engineer started repairing again.
Code: Select all
<actions>
<set_skills_visible entity="event.object" visible="true" />
<show_help force="true" chance="0" custom="'Revealed skills of NPC %1 (%2), distance=%3, combinedskill=%4'.[event.object, event.object.knownname, event.object.distanceto.{player.entity}, event.object.combinedskill]" />
<reset_cue cue="this" />
</actions>
what was the last NPC you talked to? CBJ mentoined somewhere else that this happens if a conversation is not proerly terminated..StormMagi wrote:Well when I fired up XR yesterday I couldn't talk to any of the NPCs I hired at all, even w/o the mod. Did a fresh install today so will be testing from a stock scenario start.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<!--
This file is part of the X Rebirth ShowSkills mod.
The code was mostly copied from the NESA mod with
permission of the author Mad_Joker.
Author: StormMagi
Last Change:
Version: V1.0
Date: 28th Nov 2013
X Rebirth version: 1.17
-->
<mdscript name="ShowSkills" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../modding/md.xsd">
<cues>
<!--
Cue to reveal skills.
-->
<cue name="SectionHandler_ShowSkills_RevealSkills" instantiate="false" namespace="this">
<conditions>
<check_all>
<event_conversation_started />
<!-- We ignore opening of the main menu (which is a conversation with Yisha) -->
<check_value value="event.object" exact="player.copilot" negate="true" />
<!-- Only specific NPC types have skills -->
<set_value name="$lSuitableTypes" exact="[entitytype.pilot, entitytype.commander, entitytype.manager, entitytype.engineer, entitytype.architect, entitytype.marine, entitytype.defencecontrol]" />
<!-- some checks, mostly copied from Smalltalk.xml -->
<check_value value="event.object.page and (event.object.isspecialist or not event.object.iscontrolentity) and not event.object.skillsvisible" exact="true" />
<check_value value="event.object.isspecialist or $lSuitableTypes.indexof.{event.object.type}" exact="true" />
</check_all>
</conditions>
<actions>
<!-- finally, we can set the skills to be visible -->
<set_skills_visible entity="event.object" visible="true" />
<!-- <show_help force="true" chance="0" custom="'Revealed skills of NPC %1 (%2), distance=%3, combinedskill=%4'.[event.object, event.object.knownname, event.object.distanceto.{player.entity}, event.object.combinedskill]" /> -->
<!-- we reset the cue to make sure we can trigger it again -->
<reset_cue cue="this" />
</actions>
</cue>
</cues>
</mdscript>