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==========================================================================================
Script: Rename Ships with Expressions
Created: 11/01/2015
Author: Medevel (adapted from Klyith scripts, Gazz conversion and Loky77 version 1.7)
Version: 3.4.1
Game: X3: Terran Conflict V3.2c & X3: Albion Prelude V3.1
==========================================================================================
This script has been developed to allow quick and powerful renaming functions
to use with your ships and stations. The method of entry means that you can give
names unique to each ship in large batches. Whether you are renaming a small
group or all of your ships in the universe is up to you.
Central to the idea of RSwE are the Expressions. These are like "text shortcuts"
which are intrepreted by the script to produce context-defined results. When
combined with standard text this allows you to specify names that are both
unique to your ships and customized to your prefrence. Thus, if you have a group
of three Buster Raiders to rename, entering *CL-*TA Orion *NN will rename them
to M4-BR Orion 1, 2, and 3.
There are also 3 hotkeys:
1. for the renaming menu so you can access it.
2. for rename all ships and station with the Defaults
3. for rename the current playership target
You can find the hotkeys under Options->Controls->Interface, they have no keybinding as default.
There are 2 AL-Plugins
1. RSwE Dynamic Naming
2. RSwE Automatic Naming
There are 27 RSwE commands available in Custom menu:
1. Rename current ship
Rename ship from which the command was launch on
2. Rename current target
Rename the current target of the Playership
3. Rename a ship (select from sector)
Rename a single ship selected from the universe map. A docked ship cannot be
renamed this way.
4. Rename all ships in sector
Rename all ship of a given class (or superclass) in a selected sector. You
don't have to be in this sector. Docked ships cannot be renamed this way.
5. Rename all ships in Universe
Rename all ship of a given class (or superclass) in X3 universe. Docked ships
WILL be renamed too.
6. Rename docked ships
Rename ships docked inside a carrier/station
7. Rename all ships in wing
Rename the ships which are member of the selected wing
8. Rename selected ship/station with RSwE defaults
Renames one ship/station, selected from the universe map, with internal default values.
9. Rename all ships/stations with RSwE defaults
Rename all ships in X3 universe with internal defaults values.
10. Rename NPC Ships/Stations
Here you can Rename Ships/Stations belonging to an NPC Race
Menu contains:
1. Select Race
Will select a race for commands 3-6
2. Rename a ship (select from sector)
Rename a single ship selected from the universe map.
3. Rename all ships in sector
Rename all ship of a given class (or superclass) in a selected sector.
4. Rename all ships in Universe
Rename all ship of a given class (or superclass) in X3 universe.
5. Rename selected ship/station with RSwE defaults
Renames one ship/station, selected from the universe map, with internal default values.
6. Rename all ships/stations with RSwE defaults
Rename all ships in X3 universe with internal defaults values.
7. Rename all Ownerless ships in Universe
Rename all Ownerless ships in X3 universe.
8. Rename Ownerless Ships with RSwE defaults
Rename all Ownerless Ships in X3 universe with internal defaults values.
11. Edit Defaults
Will able you to change the renaming defaults values ingame
So no more changing the T-File needed
12. Edit clipboard
Will set one of the clipboard (99 available). You will be able to use them later
with *Ynn expressions.
13. Edit Wares List
Will set one of the Wares (99 available). You will be able to use them later
with *Wnn expressions.
14. AL-Plugins Settings
This contains all AL-Plugin Options:
1. Set Interval of the Dynamic Naming
Will Set the Interval for the Dynamic Naming routine, so that it runs more
or less often. 1 Interval is 5 seconds, the default interval is 12 so 60 seconds.
the shorter the interval the more it is likely that RSwE will cause hicups or lags
if you experience these try raising the interval.
2. Set Interval of the Arrays Reset for DN
This will let you set, after how many cycles DN will recollect all DN-Ships/stastions
3. Set Interval of the AutoNaming
Will Set the Interval for the Automatic Naming routine, so that it runs more
or less often. 1 Interval is 5 seconds, the default interval is 6 so 30 seconds.
the shorter the interval the more it is likely that RSwE will cause hicups or lags
if you experience these try raising the interval.
4. Set Dynamic Naming for each Race
This switches control if a NPC Race is processed by DN or not
5. Set Automatic Naming for each Race and Ownerless Ships
This switches control if a NPC Race Ships or Ownerless Ships are processed by AN or not
15. Keep menu open
This option will enables the Menu to keep open after renaming
if a process is taking some time the menu will disapear but will reopen
when the process is completed
16. Reset Formation ID's
This option will reset the ID's of all formation and force RSwE to setup all
formation ID's new, this help if you formed and dismissed a few formations
and the ID's are not more continuous
17. Seperate Wings from Formations
This option will seperate wings from formations, that means Wings will get their
own greek letter, but wont be counted in other formation, even they would be
for example gold wing is protectiong the player ship but the gold wing will
appear to be in a different formation.
18. Toggle Greek letters nonary system for Formation IDs
this option will use the nonary numbers system composed of
greek letters for the Formation ID's used in *FP
19. Toggle Token to sort Playership always on top
This Option will add a token infront of the Playerships name so that it
will be first in lists sortet by names
20. Set amount of Products *TP should show
This Option will set the maximum of products shown by *TP
The Default Value is 3
21. Display Style for *AR
Summarized or Seperated Display
22. Display Style for *MR
Summarized or Seperated Display
23. Seperate Formation Index per Depth
β01-09 γ01-13 instead of β01-09 γ10 - 23
24. Deaktivate the custom Edit Menu
If you don't like or can't control the Edit Menu use this option
to turn it OFF
note before confusing if this option is ON the Edit Menu is OFF
if this option is OFF the Edit Menu is ON
25. RSwE Menu does not trigger Autopilot
If this option is ON RSwE will use an Exception to bypass
the Autopilot activation, but the RSwE must close to
have the effect
26. Help
Short help sent into your incoming messages.
You have to close your command console to trigger the sending though.
27. Export Presets to Logfile
Exports a new T-File with your current presets (ingame Clipboard and Defaults)
as the logfile log08860.txt located in YOURDOCUMENTS\Egosoft\YOURGAME
remane this file to 8860-L0XX.xml and move it to YOURGAMEINSTALLPATH\t
overwrite the current file
XX is your language code:
07 - Russian
33 - French
34 - Spanish
39 - Italian
42 - Czech
44 - English
48 - Polish
49 - German
86 - Simplified Chinese
88 - Traditional Chinese
One note is that while the universe option will rename regardless of state, the
sector option will not rename docked ships. This can be useful as a way to
exclude ships that you don't want to rename.
List of RSwE Expressions
*ON : Old name
*OS : Save the current name as Old Name which is used in *ON
*ID : ID Code
*HB : Home Base
*HS : Home Sector
*SC : Current sector
*SA : Abbreviation of sector name, like HoL, PP, PR
*SR : Abbreviation with Race owner of sector, like A.HoL, P.PP, P.PR
*CL : Class Name - M1, M3, TS, etc
*TN : Type Name - Raptor, Nova Raider, Demeter Hauler, etc
*TS : Type Short - Ship main type + Abbreviation like Nova NR, Dolphin DSF
*TA : Type Abbreviation - Ra, NR, DH, etc
*TH : Trader Level like UT 24, CAG 4
*TM : Trader Mission like UT, CAG
*TL : Trader Level without Mission ex. 24 instead UT 24
*TR : Trader Range (only works with MK3 Optimization Reloaded by gnasirator)
*FS : Pilot Fight Skill
*PS : Pilot stats (Morale + Agression level)
*FR : Name of 1st leader (in case of consecutive follows), or "Leader" if the current ship is this Leader
*FL : Name of direct Leader
*FP : Formation ID, like α1, β1... ,ωn, αn+1 . Also flag the 1st leader.
*FO : Depth in formation lines (from alpha for all leaders to omega for followers)
*FN : Incrementing number with leader zero, plus prefix W if wingman, or L if leader
*FI : Ship ID number inside its formation
*WI : Adds the wing and colors the wing name
*NN : Incrementing unique number
*ZN : Incrementing number with leading zero
*NV : Short name for satelits
*TP : Product sold by your factory
*RC : Base Creator of the Shiptype - Nova - Argon, Raptor - Split, Baldric - Terran
*RA : Adds the Ships Creator Race Abbreviation - Nova = Arg, Baldric = Ter
*OR : Adds the Ships Owner Race - Argon, Terran
*OA : Adds the Ships Owner Race Abbreviation - Argon = Arg, Terran = Ter
*DS : Adds Amount and Classes of the docked Ships
*CS : Free Cargospace of the ship
*CU : The Ware which uses the most Cargospace and its amount
*CE : Energiecells left in Cargospace
*CA : Ammunition left in Cargospace of [red]installed[/red] Weapons
*AR : Shows the Resupply Info for Ammunition
*CM : Missiles left in Cargospace installed Missiles leading
*MR : Shows the Resupply Info for Missiles
*WC : Show the Maximum WareClass for the Ship
*G01 - *G24 : Greek letters from 01 for α to 24 for ω
*GC01 - *GC24 : Greek letters from 01 for Α to 24 for Ω
*GN : Incrementing unique number using the Nonary system composed of greek letters
*DN : Store a naming scheme on ships. The AL plugin will update ship name regularly using it.
*Y01 - *Y99 : Your text clipboards (use a single space to empty clipboard in the Set clipboard menu)
*W01 - *W99 : Ware and amount in cargo bay of ship/station (set in Edit Wares List menu)
*LN : Locks the current name to the ship and only updates it if *LN or *UL is present
*UL : UnLock the Lock set by *LN
Note on Locking/Unlocking names:
if you use *LN in combination with *DN, the locked name will be set in the DN-routine
and will reset itself if you use *LN or *UL without *DN to the prevoius locked name
so make sure you either deactivate DN by rename the ship with "*DN"(without quotationmarks)
and then use *LN or *UL, or use *LN or *UL in combination with *DN!
Colors:
*KW: White
*KR: Red
*KY: Yellow
*KG: Green
*KB: Blue
*KX: Normal
*KC: Cyan
*KM: Magenta
*KO: Orange
*KA: Gray
*KK: Random
The Color bug was fixed with patch X3TC 3.1. Thanks Egosoft!
Customization:
There are some rules for editing the customizations:
1. you need an Editor which can understand "UTF-8" and "UTF-8 without BOM"
if you don't know if your favourite Editor can do that i can always recommend
Notepad++ (http://notepad-plus-plus.org/) which I also use
2. some charaters are forbidden
1. < opens an xml tag and is taboo use the xml-code: < instead
2. > closes an xml tag and is taboo use the xml-code: > instead
3. & X can't read it like that use the xml-code: & instead
4 [ ] square brackets are a big taboo in X they are used by X's messagesystem
and if you use them in a name it will result in blank messages
3. some characters needs to be escaped sothat X can display them some examples
1. ( ) round brackets normal contain code so if you use them escape them: \( \)
2. \ backslash is the escape character so it needs also be escaped: \\
3. / slash can be escaped with \/ so for ASCII art \/ you need to escape both characters \\\/
if you keep this in mind you can avoid TextRead errors
Default name values for ships:
Those values are set in the text id file (8860), as follow:
2000: All player ships
2001: All Freighters (TS/TP)
2002: All Fighters (M3/M4/M5)
2003: All Small Ships (M3/M4/M5/TS/TP)
2004: All Big Ships (M1/M2/M7/M6/M8/TL/TM)
2005: All Carriers (M1/M2/M7/M6/TL/TM)
2006: Freighters (TS)
2007: Personnel Freighter (TP)
2008: Military Freighter (TM)
2009: Large Freighters (TL)
2010: Carriers (M1)
2011: Destroyers (M2)
2012: Frigates (M7/M7M)
2013: Corvettes (M6)
2014: Bombers (M8)
2015: Heavy Fighters (M3/M3+)
2016: Interceptors (M4/M4+)
2017: Scouts (M5)
2018: Satellites
2019: Stations
2020: Lasertowers
2099: All %RACE% ships
2100: Script Related Ships
2101: All MK3 Traders (ST/LT/UT)
2102: MK3 Sector Trader (ST)
2103: MK3 Local Trader (LT)
2104: MK3 Universe Trader (UT)
2105: Lucike's Commercial Agent (CAG)
2106: Lucike's Commodity Software MK1 & MK2 (CLS1/CLS2)
2107: Lucike's Commodity Software MK1 (CLS1)
2108: Lucike's Commodity Software MK2 (CLS2)
2109: Lucike's Economy and Supply Trader (EST)
2110: Lucike's Prospector (PSC)
2111: Station Custom Types
2112: All Docks
2113: Stockexchange
2114: HeadQuarters
2115: EquipmentDocks
2116: TradingDocks
2117: ShipYards
2118: All Complexes
2119: All Factories
2120: Solar Power Plants
2121: Factories for Biological Products
2122: Factories for Food
2123: Factories for Mining
2124: Factories for Technological Products
2125: Factories for Weapons
2126: Factories for Ammunition
2127: Factories for Missiles
2128: Factories for Shields
2129: Factories for Miscellaneous Products
The names for the Default-naming classes can be changed in the text id file (8860):
2200: Freighters (TS):
2201: Large Freighters (TL):
2202: Carriers (M1):
2203: Destroyers (M2):
2204: Bombers (M8):
2205: Frigates (M7/M7M):
2206: Corvettes (M6):
2207: Military Freighter (TM):
2208: Personnel Freighter (TP):
2209: Heavy Fighters (M3/M3+):
2210: Interceptors (M4/M4+):
2211: Scouts (M5):
2212: Satellites:
2213: Stations:
2214: Lasertowers:
And their coresponding values:
2300: *KB*CL *TS *KW*ZN *CU *TH
2301: *KB*CL *TS *KW*ZN *CU *TH
2302: *KG*CL *TS *KW*ZN *FP *CA *CM
2303: *KR*CL *TS *KW*ZN *FP *CA *CM
2304: *KR*CL *KY*TS *KW*ZN *FP *CA *CM
2305: *KR*CL *KG*TS *KW*ZN *FP *CA *CM
2306: *KY*CL *TS *KW*ZN *FP *CA *CM
2307: *KC*CL *TS *KW*ZN *FP *CA *CM
2308: *KB*CL *TS *KW*ZN *CU *TH
2309: *KC*CL *TS *KW*ZN *FP *CA *CM
2310: *KC*CL *TS *KW*ZN *FP *CA *CM
2311: *KC*CL *TS *KW*ZN *FP *CA *CM
2312: *NV
2313: *KW*TN *ZN *TP
2314: *CL *SA
You can also set the presets for the clipboards, at the id's from
2400
to
2499
The Default Presets for the NPC races are:
25XX: Argon
26XX: ATF
27XX: Boron
28XX: Goner
29XX: Khaak
30XX: Paranid
31XX: Pirates
32XX: Split
33XX: Teladi
34XX: Terran
35XX: Xenon
36XX: Yaki
3700: Ownerless Ships
Note on dynamic renaming:
The dynamic renaming can be activated and deactivated using the AL menu (in Gameplay
menu, last option). This function is provided to help you with some expressions that can
change during your play time, like sector names, skill levels...
Also note that dynamic names are preponderant on any name you can enter manually.
Dynamic names must be cleared if you want to enter another static name, using *DN as name.
Note on automatic renaming:
The automatic renaming can be activated and deactivated using the AL menu (in Gameplay
menu, last option). This function is provided to help you with new build ships, cause they
will be renamed with the default for that class when this routine cycles.
It renames every Ship or Station which has not been renamed by RSwE before.
Credits:
Loky77 who maintained RSwE until version 1.7
Klyith wrote the original script
Gazz converted it to X3TC and added some commands
A big thank to them.
Explanation:
A nonary system is a numbering system like our decimal system,
in our decimal system we have the digits 1-9 + 0
in a nonary system you have the digits 1-8 + 0
so in decimal we are counting
1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 , 11 , 12 ....
in a nonary system we count
1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 10 , 11 , 12 , 13 ....
i needed to use a nonary system cause i had only 24 greek letters
but for a decimal system i would need 27 letters,
Each unit (1, 2, …, 9) assigned a separate letter,
each tens (10, 20, …, 90) a separate letter, and
each hundreds (100, 200, …, 900) a separate letter.
the original greek numbering system was decimal, but it had 3 extra
letters, digamma ϝ for 6, qoppa ϟ for 90, and sampi ϡ for 900.
but it seemed X3 could not display them as they always appeared blank
Nonary source: http://en.wikipedia.org/wiki/Nonary
Greek numerals source: http://en.wikipedia.org/wiki/Greek_numerals
Version-History:
v.3.4.1
->Hotfix for "Export T-File"-function
fixed the xml escape characters, I broke them with the last patch :(
v.3.4
->Added Insert the Default Expression requested by Saturn V
This Option will show up in the Enter Namingsheme Menu if the class
and race of the to renaming ship/s or station/s is accessable
ex. rename all your TS or your current shipt/target
but not if it could include multiple classes/races
ex. all ships of a race or all ships running a certain script like
Lucike's Scripts or Universe Trader
v.3.3
->Added Rename NPC Ships/stations requested by joelR
Here you can Rename Ships/Stations belonging to an NPC Race
->Added NPC Races to DN
->Added NPC Races to AN
->Added options to toggle Race for DN
->Added options to toggle Race for AN
->Added Category AL-Plugin options to clean up the menu
->Rewritten Dynamic Naming to reduce Lag and Process Time,
caused by the amount of ships/stations the NPC races own
->Added an option to control the interval when DN refreshes
the DN ship list, the interval is by default 3, means every
third DN-Cycle, after the first Cycle, DN refreshes the DN
ship list which takes some time, in addition this feature
was not added to AN because AN only renames a ship once
and after that it skips the ship
->Added *OR
Adds the Ships Owner Race - Argon, Terran
->Added *OA
Adds the Ships Owner Race Abbreviation - Argon = Arg, Terran = Ter
->Added Defaults for Argon, ATF, Boron, Goner, Khaak, Paranid
Pirates, Split, Teladi, Terran, Xenon and Yaki to the T-File
->Added option to edit NPC-Race defaults ingame
->Added ingame-edited NPC-Race defaults to Export-To-T-File
->Changed Edit Default Menu to stay open
->Changed Edit Clipboard Menu to stay open
->Changed Edit Wares Menu to stay open
->Changed all defaults to use *TA instead of *TS
->Changed *CL to feature Station classes
most of them are custom class names, since X doesn't
distinguish Weapon Fatories from Food Factories
->Changed Station defaults to use *CL instead of *TN
due to the changes made to *CL
->Removed *ZN form every default because Autonaming would produce
duplicate names on long term runs
example: three times "Argon M3 Nov 28" looks more strange then
three hundred times "Argon M3 Nov"
->Changed *TN, *TS, *TA and *TP to filter out the maker race
->Added ownerless ships default
->Added Rename Ownerless Ships to Rename NPC Ships requested by Archaryon
->Added Ownerless ships to AN
->Added option to toggle Ownerless ships for AN
->Added option to change Ownerless Ships default ingame
->Added Ownerless Ships Default to the Export Function
->Added Comments to exportet T-File
v.3.2.2
->Fixed a "null"-bug for the polish-client
v.3.2.1
->Fixed falsely activated Autonaming AL-Plugin on updating
->Fixed a lable mistake on Dynamic NAming AL-Plugin
v.3.2
->Fixed missing T-File id 2014
->Added T-Files for every language avaible at Steam
->Fixed the "null"-bug on non english clients
v.3.1
->Removed al.rswe.events.xml cause i merged it in al.rswe.main.xml
->Fixed the export function
added some escape characters to make the strings valid
hopefully fixed the ANSI <-> UTF-8 conflicts
->Added *GC01 - *GC02 for Capital Greek Letters
->Changed AutoNaming to have its own AL-Plugin
the AL-Plugin is by default off and is independent from the DN AL-Plugin
the Default interval is 6 intervals for each 5 seconds means 30 seconds
its new file name is al.rswe.auto.xml
and improved Autonaming a bit :)
v.3.0
->added *HS for HomeSectors used in some scripts like MK3 Trader
->added *TL for TraderLevel without the Missions like ST LT UT
->rewriten code and several bug fixes(didnt keep track of them)
->added an option to export a fresh t-file with your edited presets
(ingame like Defaults and Clipboard) to the logfile log08860.txt
->added an option for AutoNaming
This option is by default off
If on every Ship which has not been renamed by RSwE will be renamed
by its class-default
->added clipboard presets to the T-File
to empty a clipboard preset use a single space
v.2.9
->changed *TH to add a leading zero for ST/LT/UT level below 10 for sorting
->added *TM
Trader Mission like *TH just without Level so ST LT UT
->added *WI
Adds the wing and colors the wing name
->fixed *TH/*TM Mk3 Optimizer Reloaded support for version 1.5.0+
->fixed a problem where the AL-Plugin for Dynamic naming
was not loaded on new start
v.2.8
->fixed MK3 Optimization Reloaded compatibility for version 1.5.0 and up
MK3 Optimization Reloaded was rewritten in 1.5.0
->added *MR
Shows the Resupply Info for Missiles
->added *AR
Shows the Resupply Info for Ammunition
->added 2 options for Display Style of *AR and *MR
if Seperated is selected every Missile/Ammo are displayed seperated
if Summary is selected all Missiles/Ammos are summarized
->added a prompt to the "Add the Name or Expressions from another ship"
which asks what you like to add the Name or the Expression
if no Expressions are avaible it will add the name without prompt
if the name contains color codes they will be replaced by color Expressions
to avoid menu errors
->fixed numbers bug with leading zeros at count above 1000 ship
->fixed Wing Formation IDs
strangly every ship in a wing got a different ID
it was due a condition which was processed wrong
so if you have this behavior i suggest you reset the formation ID's
after updating to 2.8
->added an option to Seperate Formation Index per Depth
this option will reset the formation index with each formation Depth
so you get β01-09 γ01-13 instead of β01-09 γ10 - 23
This Option is Off by Default
->changed *FO to use the nonary greek letter system
->Fixed Wing Formation ID and Depth
->Added a new "class" to universe and sector class selection -> "Script Related Ships"
this will give you a list to rename ships which have a certain scripts running like
Sector or Universe Trader
currently Supported:
All MK3 Traders (ST/LT/UT)
Lucike's Commercial Agent (CAG)
Lucike's Commodity Software MK1 & MK2 (CLS1/CLS2)
Lucike's Economy and Supply Trader (EST)
Lucike's Prospector (PSC)
->added *DS
Adds Amount and Classes of the docked Ships belonging to the player
->Added an option to Disable Error Warnings
v.2.7
->fixed the double Hotkeys issue
sadly i can only prevent it from happening again
->added unistall script uninstall.plugin.rswe.xml
->added a new option to select a Station/ship and rename it with Defaults
->revamped *TP to show the product and amount
if the station has multiple products it shows the 3 most filled
->removed *TC, because of the changes to *TP
->added an option to adjust the maximum products shown in *TP
->added a new file lib.rswe.sort.arrays.xml
it handles the sorting of the products and amounts by percentage
of the max amount
->added Lasertower to rename all ships/stations in sector/universe
and to Defaults current Default is *CL *SA
->changed *SR to use the shortening script for the race instead
which results in Arg for Argon or Ter for Terran
->rewritten my Edit Menu to add features and make it easier to use
this menu will look a bit different in TC, than it looks in AP
but the functions are the same
if you can't handle or like this menu there is still
a "use plain input mode" button, which will exit this menu and
uses the X3 input mode
->added an option to deactivate the Edit Menu
for those who don't like it, can't control it or what ever reason
This Option is by Default Off
->replaces every string input windows with my Edit Menu
->silents the Autopilot
->added and Option to prevent the Autopilot to become active
means that RSwE Menu won't override the current Autopilot command
This Option is by Default Off
->addedfile lib.rswe.cmd.check.xml to silents the Autopilot
->added file lib.rswe.cmd.preload.xml to prevents the Autopilot to become active
->fixed missiles to be renamed without 'Missile' to differ some missiles
which been shortened to the same abbreviation like DM or FM
->fixed shields to be renamed correctly like 25MJS and 200MJS instead of
2MS (yes, before, both shield type got renamed to this, when shortened)
->added *RA
Adds the Ships Creator Race Abbreviation - Nova = Arg, Raptor = Ter
->added *W01 - *W99
Ware and amount in cargo bay of ship/station (set in Edit Wares List menu)
->added an Option to edit the Wares List which is used in *Wnn Expression
->added *LN
Locks the current name to the ship and only updates it if *LN or *UL is present
->added *UL
UnLock the Lock set by *LN
->Seperated every Ship class
this affects "rename all ships in Sector/Universe" and the Defaults
so if your Defaults are messed up reset them
->cleaned the T-File
v.2.6
->fixed *TH level for Lucikes' script
i accidently deleted the level readout line in 2.5
while code cleaning
v.2.5
->fixed *HB "Unknown Object"-bug
->fixed a bug where some rename options won't be processed
v.2.4
->fixed *HB to execlude the Sector name
->fixed Headquarter to be renamed to HQ instead of He
and removed a restriction that Headquarters wasn't renamed
->added a new option to the menu "Rename Target"
->added a new Hotkey for the "Rename Target"
->added file plugin.rswe.target.xml for the "Rename Target"-function
->rewritten the menu a bit hope you like the changes
->renamed the Hotkeys to unify them
there can happen to occur an error, and so all RSwE hotkeys gets deleted
you will get an Salvage Insurance and a message to save and reload
the new save, Just do so and everything should work fine again
the error happens when X3 gives some of the hotkeys the same ID
which resukts that one of the hotkey will overwrite with the
other so the overwritten hotkey will be gone.
i found no way to prevent this problem, and it happend only in 2
out of 10 saves, so i deleted all RSwE hotkey, gave the player
an salvage insurance, and send him the message to save and reload.
on the reload X3 should set the hotkey which different id's
and everything should be fine, sorry for that,
->fixed a bug where everything in a sector was renamed
regardless the class you choose with
Rename ships in sector
->added some level indicator to *TH
*TH now supports the Sector/Universe Trader Levels
Gnasirator's script MK3 Optimization Reloaded
->added *TR
which adds the trader range of the Local/Sector Trader
(only works with MK3 Optimization Reloaded by gnasirator)
v.2.3
->added Orange Color
now you will also color your ship names orange
->fixed the sortplayership first option
now it should move the playership in sortings always
to the top and without a space
->changed *DN handling
*DN does not require to be the first string anymore
it is not processed likethe other expression
with the side effect that the first rename process
with *DN is no longer skiped and you can use *DN
now also in clipboards
STILL deactivating *DN for a ship is renaming the
ship with "*DN" without quotes :)
->added hotkey for RSwE Default renaming
when the hotkey is pressed it will rename all
ships and stations with the current defaults
->added *GN greek numbering system
numbers the ship with greek letters
these "number" have a base of 9
which was needed cause i could not
implement the last three missing greek letters
digamma, qoppa and sampi, which would be needed
for a dezimalsystem (base of 10), which needs
27 signs, but i got only 24, so i had to convert
to a base of 9(or nonary), with a side effect that
the biggest possible number is 728
->added a new file lib.rswe.number.greek.xml
which converts a dezimal number to a
nonary number composed of greek letters
any number bigger than 728 will be returned
as it is.
->added an option to use the new greek numbering system
for the formation ids used in *FP
which has a limit of 728 ids so if you have more formations
turn this option off, and post in my thread
that you have more than 728 formations :)
this option is per Default Off
v.2.2
->fixed the problem that the space for the playership
to sort it on top was not set to the right position when
the ship name starts with a color code
->fixed a problem in my null protection
one dispensable space was not deleted whenthe name
starts with a color code and follows with a space
->added a switch for staying menu to the menu
this option is per Default Off
->changed *FN to use the Formation index of the ship
not the overall ship count and added the zeros
dymanic if needed
->changed *ZN to use dynamic zeros
not sure if added this version or v.2.1 but its there :)
->changed dynamic zeros from 3 digit-range to
to 4 digit-range just in case you have more then 1k ships
but be aware if a counting number reaches 10k there
will be no more leading zeros, for ships with 1k+,
so the ships will be disorderly.
->seperated M1,TL and TM from "Carrier" Default
these 3 have now there own entry in the Defaults
i wrote a conversation scipt but if your Defaults are
messed up, reset them, sorry for any inconvenience
->added a option to seperate Wings from normal formations
wings wil now act like loners they fly in their own little
universe and will ignore other formations
on the otherhand if activated the other formation will
also on theirself ignore the lunatic-wings
this option is per Default OFF
just for naming ofcourse RSwE changes no command behavior :)
->fixed *FN and *FI to count also wings again
but still wings need decend commands like attack,patrol, defend
to build a formation if Seperate Wings is active wings will get
their Formation ID even without decent commands
v.2.1
->fixed *FO which was broken, when i added the greek letters
in 1.9, i guess sorry about that
->changed *FP to name the first 24 formations with α-ω
and use α1-ωn+1 with the 25th formation and above
->changef *FP to no more flag the Formation Leader
to save space in the names :)
->changed *FI to give the leader no number and start
numbering the other with 1
->changed *FI to have leading zeros if the Formation
has more than 10 members
->added an option to reset the Formation ID's
all exicting formations will get a new id
->added a option to insert a space infront of the Playership's name
in order to let X3 sort it on top in Lists
this is OFF by default
->added some Headers to the menu to make it more eye-catching
->changed the menu to be persistent
means it will remains open after renaming, but help will still close it
v.2.0
->added an option to calibrate the Interval of Dynamic Naming
shorter interval will have *DN to run more often, so expressions like
*CM or *CA will be more accurate, but on the down-site it will can
cause hicups or lags.
->changed the cliboard handling to fasten and lighten the script
as user you will see no changes but a slightly faster renaming process
->deleted plugin.rswe.clip.xml
which was basicly just a copy of plugin.rswe.tool.xml but just for parsing
the clipboard. Now the scripts reads the cliboard out before processing
the expressions, so this file became obsolet.
v.1.9
->added *Gnn for greek letters requested by malhavoc431
*Gnn will add the greek letter to the name
*G01 will be α (alpha) *G24 will be ω (omega)
->added an option to reset a Default
use a single space to reset the Default to the one from the T-File
->changed the Defaults to make them colorful
basing on the Defaults cptANGRIST send me
v.1.8
->brought RSwE to version 1.8
->changed the location of the RSwE-Command
the command is now in the Custom-Commands menu
previously it was in the General-Commands menu
to avoid complications if Loky decides to continue his version
->changed the t-file to 8860-L044.xml
previously 7955-L044.xml
to avoid complications if Loky decides to continue his version
->removed all 'loky'-strings from the script files names
to avoid complications if Loky decides to continue his version
->added an option to edit the defaults renaming values
so you don't need to edit the T-File anymore and they
won't change upon every patch again
->added a new file lib.rswe.defaults.xml
to read out the saved Defaults or the one from the T-File if none where set ingame before
->added some colors to the menus, hope you like it :)
->edited the Stations Default value from *CL *TP *TC - *ZN to *TN - *ZN *TP *TC
haven't seen it before but the class of a station is what?! .... right Station so this won't help at all
*TN will give us the name of the type, so Wheat Plant or Trading Dock
->removed file plugin.rswe.launcher.xml
this file seems obsolet to me and there is no point in keeping space junk
v.1.7g
->added *WC
Show the Maximum WareClass for the Ship
->added some Level indicators to *TH
*TH now shows the level for Lucike's scripts:
Commercial Agent
Commodity Logistics Software MK1 and MK2
Economy and Supply Trader
Prospector
example: PSC 5 for Prospector level Chief Prospector (5)
->added a new command to the RSwE menu:
Rename all ships in wing
Rename the ships which are member of the selected wing
->added a menu to edit clipboards
This way you don't have to write the whole clipboard again if you just wanted to change a bit
But the menu can be frustrating cause this menu is not easy to use
That why i let X3 ask if you want to use the new or the old input method
answering the question with yes and you will get the new Edit Menu
answering with no or escape you will get the old input window
->added a new file lib.loky.clip.edit.xml:
This file contains the new Edit Menu
->extended the clipboards to a maximum of 99(previously 9)
this means the new clipboard expression is *Y01 - *Y99
to avoid complications with the old clipboards expression i added a check to
convert the old expression into a new one
also the old stored clipboards get converted to the new format
->added a new file lib.loky.string.clip.xml:
This file contains the check for the old clipboard expression and old sored clipboard
and the conversion into the new ones
v.1.7f
->fixed *ON to avoid name trailing and make it compatible to other scripts which renames ships
->added *OS
if *OS is used as sole expression like '*OS' it save the current name of the ship to *ON
if *OS is used at the end of a renaming string like '*KY*CL *TS *ID*OS' it saved the newname of the ship to *ON
v.1.7e
->renamed the script-file for shorten names
->renamed the script-file for shorten numbers
->added fractional parts of the decimal numbers to shortened number like 99.9 k EC
99999 -> 99.9 k, 99099 -> 99 k not 99.0 k, 100514 -> 100 k is already long enough so no 100.5 k
->exported null-protection to external scriptfile
->added doublespace-protection
->fixed a script-hangup which could ocour when 2 ships got each other flagged as leader
now the flags get reseted with each new dynamic renaming to prevent this hangup!
the error ocoured when i let my M3 follow my M7 to have a smaller ship for docking
so the M3 got the flag "leader -> M7"
now i got a mission to deliver things between small factories so i jumped into the M3
and let my M7 protect the M3 so the M7 got the flag "leader -> M3"!
the script is written that it moves the "leader"-ships infront of the "follower"-ship in the ship list
because we liked to rename the "leader" first to get the right name for the followers
but since both ships are flag as "leader" they switched the place in the list endless.
because of this the script hang up but the game was nearly unaffected so it was not visible but the
names didnt update anymore
->added a routine to skip a renaming process when one is still running to avoid double running scripts
sinza has also influence on script timer.
since RSwE DN runs every 60 seconds, at sinza 1000% it runs every 6 seconds and with lots of ships
the script can take longer than 6 seconds to process all ships
v.1.7d
->fixed double number over 100 in *FN and *ZN
->fixed *DN now also for factories
->fixed *TC to show the amount of the product might be used in comination of *TP to show the name of the product :)
->added a new scriptfile to shorten BIG numbers
522 485 221 581 335 -> 522 T, 83 694 824 915 931 593 433 -> 83 E
->added a new scriptfile to shorten Names
Energie Cells -> EC, Microchips -> Mi
->added *RC expression as requested from jiunejai
*RC adds the base Creator of the ship to its name as example
Nova -> Argon, Raptor -> Split, Baldric -> Terran
->added *CS as requested from glenmcd
*CS shows the free Cargo space
->added *CU as requested from glenmcd
*CU show the ware which uses the most cargospace and its amount
->added *CE as requested from glenmcd
*CE show the Energiecells left
->added *CA as requested from glenmcd
*CA show the ammunition left
->added *CM as requested from glenmcd
*CM shows the missles left
->changed default naming templates
Freighter *CL *TS *NN *TH -> *CL *TS *TH - *CU
Carrier *CL *TS *NN *FL *FP -> *CL *TS *FP - *CA *CM
M2 *CL *TS *NN *FL *FP -> *CL *TS *FP - *CA *CM
M8 *CL *TS *NN *FL *FP -> *CL *TS *FP - *CA *CM
M7 *CL *TS *NN *FL *FP -> *CL *TS *FP - *CA *CM
M6 *CL *TS *NN *FL *FP -> *CL *TS *FP - *CA *CM
Fighter *CL *TS *NN *FL *FP -> *CL *TS *FP - *CA *CM
Satellites *NV -> *NV-*SA
Station *CL *TP *ZN *TC -> *CL *TP *TC - *ZN
v.1.7c
->Fixed the null issue hopefully the last time :).
->Fixed an issue with repeating text which was not intended.
->Fixed an issue with the color in messages.
since patch X3TC 3.1 fixed the whole color problem all messages where painted
in the last used color, this was not visible prior patch X3TC 3.1.
->Fixed some Formation Expressions (e.g *FL) which
could not access the leaders name if the ship was not renamed with the
script. Now it can access all Player-ships.
->The Expressions-list still listed 2 expressions which where not uptodate:
*PS -> *FS : Pilot Fight Skill
*PM -> *PS : Pilot stats (Morale + Agression level)
v.1.7b
->Fixed the numering problem correctly thanks to tamtam77 for pointing to an error.
->Fixed the null problem
->Added a hotkey for the Renaming Menu
You can find the hotkey under Options->Controls->Interface, it has no keybinding as default.
v.1.7a
->Added my own fix for the *TH-problem
->Fixed the Clipboard-Funktion
I needed to copy the RSWE.tool script to RSWE.tool.clip,
to make a loop to work the expressions in the clipboard out.
Sothat we get "My M1 Colossus" if the clipboard "My *CL *TN" is applied on my Argon Colossus.
->Fixed the dynamic numbering
Numbering with *DN is a bit tricky, before i edited the script, *DN takes the first ship with
DN-flag and renamed it, the result ever ship with numbers was ship 1, yeah!
So i rewrite the *DN event a bit, now it still takes the ships with DN-flag but also compares the
expressions, and group the ships with EXACT the same expression.
And then renaming the group of ships.
Example: 3 patrols with each 5 M5s. All Ships named "*DN*CL *SC *ZN" will result
"M5 *Sectroname* 001" - "M5 *sectorname* 015".
But naming the patrols "*DNPat1 *CL *SC *ZN" - "*DNPat3 *CL *SC *ZN" will result
"Pat1 M5 *sectorname* 001" - "Pat1 M5 *sectorname* 005",
"Pat2 M5 *sectorname* 001" - "Pat2 M5 *sectorname* 005",
"Pat3 M5 *sectorname* 001" - "Pat3 M5 *sectorname* 005"
(or at least it should all my tests were allright but we know murphys laws and so all can go wrong)
->Fixed the null-problem
v.1.7 - Last version provided by Loky77