X-Studio Script Editor - unofficial update for X3FL

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Deniskos
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X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

X2-Illuminatus wrote: Sat, 1. May 21, 09:26 Great, keep us posted how you get along, please. :)
This addon is perhaps the richest in terms of innovations in game mechanics and improvement of the game engine. There are only about one and a half thousand new script commands here. Thank you so much for a good job.
I've been fooling around with python a little and parsed the whole thing.
List of all new script commands of X3 Farnham's Legacy.

I also offer an external editor X-Studio v.1.08 with command syntax from X3 Farnham's Legacy. Thanks to Cycrow for helping us modernize the editor.
Download X-Studio-v1.08_X3FL-v1.3.18
Sorce code X-Studio-master-SourceCode-v1.08+_X3FLv1.3.10
Last edited by Deniskos on Mon, 26. Aug 24, 07:05, edited 12 times in total.
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X2-Illuminatus
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by X2-Illuminatus »

Thanks a lot. I moved this to an own topic, so that it is more visible and also added it to the Tutorials and Tools Sticky.
Nun verfügbar! X3: Farnham's Legacy - Ein neues Kapitel für einen alten Favoriten

Die komplette X-Roman-Reihe jetzt als Kindle E-Books! (Farnhams Legende, Nopileos, X3: Yoshiko, X3: Hüter der Tore, X3: Wächter der Erde)

Neuauflage der fünf X-Romane als Taschenbuch

The official X-novels Farnham's Legend, Nopileos, X3: Yoshiko as Kindle e-books!
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

Hello! X-Studio2 in terms of syntax of new commands and their parameters showed itself much better than X-Studio. But there are still problems with him. The parameters of some commands are determined incorrectly:

Code: Select all

1841 - <RetVar> <RefObj> get managed ships: role = <Var / CarrierRole>
2000 - <RetVarIF> is docking possible: shiptype = <VarShip TypeStation Type>, galaxy type = <Var / Galaxy SubType>
etc.
Therefore, after writing a script in X-Studio2, all incorrect data must be reassigned in the game editor.
I corrected the download link for X-Studio2 in the first post, also changed the list of all commands.
The scripts for this project Color dynamic map were written exclusively in X-Studio2.
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Aldebaran_Prime
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Aldebaran_Prime »

I downloaded it, but the instructions in the startpost a little weak, so I don't get it running with my FL-Installation.
Please can you provide some more instructions, please.
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

Aldebaran_Prime wrote: Mon, 24. May 21, 20:52 Please can you provide some more instructions, please.
X-Studio2 doesn't know about addon2, so use addon. Also with text pages, use 38 instead of 39.
After each launch, you need to do Game Data -> Reload so that the editor reads your game data.
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

The following commands have been restored:

Code: Select all

add blueprints to player HQ: type=$0
$0 player HQ has blueprints for: type=$1
remove blueprints from player HQ: type=$0
$0 get wing command upgrade: command=$1
The archive has been updated.
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

Fixed the syntax of the following commands:

Code: Select all

1700 - <RetVar/IF/START> <RefObj> open menu script: script= <Script Name>, value= <Value>
2167 - <RetVar/IF/START> <RefObj> open named menu script: script= <Var/String>, value= <Value>
2807 - <RetVar/IF/START> show on-screen timer: message= <Var/String>, time= <Var/Number>, icon= <Var/Number>
The archive has been updated.
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Aldebaran_Prime
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Aldebaran_Prime »

Deniskos wrote: Tue, 25. May 21, 08:02
Aldebaran_Prime wrote: Mon, 24. May 21, 20:52 Please can you provide some more instructions, please.
X-Studio2 doesn't know about addon2, so use addon. Also with text pages, use 38 instead of 39.
After each launch, you need to do Game Data -> Reload so that the editor reads your game data.
Thanks for this addtional hints. In your archive there ist already a folder called "X3 Farnham's Legacy" with some content. What is this folder and the content for, e.g. the 01.cat/.dat?
Must I overwrite this folder with the content of my X3FL Game folder or should I simply rename my "addon2" folder to "addon" and point "Game Data"-preferences to my "X3 Farnham's Legacy" game folder?

What do you mean with
Also with text pages, use 38 instead of 39.
Should I copy any t-files from FL with text pages 39xxx to new files and replace 39 with 38 inside the copy?
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

Aldebaran_Prime wrote:What is this folder and the content for, e.g. the 01.cat/.dat?
Catalog 01 contains data from the original game. You can create your own catalog 02 with your own data by analogy with catalog 01.
Aldebaran_Prime wrote:Should I copy any t-files from FL with text pages 39xxx to new files and replace 39 with 38 inside the copy?
No, all the data required for the editor is already in catalog 01.
andreihaiducul
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by andreihaiducul »

I got this to work and was able to edit a script, but the editor itself can't reload a script after saving it - it says "invalid format". The game seems to load it fine though. Any ideas what's wrong?
Joubarbe
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Joubarbe »

Would be good to have an update on this, and proper integration. I don't think modding has any chance to continue on FL if we don't have something similar to X-Studio. The internal editor being complete rubbish (X-Studio was a decent IDE).
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Cycrow »

I've made an updated to X-Studio 1

https://xpluginmanager.co.uk/flscripts/X-StudioFL.zip

i havn't yet added all the new commands, but they can be added manually via a custom syntax.

all the new datatypes should be added though, and it can read from addon2 and has Farnham's Legacy as a selectable game
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Joubarbe »

Wow, thank you Cycrow, that's really nice! :)
Do you plan to add the other commands? Where did you stop?
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Cycrow »

i've only added the first few atm, i was making sure all the other stuff was working first.

i will eventually add them all.
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Joubarbe »

Well, I'll wait for that then. Thank you again, what you did with X3FL is really great and open a lot of possibilities. With X3 Editor now being FL compatible, it would have been a shame to not have X-Studio :)
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

:arrow: X-Studio-v1.08_X3FL-v1.3.5
- added all new commands from Unoffical Patch : V1.3.5
- changes made to all old commands

All new commands from Unoffical Patch : V1.3.5 have been added to the Farnham's Legacy Commands section of the editor.
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Aldebaran_Prime
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Aldebaran_Prime »

Deniskos wrote: Mon, 10. Apr 23, 08:05 :arrow: X-Studio-v1.08_X3FL-v1.3.5
- added all new commands from Unoffical Patch : V1.3.5
- changes made to all old commands

All new commands from Unoffical Patch : V1.3.5 have been added to the Farnham's Legacy Commands section of the editor.
Great! Thanks for your ongoing engagement for this great piece of software! :)
:x3:
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

Joubarbe
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Joubarbe »

Thank you Deniskos. Are you aware of the "foreach" macro problem? Quote from Cycrow: basically using the array command, $value = $array[$i] doesn't work, which is what the foreach macro uses, instead you have to use the $value = get array value... command

On a second note, and because I guess you know the source code of X-Studio, do you think it would be possible to have all macros externalized, like the syntax, through a "custom macros" text file? It would be great to be able to define our own macros. It would change everything actually :)
Deniskos
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Re: X-Studio Script Editor - unofficial update for X3FL

Post by Deniskos »

Hi Joubarbe!
To be honest, I do not see the point in these macros.
Why are you not satisfied with the standard X3 syntax .. For so many years, I have long been accustomed to it)
Further development of the macro system requires desire and a lot of time. It would probably be better to contact mr.bear.

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