Looks like the "planetary apocalypse" thing would only affect planets with large populations. At least 5% of a sector's mines are going to hit you (if they bother with you at all, of course). Looks like default settings are for Ore and Goods ports to be more common than Organics and Energy ports. Explains all the streaks of 3+ Goods or Ore ports . . . [?=This looks like the part pertaining to salvage.] PHP: $salv_credits = $targetinfo['credits']; } $free_ore = round($targetinfo['ship_ore']/2); $free_organics = round($targetinfo['ship_organics']/2); $free_goods = round($targetinfo['ship_goods']/2); $free_holds = NUM_HOLDS($playerinfo['hull']) - $playerinfo['ship_ore'] - $playerinfo['ship_organics'] - $playerinfo['ship_goods'] - $playerinfo['ship_colonists']; if($free_holds > $free_goods) { $salv_goods=$free_goods; $free_holds=$free_holds-$free_goods; } elseif($free_holds > 0) { $salv_goods=$free_holds; $free_holds=0; } else { $salv_goods=0; } if($free_holds > $free_ore) { $salv_ore=$free_ore; $free_holds=$free_holds-$free_ore; } elseif($free_holds > 0) { $salv_ore=$free_holds; $free_holds=0; } else { $salv_ore=0; } if($free_holds > $free_organics) { $salv_organics=$free_organics; $free_holds=$free_holds-$free_organics; } elseif($free_holds > 0) { $salv_organics=$free_holds; $free_holds=0; } else { $salv_organics=0; } $ship_value=$upgrade_cost*(round(mypw($upgrade_factor, $targetinfo['hull']))+round(mypw($upgrade_factor, $targetinfo['engines'])) +round(mypw($upgrade_factor, $targetinfo['power']))+round(mypw($upgrade_factor, $targetinfo['computer']))+round(mypw($upgrade_factor,$targetinfo['sensors'])) +round(mypw($upgrade_factor,$targetinfo['beams']))+round(mypw($upgrade_factor, $targetinfo['torp_launchers'])) +round(mypw($upgrade_factor,$targetinfo['shields']))+round(mypw($upgrade_factor, $targetinfo['armor']))+round(mypw($upgrade_factor, $targetinfo['cloak']))); $ship_salvage_rate=rand(10,20); $ship_salvage=$ship_value*$ship_salvage_rate/100+$salv_credits; //added credits for xenobe - 0 if normal player - GunSlinger $l_att_ysalv=str_replace("[salv_ore]",$salv_ore,$l_att_ysalv); $l_att_ysalv=str_replace("[salv_organics]",$salv_organics,$l_att_ysalv); $l_att_ysalv=str_replace("[salv_goods]",$salv_goods,$l_att_ysalv); $l_att_ysalv=str_replace("[ship_salvage_rate]",$ship_salvage_rate,$l_att_ysalv); $l_att_ysalv=str_replace("[ship_salvage]",$ship_salvage,$l_att_ysalv); $l_att_ysalv=str_replace("[rating_change]",NUMBER(abs($rating_change)),$l_att_ysalv); Or maybe not, the next section of that file seems to cover the same ground. . . .Wow, that all looks totally readable once it's formatted properly [/?]
What's this?? There might actually be a consistent function determining how long it takes to realspace between given sectors?!? PHP: $deg = pi() / 180;if(isset($destination)){ $destination = round(abs($destination));} $result2 = $db->Execute("SELECT angle1,angle2,distance FROM $dbtables[universe] WHERE sector_id=$playerinfo[sector]"); $start = $result2->fields; $result3 = $db->Execute("SELECT angle1,angle2,distance FROM $dbtables[universe] WHERE sector_id=$destination"); $finish = $result3->fields; $sa1 = $start[angle1] * $deg; $sa2 = $start[angle2] * $deg; $fa1 = $finish[angle1] * $deg; $fa2 = $finish[angle2] * $deg; $x = ($start[distance] * sin($sa1) * cos($sa2)) - ($finish[distance] * sin($fa1) * cos($fa2)); $y = ($start[distance] * sin($sa1) * sin($sa2)) - ($finish[distance] * sin($fa1) * sin($fa2)); $z = ($start[distance] * cos($sa1)) - ($finish[distance] * cos($fa1)); $distance = round(sqrt(mypw($x, 2) + mypw($y, 2) + mypw($z, 2))); $shipspeed = mypw($level_factor, $playerinfo[engines]); $triptime = round($distance / $shipspeed); if($triptime == 0 && $destination != $playerinfo[sector]) { $triptime = 1; } if($destination == $playerinfo[sector]) { $triptime = 0; $energyscooped = 0; } And the energy scooped = 100 * distance traveled.