[MOD] Enhanced Money Transfer - v1.14 - 31/12/2016

The place to discuss scripting and game modifications for X Rebirth.

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wysiwyg
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Post by wysiwyg »

Incidentally many of the mods on your list are not up to date for v3.53 - check the sticky for other mods working in v3.53
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alexalsp
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Post by alexalsp »

With these works without problems

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add_vsls
AutoLooter
BuildShipyards
cf.mission_computer
galaxystationrange
hunterships
IgnoreFuel
litauen_capital_ship_bridge
MarineRebalance
ObservationDeck
PlayerJumpAddon
russian_zekton_font
SmallSunDV
SuperTransport
taf
Welding Laser
yorrickautotrade
yorricksyisha
These need to check

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osr_universe
MoreReducedMasstraffic_V0.3
ufo
trade_alpha
cratz_fov
eightball_privateer
Build Styrvok Ships and iturel-382-1-02
HighwayClearVFX
HighwaySystem
Hull Engineer
libmj
Map Reveal
mumech_debugmode
noResourceForPlayerST
Premium Ship Trader
Project Fedhelm
RemoveBoardingCutscene
ShipRecycle
stationrecycle
Stronger Ship Hulls-Fixes-381-1-02
TempZoneStationBuilder
tradeship_fix_wip_0.22
UTBridgeCommands
w.e_EpicLShields
Its for tride

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trade_alpha
tradeship_fix_wip_0.22
yorrickautotrade
How I understand enough only

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yorrickautotrade
Before installation of any mods, you need to carefully read about its function to check conflicts with already used modes.
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YorrickVander
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Post by YorrickVander »

There's no clash with YAT
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
UniTrader
Moderator (Script&Mod)
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Post by UniTrader »

i didnt check personally, but looking through the files i doubt it clashes with my mod. i am only stealing the Sector Map in a certain situation, thats all. (had to replace the whole actions-node though because i dont know if its possible to move Nodes via xmldiff)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
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wysiwyg
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Post by wysiwyg »

There is no AI/MD code in this mod at all. If a mod is likely to clash it will be a UI menu mod and I know YAT certainly is OK as I've pretty much been using it the whole time I've been modding without any issues along with several other UI mods such as UFO, Human Resources, Mission Computer and Multi-Assignment - all with no side effects either way.

Had there been numerous reports of this issue I would have been happy to investigate personally but, with the greatest respect to the person who reported the issue, I really don't have time to hunt down every one of the mods on that list, install them and test for clashes.
w.evans
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Post by w.evans »

I know w.e_EpicLShields is compatible since I was already using EMT when I made it.
Tankowicz
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Post by Tankowicz »

wysiwyg wrote:I suggest you remove mods one at a time until it works. Start with mods named starting after E as these will load after EMT.
i removed all the mods from extension folder except this.
nothing happened.
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alexalsp
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Post by alexalsp »

Tankowicz wrote:i removed all the mods from extension folder except this.
nothing happened.
Give screenshots of the Extensions menu, and the dialog of transfer of money to the Manager

Must be so ....

http://i57.fastpic.ru/big/2015/0409/a1/ ... 9c1aa1.png

http://i57.fastpic.ru/big/2015/0409/8b/ ... 1d9e8b.png

http://i57.fastpic.ru/big/2015/0409/c5/ ... d8d4c5.png
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alexalsp
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Post by alexalsp »

It does not work in 4.10 beta 3 :cry:

Please check. Do not enter money. Maybe it's only bug for me.

http://imgur.com/a/9tuTJ

http://i.imgur.com/IHOuzeY.jpg

http://i.imgur.com/mCousKx.jpg
JESS 246
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Post by JESS 246 »

Hi wysiwyg

Just to let you know i found that this mod has stopped working for me in the public Beta 4.10 Beta 3 mode.

It do works fine in vanilla mode.
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wysiwyg
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Post by wysiwyg »

Thanks for the reports folks - I think I've tracked down the issue and I'm looking at a fix hopefully before 4.10 comes out of beta.
Cheers
Wysi :)
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wysiwyg
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Post by wysiwyg »

Should be OK now in current beta 4 release
Cheers
Wysi :)
JESS 246
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Post by JESS 246 »

Hi wysiwyg

This mod is working fine now with Beta 4 Thanks for update fix.

Any chance of getting this mod on steam workshop for auto updates.
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alexalsp
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Post by alexalsp »

JESS 246 wrote:Hi wysiwyg

This mod is working fine now with Beta 4 Thanks for update fix.

Any chance of getting this mod on steam workshop for auto updates.
http://steamcommunity.com/sharedfiles/f ... earchtext=
JESS 246
Posts: 574
Joined: Mon, 3. Jul 06, 03:24
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Post by JESS 246 »

Hi alexalsp

I had a brain malfunction i have been using this mod via workshop thanks anyway for info.
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mycroftcanadans
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Post by mycroftcanadans »

I own the GOG version of X-Rebirth, so is there any way other way to get this mod?
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alexalsp
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Post by alexalsp »

mycroftcanadans wrote:I own the GOG version of X-Rebirth, so is there any way other way to get this mod?
https://drive.google.com/file/d/19de8dP ... sp=sharing
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eliseeff
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Post by eliseeff »

Hi, wysiwyg!

Good job, thank you!

However, I had to immediately correct your mod. It's not your fault, just the peculiarities of the Russian language.

The fact is that it is more convenient for a Russian user to use Cyrillic characters as multipliers. And they have their own specifics. In particular, they can not be handled correctly by the 'string.lower' command. In addition, in lua, the length of the strings is not counted by the number of characters, but by the number of bytes. And Cyrillic symbols are represented not by one byte, but by two.

I made the necessary changes and everything works fine. But it would be great if you added it to your mod. I think that other Russian players using your mod would be happy.

For this, you need to slightly improve the 'textToNumber()' function in your lua file.

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local function textToNumber( inputtext )
	-- returns a numeric value based on the inputtext string or nil if the string is not a valid number
	local string_length = nil
	local mult = nil
	local numVal = nil
	local numString = inputtext
		
	-- convert string to lower case to reduce suffix tests
	numString = string.lower( numString )
	-- get the length of the entered string
	string_length = string.len( numString )
	-- let's first check if the input was a valid number
	if (tonumber(numString) ~= nil) then
		-- yes so let's convert it to an integer
		numVal = tonumber( numString )
		numVal = numVal - numVal%1
	elseif string_length == 1 then
		-- number invalid and only 1 char so exit
		numVal = nil
	elseif string_length > 1 then
		-- entered string not valid but longer than 1 so let's check if the last digit is a modifier m,M,k, or K
		-- check the last character of the entered string to get modifier
		local last_char = string.sub( numString, -1)
		if last_char == "m" then 
			mult = 1000000					-- modifier is one million
		elseif last_char == "k" then
			mult = 1000						-- modifier is one thousand
		elseif string_length > 2 and string.byte( numString, string_length - 1, string_length - 1 ) == 208 then
			if string.byte( last_char ) == 186 or string.byte( last_char ) == 154 then
				mult = 1000					-- modifier is one thousand
				last_char = string.sub( numString, -2)
			elseif string.byte( last_char ) == 188 or string.byte( last_char ) == 156 then
				mult = 1000000					-- modifier is one million
				last_char = string.sub( numString, -2)
			end
		else
			mult = nil
			numVal = nil
		end
		-- get the rest of the number and check if valid
		numVal = tonumber( string.sub( numString, 1, string_length - string.len( last_char ) ) )
		if numVal ~= nil then
			numVal = numVal * mult
			numVal = numVal- numVal%1
		else
			numVal = nil
		end
	else								-- unhandled - shouldn't get here
		mult = nil						-- modifier is invalid - entry invalid
		numVal = nil
	end	

	return numVal
end
Here's what's changed:
____________________________________________________________
added:

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		elseif string_length > 2 and string.byte( numString, string_length - 1, string_length - 1 ) == 208 then
			if string.byte( last_char ) == 186 or string.byte( last_char ) == 154 then
				mult = 1000					-- modifier is one thousand
				last_char = string.sub( numString, -2)
			elseif string.byte( last_char ) == 188 or string.byte( last_char ) == 156 then
				mult = 1000000					-- modifier is one million
				last_char = string.sub( numString, -2)
			end
(this is for processing Cyrillic multipliers)
____________________________________________________________
removed:

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		elseif (tonumber(last_char) ~= nil) then
			mult = 1
(if you carefully analyze the code, you will understand that this piece is not needed at all)
____________________________________________________________
changed:

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		numVal = tonumber( string.sub( numString, 1, string_length - 1 ) )
to:

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		numVal = tonumber( string.sub( numString, 1, string_length - string.len( last_char ) ) )
(this is for correct operation with both types of multipliers, both Cyrillic and Latin.)
____________________________________________________________

In addition, I corrected the Russian text. Not all is translated correctly in it now, and some inscriptions do not fit into the window. And I made a Russian text for the context.xml file.

You can find it from the link below:

https://drive.google.com/open?id=1ERTY6 ... AnaN-noK5g

0001-L007.xml file is fully ready for use
The file content.xml contains only one node 'text' witn language="7" attribute, that you need to copy to your file.

If you make these changes - the mod does not stop working with Latin, but can work with both types of multipliers.

Thank you in advance! And again thanks for the good mod!

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