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	<id>http://backup.witchspacewiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Dybal</id>
	<title>Elite Wiki - User contributions [en]</title>
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	<updated>2026-04-16T01:57:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60527</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60527"/>
		<updated>2020-12-11T12:46:19Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
===SniperLock===&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
===SniperLock Plus===&lt;br /&gt;
*Tech Level - 13.&lt;br /&gt;
*Cost - 1500 credits, with a rebate of SniperLock price if installed.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
SniperLock is available on the Expansion Manager and here: [[Media:Oolite.oxp.CommonSenseOTB.SniperLock.oxz|SniperLock v1.0]]&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus is available on the Expansion Manager an here: [[Media:SniperLockPlus-1.0.2.oxz|SniperLock Plus v1.0.2]]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:SniperLockPlus-1.0.2.oxz&amp;diff=60526</id>
		<title>File:SniperLockPlus-1.0.2.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:SniperLockPlus-1.0.2.oxz&amp;diff=60526"/>
		<updated>2020-12-11T12:44:39Z</updated>

		<summary type="html">&lt;p&gt;Dybal: SniperLock Plus OXP v1.0.2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SniperLock Plus OXP v1.0.2&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Vimana_HUD&amp;diff=60407</id>
		<title>Vimana HUD</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Vimana_HUD&amp;diff=60407"/>
		<updated>2020-12-09T17:06:07Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
This HUD (Heads Up Display) is highly complex and can be augmented with a selection of equipment purchasable through the F3 screen while docked. Gnievmir from Poland burst onto the bulletin board as a new member offering this HUD as a gift! His original Vimana HUD altered some of the game mechanics, added some extra items for sale in the shipyards - and provided HUD lights for a variety of combat-related OXP equipment. &lt;br /&gt;
&lt;br /&gt;
[[User:Dybal|Dybal]] has taken on maintaining it, and has updated it and disentangled some of its dependencies. He has also made it compatible with the HUD Selector, sorted out the licensing issues and posted it on the Expansions Manager.&lt;br /&gt;
&lt;br /&gt;
[[File:Vimana Hud info.png|800px]]&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&lt;br /&gt;
 1    '''Target Module''' (if target selected) or '''Travel Module''' box (shown)&lt;br /&gt;
 2    Active/primed equipment (with next piece of equipment to be selected shown beneath)&lt;br /&gt;
 3    Equipment mode (if defined by b or n keys)&lt;br /&gt;
 4    Fuel Injector (red if damaged or no fuel)&lt;br /&gt;
 5    Low Fuel warning (insufficient for next witch-space hop)&lt;br /&gt;
 6    Distance to Target (if selected)&lt;br /&gt;
 7    Cloaking Device (if active)&lt;br /&gt;
 8    ECM (red if damaged)&lt;br /&gt;
 9    Self Repair System (oxp)&lt;br /&gt;
 10   LMSS (Laser Mount Selection System) (oxp)&lt;br /&gt;
 11   Current weapon&lt;br /&gt;
 12   AMS Anti-Missile System darts count/status (oxp)&lt;br /&gt;
 13   SRS Self Repair System bots count/status (oxp)&lt;br /&gt;
 14   If visible - ship needs maintenance!&lt;br /&gt;
 15   IronHide armour (oxp)&lt;br /&gt;
 16   Extra Energy Unit&lt;br /&gt;
 17   Shield Capacitors (oxp)&lt;br /&gt;
 18   Shield Cycler (oxp)&lt;br /&gt;
 19   '''Ship Status module''' box&lt;br /&gt;
&lt;br /&gt;
==Crosshairs==&lt;br /&gt;
The matrix shows the variety of crosshairs depending on alert condition and on weapons being toggled on or off &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Vimana HUD Crosshairs.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Visual Alerts==&lt;br /&gt;
&lt;br /&gt;
[[File:Vimana HUD Alerts.png|400px]]&lt;br /&gt;
&lt;br /&gt;
==Purchasable Additions==&lt;br /&gt;
&lt;br /&gt;
- Travel Module (TL6 1,000₢) shows multiple witchspace destinations - see (1) above&lt;br /&gt;
&lt;br /&gt;
- Ship Module (TL6 1,500₢) shows damage status of ship - see (19) above&lt;br /&gt;
&lt;br /&gt;
- Target Module (TL6 2,500₢) shows combat information with a nice icon of most of the probable targets&lt;br /&gt;
&lt;br /&gt;
- Vimana Beam Laser (TL9 15,000₢) a cool-running military-style laser with only 25km range&lt;br /&gt;
&lt;br /&gt;
- TFSystem (''Target Filtering System'', TL7 3,100₢) selects class of target: hostile, police, thargoid, neutral, asteroid ''etc''&lt;br /&gt;
&lt;br /&gt;
==Additional OXP==&lt;br /&gt;
&lt;br /&gt;
The ship overrides in version 2.05 have been moved to a separate OXP, '''Vimana Ship Overrides''', available on the Expansion Manager in the '''Ships''' category.&lt;br /&gt;
&lt;br /&gt;
Those overrides make VimanaHUD the default HUD for many core game ships, and increase ship properties like cargo capacity, flight speed, number of pylons, energy banks.&lt;br /&gt;
&lt;br /&gt;
The reason for the move is that some players will want to stay with the original ship's characteristics and can use HUD Selector to change their HUD into Vimana HUD.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;'''Players that are using VimanaHUD v2.05 (or earlier) are advised to install this additional OXP before loading the saved game of a ship that has cargo based on the expanded capacity granted by v2.05, or cargo loss will result.'''&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Name==&lt;br /&gt;
The Sanskrit word vi-māna (विमान) literally means &amp;quot;measuring out, traversing&amp;quot; or &amp;quot;having been measured out&amp;quot;. Monier Monier-Williams defines ''Vimana'' as &amp;quot;a car or a chariot of the gods, any self-moving aerial car sometimes serving as a seat or throne, sometimes self-moving and carrying its occupant through the air; other descriptions make the Vimana more like a house or palace, and one kind is said to be seven stories high&amp;quot;, and quotes the Pushpaka Vimana of Ravana as an example. It may denote any car or vehicle, especially a bier or a ship as well as a palace of an emperor, especially with seven stories. In some Indian languages like Tamil, Malayalam, Telugu, and Hindi, vimana or vimanam means &amp;quot;aircraft&amp;quot;, for example in the town name Vimanapura (a suburb of Bangalore) and Vimannagar, a town in Pune. In another context, Vimana is a feature in Hindu temple architecture (from Wikipedia - see below).&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Available on the Expansion Manager or here: [[Media:VimanaHUD-2.07.oxz|Vimana HUD v2.07]], [[Media:VimanaShipOverrides-2.07.oxz|Vimana Ship Overrides v2.07]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Older versions:&lt;br /&gt;
&lt;br /&gt;
[[Media:VimanaHUD-2.06.oxz|Vimana HUD v2.06]]&lt;br /&gt;
&lt;br /&gt;
[[Media:VimanaHUD-2.05.oxz|Vimana HUD v2.05]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
v2.07 (by Dybal)&lt;br /&gt;
&lt;br /&gt;
* Fixes display of Repair System status.&lt;br /&gt;
&lt;br /&gt;
v2.06 (by Dybal)&lt;br /&gt;
&lt;br /&gt;
* Moves overriding of ship characteristics to VimanaShipOverrides OXP.&lt;br /&gt;
* Fixes Repair System worldScript name.&lt;br /&gt;
* Makes HUD compatible with HUD Selector.&lt;br /&gt;
* Updates compatibility with Repair Bots 2.14, Shield Equalizer and Capacitors v1.6+, SniperLock Plus.&lt;br /&gt;
* Changes Repair Bots, Shield Equalizer and Capacitos, SniperLock, Missile Analyser, Missile Beep, LMSS, Iron Hide and Auto Crosshairs from required to optional.&lt;br /&gt;
* Makes it compatible with Shield Cycler Next v2.0+.&lt;br /&gt;
* Adds a 12-MFDs version.&lt;br /&gt;
* Makes it incompatible with Active Crosshairs OXP (it overrides the HUD's crosshairs).&lt;br /&gt;
* Adds central dot to crosshairs.&lt;br /&gt;
* Sets crosshairs before launch.&lt;br /&gt;
* Adds docked version of the HUD, displaying info on the screen borders and leaving the screen centre free for Station Interfaces.&lt;br /&gt;
* Keeps the Compass target when an ident or missile target is acquired.&lt;br /&gt;
* Uses beacon label, if defined, for Compass target display&lt;br /&gt;
* Doesn't display shield low warning in Torus Drive (for HardWay OXP users).&lt;br /&gt;
&lt;br /&gt;
v2.05&lt;br /&gt;
&lt;br /&gt;
* Initial version published by Gnievmir on http://aegidian.org/bb/viewtopic.php?p=268089&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
{{Infobox OXPb| title = Vimana HUD&lt;br /&gt;
|version = 2.07&lt;br /&gt;
|release = 2020-11-24&lt;br /&gt;
|features = Full featured HUD plus equipments.&lt;br /&gt;
|license = CC BY-NC-SA 4.0&lt;br /&gt;
|category = HUDs OXPs&lt;br /&gt;
|author = [[User:Gnievmir|Gnievmir]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20408&amp;amp;p=272091 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:HUDs OXPs]]&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
&lt;br /&gt;
Vimana HUD is now downloadable in-game through the Expansions Manager.&lt;br /&gt;
&lt;br /&gt;
[http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=20408 BB Discussion]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=t4rl1Nhw3uE Video]&lt;br /&gt;
&lt;br /&gt;
[http://ag.108.pl/pliki/VimanaHUD_v2.oxp.zip To download Gnievmir's original Vimana]&lt;br /&gt;
&lt;br /&gt;
[https://en.wikipedia.org/wiki/Vimana Wikipedia article on Vimana]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:VimanaShipOverrides-2.07.oxz&amp;diff=60406</id>
		<title>File:VimanaShipOverrides-2.07.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:VimanaShipOverrides-2.07.oxz&amp;diff=60406"/>
		<updated>2020-12-09T17:05:07Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Vimana Ship Overrides OXP, v2.07&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vimana Ship Overrides OXP, v2.07&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:VimanaHUD-2.07.oxz&amp;diff=60405</id>
		<title>File:VimanaHUD-2.07.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:VimanaHUD-2.07.oxz&amp;diff=60405"/>
		<updated>2020-12-09T16:55:35Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:VimanaHUD-2.07.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vimana HUD OXP, v2.07&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60404</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60404"/>
		<updated>2020-12-09T15:11:05Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NPCEnergyUnits-1.0.1.oxz|NPC Energy Units v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1 (december/2020):&lt;br /&gt;
&lt;br /&gt;
* Adds _alreadyGotOne array (with ships that have high energy recharge rate to emulate an energy unit) for backwards compatibility with Ngalo's version (and used by Military Shields OXP).&lt;br /&gt;
* Changes parameters for granting NEU and EEU to reduce probability of granting to ships with recharge rate above 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0.1&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:NPCEnergyUnits-1.0.1.oxz&amp;diff=60403</id>
		<title>File:NPCEnergyUnits-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:NPCEnergyUnits-1.0.1.oxz&amp;diff=60403"/>
		<updated>2020-12-09T15:10:03Z</updated>

		<summary type="html">&lt;p&gt;Dybal: NPC Energy Units OXP, v1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPC Energy Units OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60402</id>
		<title>File:NpcEnergyUnits-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60402"/>
		<updated>2020-12-09T14:45:53Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:NpcEnergyUnits-1.0.1.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPC Energy Units OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60401</id>
		<title>File:NpcEnergyUnits-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60401"/>
		<updated>2020-12-09T14:43:00Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:NpcEnergyUnits-1.0.1.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPC Energy Units OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60400</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60400"/>
		<updated>2020-12-09T14:29:58Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
===SniperLock===&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
===SniperLock Plus===&lt;br /&gt;
*Tech Level - 13.&lt;br /&gt;
*Cost - 1500 credits, with a rebate of SniperLock price if installed.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
SniperLock is available on the Expansion Manager and here: [[Media:Oolite.oxp.CommonSenseOTB.SniperLock.oxz|SniperLock v1.0]]&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus is available on the Expansion Manager an here: [[Media:SniperLockPlus-1.0.1.oxz|SniperLock Plus v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:SniperLockPlus-1.0.1.oxz&amp;diff=60399</id>
		<title>File:SniperLockPlus-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:SniperLockPlus-1.0.1.oxz&amp;diff=60399"/>
		<updated>2020-12-09T14:28:30Z</updated>

		<summary type="html">&lt;p&gt;Dybal: SniperLock Plus OXP, v1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SniperLock Plus OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:N-Shields-1.0.1.oxz&amp;diff=60390</id>
		<title>File:N-Shields-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:N-Shields-1.0.1.oxz&amp;diff=60390"/>
		<updated>2020-12-08T15:55:12Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:N-Shields-1.0.1.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;N-Shields OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60389</id>
		<title>File:NpcEnergyUnits-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60389"/>
		<updated>2020-12-08T15:48:15Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:NpcEnergyUnits-1.0.1.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPC Energy Units OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:TechnicalReferenceLibrary-1.0.1.oxz&amp;diff=60388</id>
		<title>File:TechnicalReferenceLibrary-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:TechnicalReferenceLibrary-1.0.1.oxz&amp;diff=60388"/>
		<updated>2020-12-08T15:43:14Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:TechnicalReferenceLibrary-1.0.1.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Technical Reference Library OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:VimanaShipOverrides-2.06.oxz&amp;diff=60387</id>
		<title>File:VimanaShipOverrides-2.06.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:VimanaShipOverrides-2.06.oxz&amp;diff=60387"/>
		<updated>2020-12-08T15:40:24Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:VimanaShipOverrides-2.06.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vimana Ship Overrides OXP, v2.06&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:VimanaHUD-2.07.oxz&amp;diff=60386</id>
		<title>File:VimanaHUD-2.07.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:VimanaHUD-2.07.oxz&amp;diff=60386"/>
		<updated>2020-12-08T14:48:22Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:VimanaHUD-2.07.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Vimana HUD OXP, v2.07&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Technical_Reference_Library&amp;diff=60266</id>
		<title>Technical Reference Library</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Technical_Reference_Library&amp;diff=60266"/>
		<updated>2020-12-04T16:21:58Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Installing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:tech_ref_lib_cobra.png|200px|thumb|right|Core ship Cobra Mark III specs]]&lt;br /&gt;
[[File:tech_ref_lib_wolf.png|200px|thumb|right|Oxp ship Wolf Mark III specs]]&lt;br /&gt;
[[File:tech_ref_lib_hud.png|200px|thumb|right|Hud view of Moray specs]]&lt;br /&gt;
&lt;br /&gt;
==The Story==&lt;br /&gt;
&lt;br /&gt;
Mrs Ming (Head of our marketing and fundraising department) from Spara, PrOog &amp;amp; Ming Agency had to pull lots of strings to get all the biggest ship manufacturers to give out technical specifications of their ships commonly seen in the space lines. Funnily, when the ball got rolling, manufacturers started to call us. We did not anticipate such a high level of interest. Suddenly every single company that had something to do with ships wanted to sponsor us. The deal we did with them was that Technical Reference Library will be a free bundle to every STE upgrade sold anywhere. The catch is, that every sponsor wants their name to be seen. That's the price for it to be free. We don't complain, as this liberated resources for Mr PrOog (Head of our R&amp;amp;D department) to develop an equipment that links Technical Reference Library to the hud. That piece how ever is not free as we were not ready to show sponsor messages in the hud. The price is set to a reasonable 1250 credits and the equipment is available from any TL12 system.&lt;br /&gt;
&lt;br /&gt;
Mr Spara (CEO) is quite happy with the results of his team.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
* Free STE upgrade that will show information of spacecrafts via a primable equioment &amp;quot;Ship Identifier&amp;quot;. (lock ident to a spacecraft, select the correct equipment with shift-n, activate with n or b)&lt;br /&gt;
* Boughtable equipment that will show the same information in the hud when activated. (lock ident to a spacecraft, select the correct equipment with shift-n, activate with n)&lt;br /&gt;
&lt;br /&gt;
==Which spacecraft are identified==&lt;br /&gt;
&lt;br /&gt;
* Entities with scan classes &amp;quot;CLASS_NEUTRAL&amp;quot;, &amp;quot;CLASS_MILITARY&amp;quot;, &amp;quot;CLASS_POLICE&amp;quot; and &amp;quot;CLASS_THARGOID&amp;quot; are identified as spacecrafts.&lt;br /&gt;
* Entities with scan classes &amp;quot;CLASS_MILITARY&amp;quot;, &amp;quot;CLASS_POLICE&amp;quot; and &amp;quot;CLASS_THARGOID&amp;quot; are not included in the Reference Library. Military and Police are thought to be classified information and Thargoid ships are not made by known shipmakers.&lt;br /&gt;
* In addition, Constrictor, ships from Aliens oxp, Black Monk Gunships, ships with the role bigTrader, Green Gecko and ships from Capisastra oxp are not included in the library.&lt;br /&gt;
&lt;br /&gt;
==Information for oxp makers==&lt;br /&gt;
&lt;br /&gt;
* Ships with script info &amp;quot;classifiedShip = true&amp;quot; are not included in the library.&lt;br /&gt;
* A ship can be declared classified from a script by calling worldScripts.tech_ref_lib.$addClassifiedRole(&amp;quot;foo&amp;quot;), where &amp;quot;foo&amp;quot; is the special role of the ship.&lt;br /&gt;
* A ship can be declassified from a script by calling worldScripts.tech_ref_lib.$removeClassifiedRole(&amp;quot;foo&amp;quot;), where &amp;quot;foo&amp;quot; is the special role of the ship.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.77.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
* Technical drawings from Mandoman are used in the background graphics&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Available on the Expansion Manager and here: [[Media:TechnicalReferenceLibrary-1.0.1.oxz|Technical Reference Library OXP v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{Infobox OXPb| title = Your OXP name&lt;br /&gt;
|version = 1.0.1&lt;br /&gt;
|release = 2013-03-23&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Equipment&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = Spara&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=13848 BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Technical_Reference_Library&amp;diff=60265</id>
		<title>Technical Reference Library</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Technical_Reference_Library&amp;diff=60265"/>
		<updated>2020-12-04T16:21:40Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:tech_ref_lib_cobra.png|200px|thumb|right|Core ship Cobra Mark III specs]]&lt;br /&gt;
[[File:tech_ref_lib_wolf.png|200px|thumb|right|Oxp ship Wolf Mark III specs]]&lt;br /&gt;
[[File:tech_ref_lib_hud.png|200px|thumb|right|Hud view of Moray specs]]&lt;br /&gt;
&lt;br /&gt;
==The Story==&lt;br /&gt;
&lt;br /&gt;
Mrs Ming (Head of our marketing and fundraising department) from Spara, PrOog &amp;amp; Ming Agency had to pull lots of strings to get all the biggest ship manufacturers to give out technical specifications of their ships commonly seen in the space lines. Funnily, when the ball got rolling, manufacturers started to call us. We did not anticipate such a high level of interest. Suddenly every single company that had something to do with ships wanted to sponsor us. The deal we did with them was that Technical Reference Library will be a free bundle to every STE upgrade sold anywhere. The catch is, that every sponsor wants their name to be seen. That's the price for it to be free. We don't complain, as this liberated resources for Mr PrOog (Head of our R&amp;amp;D department) to develop an equipment that links Technical Reference Library to the hud. That piece how ever is not free as we were not ready to show sponsor messages in the hud. The price is set to a reasonable 1250 credits and the equipment is available from any TL12 system.&lt;br /&gt;
&lt;br /&gt;
Mr Spara (CEO) is quite happy with the results of his team.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
* Free STE upgrade that will show information of spacecrafts via a primable equioment &amp;quot;Ship Identifier&amp;quot;. (lock ident to a spacecraft, select the correct equipment with shift-n, activate with n or b)&lt;br /&gt;
* Boughtable equipment that will show the same information in the hud when activated. (lock ident to a spacecraft, select the correct equipment with shift-n, activate with n)&lt;br /&gt;
&lt;br /&gt;
==Which spacecraft are identified==&lt;br /&gt;
&lt;br /&gt;
* Entities with scan classes &amp;quot;CLASS_NEUTRAL&amp;quot;, &amp;quot;CLASS_MILITARY&amp;quot;, &amp;quot;CLASS_POLICE&amp;quot; and &amp;quot;CLASS_THARGOID&amp;quot; are identified as spacecrafts.&lt;br /&gt;
* Entities with scan classes &amp;quot;CLASS_MILITARY&amp;quot;, &amp;quot;CLASS_POLICE&amp;quot; and &amp;quot;CLASS_THARGOID&amp;quot; are not included in the Reference Library. Military and Police are thought to be classified information and Thargoid ships are not made by known shipmakers.&lt;br /&gt;
* In addition, Constrictor, ships from Aliens oxp, Black Monk Gunships, ships with the role bigTrader, Green Gecko and ships from Capisastra oxp are not included in the library.&lt;br /&gt;
&lt;br /&gt;
==Information for oxp makers==&lt;br /&gt;
&lt;br /&gt;
* Ships with script info &amp;quot;classifiedShip = true&amp;quot; are not included in the library.&lt;br /&gt;
* A ship can be declared classified from a script by calling worldScripts.tech_ref_lib.$addClassifiedRole(&amp;quot;foo&amp;quot;), where &amp;quot;foo&amp;quot; is the special role of the ship.&lt;br /&gt;
* A ship can be declassified from a script by calling worldScripts.tech_ref_lib.$removeClassifiedRole(&amp;quot;foo&amp;quot;), where &amp;quot;foo&amp;quot; is the special role of the ship.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
* This [[OXP]] needs Oolite v1.77.&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
* Technical drawings from Mandoman are used in the background graphics&lt;br /&gt;
&lt;br /&gt;
==Installing==&lt;br /&gt;
&lt;br /&gt;
* Install the OXP by copying technical_reference_library.oxp to your AddOns-folde&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
&lt;br /&gt;
Available on the Expansion Manager and here: [[Media:TechnicalReferenceLibrary-1.0.1.oxz|Technical Reference Library OXP v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{Infobox OXPb| title = Your OXP name&lt;br /&gt;
|version = 1.0.1&lt;br /&gt;
|release = 2013-03-23&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|features = Equipment&lt;br /&gt;
|category = Equipment OXPs&lt;br /&gt;
|author = Spara&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=13848 BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:TechnicalReferenceLibrary-1.0.1.oxz&amp;diff=60264</id>
		<title>File:TechnicalReferenceLibrary-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:TechnicalReferenceLibrary-1.0.1.oxz&amp;diff=60264"/>
		<updated>2020-12-04T16:15:11Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Technical Reference Library OXP, v1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Technical Reference Library OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60263</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60263"/>
		<updated>2020-12-04T15:56:24Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.1.oxz|NPC Energy Units v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1 (december/2020):&lt;br /&gt;
&lt;br /&gt;
* Adds _alreadyGotOne array (with ships that have high energy recharge rate to emulate an energy unit) for backwards compatibility with Ngalo's version (and used by Military Shields OXP).&lt;br /&gt;
* Changes parameters for granting NEU and EEU to reduce probability of granting to ships with recharge rate above 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0.1&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60262</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60262"/>
		<updated>2020-12-04T15:56:10Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.1.oxz|NPC Energy Units v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0.1 (december/2020):&lt;br /&gt;
&lt;br /&gt;
* Adds _alreadyGotOne array (with ships that have high energy recharge rate to emulate an energy unit) for backwards compatibility with Ngalo's version (and used by Military Shields OXP).&lt;br /&gt;
* Changes parameters for granting NEU and EEU to reduce probability of granting to ships with recharge rate above 6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60261</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60261"/>
		<updated>2020-12-04T15:55:39Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.1.oxz|NPC Energy Units v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60260</id>
		<title>File:NpcEnergyUnits-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.1.oxz&amp;diff=60260"/>
		<updated>2020-12-04T15:50:05Z</updated>

		<summary type="html">&lt;p&gt;Dybal: NPC Energy Units OXP, v1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPC Energy Units OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60211</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60211"/>
		<updated>2020-12-02T13:28:20Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Notes for OXP developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.oxz|NPC Energy Units v1.0]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60210</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60210"/>
		<updated>2020-12-02T13:05:29Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Gameplay and Balance indicator */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.oxz|NPC Energy Units v1.0]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60209</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60209"/>
		<updated>2020-12-02T13:02:31Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.oxz|NPC Energy Units v1.0]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-violet.png]]&lt;br /&gt;
&lt;br /&gt;
{{Mechanics-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60208</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60208"/>
		<updated>2020-12-02T13:01:39Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.oxz|NPC Energy Units v1.0]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18161 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60207</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60207"/>
		<updated>2020-12-02T12:58:04Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Aknowledgements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
&lt;br /&gt;
The latest version is available on the Expansion Manager and here: [[Media:NpcEnergyUnits-1.0.oxz|NPC Energy Units v1.0]]&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
Version 1.0 (november/2020):&lt;br /&gt;
&lt;br /&gt;
* Initial version&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|5}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.82&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true}}&lt;br /&gt;
{{Infobox OXPb| title NPC Energy Units&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 4.0&lt;br /&gt;
|features = Enables the NPCs energy units&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Dybal|Dybal]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=9772 Oolite BB]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60206</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60206"/>
		<updated>2020-12-02T12:52:04Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* License */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;br /&gt;
&lt;br /&gt;
== Aknowledgements ==&lt;br /&gt;
&lt;br /&gt;
This OXP is based on Ngalo's original NPC Energy Unit.&lt;br /&gt;
&lt;br /&gt;
I would rather have updated the original OXP, but although it had a CC BY-NC-SA, it didn't specify the version, so I opted to write a new one to replace it just to be in safe licensing grounds.&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60205</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60205"/>
		<updated>2020-12-02T12:51:40Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Notes for OXP developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
&lt;br /&gt;
This OXP is licensed under the [https://creativecommons.org/licenses/by-sa/4.0/legalcode CC-BY-SA 4.0].&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60204</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60204"/>
		<updated>2020-12-02T12:50:48Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Notes for OXP developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
:This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60203</id>
		<title>NPC Energy Units OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=NPC_Energy_Units_OXP&amp;diff=60203"/>
		<updated>2020-12-02T12:50:34Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Created page with &amp;quot;== Description ==  NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.  For those NPC ships created with the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&lt;br /&gt;
NPC Energy Units OXP aims to make the energy units in NPC ships operational, enhancing the NPCs energy recharge rate.&lt;br /&gt;
&lt;br /&gt;
For those NPC ships created with the energy units, this OXP will enable them by itself, for those ships whose energy units were granted by OXPs after the ship was spawned, this OXP makes available a function for the awarding OXP to call to enable the awarded energy unit.&lt;br /&gt;
&lt;br /&gt;
This OXP also awards energy units (civilian and naval) to NPCs, based on their accuracy (the higher accuracy have greater probability of getting them) and recharge rate (the higher recharge rates have lesse probability of getting the energy units).&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
This OXP makes available the following functions:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$getShipEnergyUnit(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:A convenience function that returns the equipment Key for any energy unit installed on the ship, or null if the ship has none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$setupEnergyUnits(ship)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Updates the ship's energy recharge rate to the factory value boosted by the energy unit installed, if it's not damaged.&lt;br /&gt;
:Returns true if the ship's energy recharge was modified and false otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;worldScripts.NPC_Energy_Units.$energyUnitDamaged(equipmentKey)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:An event handler for damage to energy units, it MUST be called in the context ('this') of the ship's script, as in:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NPC_Energy_Units.$energyUnitDamaged.call(ship.script, equipmentKey)&lt;br /&gt;
&lt;br /&gt;
:It restores the ship to its factory energy recharge rate if the equipmentKey is an energy unit and its status in the ship isn't EQUIPMENT_OK: it can be called after an energy unit is removed from the ship to reset its energy recharge rate, but that means that if the ship has a naval energy unit and this function is called with the key for an extra energy unit, the ship's energy recharge rate WILL be reset, rendering the naval energy unit non-functional.&lt;br /&gt;
&lt;br /&gt;
This OXP includes this function in NPC Equipment Damage OXP list of equipment damage handlers if that OXP is installed.&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.oxz&amp;diff=60202</id>
		<title>File:NpcEnergyUnits-1.0.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:NpcEnergyUnits-1.0.oxz&amp;diff=60202"/>
		<updated>2020-12-02T12:43:59Z</updated>

		<summary type="html">&lt;p&gt;Dybal: NPC Energy Units OXP v1.0&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NPC Energy Units OXP v1.0&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=N-Shields&amp;diff=60201</id>
		<title>N-Shields</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=N-Shields&amp;diff=60201"/>
		<updated>2020-12-02T12:21:55Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Gives NPCs highly customizable shields, with the default setting (as in [[CustomShields]]) being a 'fair' emulation of the player's shields.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)&lt;br /&gt;
&lt;br /&gt;
- Acts as a hub for handling damage to NPCs, calling damage handlers from other OXPs after the shields are depleted and the damage reach the ship's hull, providing better compatibility for other OXPs with shipTakingDamage overrides&lt;br /&gt;
&lt;br /&gt;
- Thargoids get dorsal/ventral shields. Support for other very non-standard shield configurations was attempted but removed in version 0.7 to simplify the code.&lt;br /&gt;
&lt;br /&gt;
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.&lt;br /&gt;
&lt;br /&gt;
- New visual effects based on explosions.plist for shields and unshielded hits.&lt;br /&gt;
&lt;br /&gt;
- Awards Shield Cycler for a percentage of the ships that don't have them, configures Shield Booster and Military Shield Booster for NPCs that have them, apply shield recharge enhancements from Energy Grid (civillian and naval) for ships that have them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings in N-Shields.js scripts ==&lt;br /&gt;
&lt;br /&gt;
There are some settings that can be modified in N-Shields script no change tnhe OXP behaviour:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch simulated shields on or off. If false, visual effects will be drawn based on energy level.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:As above, but applies to Thargoids.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_energyReduction = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Reduce Thargoids' energy banks to balance their new shields.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_flasherColours = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Pre-defined flasher list to use for standard NPC shields.&lt;br /&gt;
:Options:&lt;br /&gt;
::0: &amp;quot;_multicolour1&amp;quot;, simple and bright&lt;br /&gt;
::1: &amp;quot;_multicolour2&amp;quot;, slightly different colours, reduced alpha when low&lt;br /&gt;
::2: &amp;quot;_multicolour3&amp;quot;, reverse colour order (red high, blue low)&lt;br /&gt;
::3: &amp;quot;_green&amp;quot;, the Thargoid default (but can be used for other NPCs too)&lt;br /&gt;
::4: &amp;quot;_blue&amp;quot;, various shades of blue&lt;br /&gt;
      &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_flasherColours = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Colour for Thargoid shields, options as above.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._flasherScale = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Scale factor for flasher effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
=== scriptInfo properties ===&lt;br /&gt;
&lt;br /&gt;
N-Shields looks for the following ship's scriptInfo properties:&lt;br /&gt;
* &amp;lt;code&amp;gt;npc_shields = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: N-Shields ignores the ship and doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherKeys = (&amp;quot;myRed1&amp;quot;, &amp;quot;myRed2&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed4&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
: A list of partial effectdata.plist keys, which will be prefixed with &amp;quot;N-Shields_flasher_&amp;quot; to obtain the full key for each flasher or other visualEffect.&lt;br /&gt;
: Ordered from lowest shield level to highest in 32-point increments.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherPreset = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Number indicating one of the pre-defined flasher lists.&lt;br /&gt;
: See above for available options.&lt;br /&gt;
        &lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_aft = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_forward = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_aft = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_forward = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Customise shield levels and recharge rates for this ship.&lt;br /&gt;
: The example above shows the standard default shields.&lt;br /&gt;
: Note that these can apply to player ships as well as NPCs.&lt;br /&gt;
: For Thargoid vessels, use 'upper' and 'lower' instead of 'forward' and 'aft'.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_energyReduction = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Specify an energy-bank reduction which will be applied when shields are set up.&lt;br /&gt;
: This is intended for two purposes:&lt;br /&gt;
::1) For mission ships, to prevent already-difficult opponents becoming impossible&lt;br /&gt;
::2) For ships which are 'supposed' to have strong shields, but 'fake it' with bigger energy banks when N-Shields is not installed.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_exploders = (&amp;quot;NShields-explode-ring-red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
: Custom exploder effect list. The example would make your ship spawn red(ish) ring explosions when its shields are hit.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_protect_subentities = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: If defined as shown, shields will not protect frangible subentities on this ship.&lt;br /&gt;
: The subentities may be left exposed, or given their own shield configurations like any other ship.&lt;br /&gt;
&lt;br /&gt;
The script_info keys &amp;quot;NShields_config&amp;quot; and &amp;quot;NShields_colours&amp;quot; are no longer supported.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility with other shipTakingDamage handler overrides ===&lt;br /&gt;
&lt;br /&gt;
N-Shields provides an array onto which other OXPs can push their NPC ''shipTakingDamage'' handlers instead of actually overriding the handler in the ship script. Functions in this array will imitate the player's world-script ''shipTakingDamage'' handler; that is, they are called for every hit but with the 'amount' parameter only conveying damage which actually penetrated the shields (0 if the hit was entirely absorbed by shields). This approach ensures your handler will be called in the same manner regardless of OXP loading order and avoids any need for your OXP to detect which shield was hit and whether it's still up.&lt;br /&gt;
&lt;br /&gt;
There are two ways to use this feature:&lt;br /&gt;
&lt;br /&gt;
:1) In your script's ''startUp'' handler:&lt;br /&gt;
 &lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            worldScripts.NShields._damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
::This approach applies your handler to all ships which have simulated shields, but not to those which don't. If you need to choose which ships get the handler yourself, use the other option:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:2) In your script's ''shipSpawned'' handler, once you have decided that a ship should get your ''shipTakingDamage'' override:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            if (!ship.script._NShields_damageHandlers)&lt;br /&gt;
               //set up the array if N-Shields hasn't run its shipSpawned handler yet&lt;br /&gt;
               ship.script._NShields_damageHandlers = [];&lt;br /&gt;
            ship.script._NShields_damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
&lt;br /&gt;
=== function to configure NPC ship ===&lt;br /&gt;
&lt;br /&gt;
N-Shields makes available to other OXPs a function to configure the NPC's shields after awarding of any defense-related equipment to it:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NShields.$configureShip(ship)&lt;br /&gt;
&lt;br /&gt;
This idempotent (i.e. can be called several times without adverse effects) function will configure the ship's shields taking into account any script_info properties defined and the equipments isntalled in the ship, like Shield Booster, Military Shield Enhancement, Energy Grid, Shield Cycler, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
latest version available on the Expansion Manager and here: [[Media:N-Shields-1.0.1.oxz|N-Shields v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/b/b0/N-Shields_0.7.oxz N-Shields 0.7] {{#downloads:N-Shields_0.7.oxz}} downloads&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.4] downloaded {{#downloads:N-Shields.oxz}} times&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
1.0.1 (by Dybal)&lt;br /&gt;
* Doesn't add shields to scoopable &amp;quot;ships&amp;quot; (that includes all variations of escape capsules, even if their primary role happens to be different from escape-capsule).&lt;br /&gt;
* Fixes bugs that broke idempotency of $configureShip (leading to infinite loops at damage handling if $configureShip was called twice on the same ship).&lt;br /&gt;
* Fixes bug that led to &amp;quot;invulnerable ship&amp;quot; if the ship's script had its own shipTakingDamage event handler.&lt;br /&gt;
&lt;br /&gt;
1.0 (by Dybal)&lt;br /&gt;
* Drops support for Shield Cycler (and Shield Cycler Next) 1.x for NPCs.&lt;br /&gt;
* Creates idempotent function for OXPs to call to configure a NPC's shields.&lt;br /&gt;
* Encapsulates modifications of ship's energy to verify for NaN before assigning a value into ship.energy (to prevent &amp;quot;invulnerable ship&amp;quot; bug).&lt;br /&gt;
* Adds delay to shipSpawned before setting up the ship to allow other OXPs' shipSpawned to award equipments.&lt;br /&gt;
* Configures shield recharge rate with Energy Grid (civilian and naval) upgrades if the NPC has them installed.&lt;br /&gt;
* Configures both Military Shield Enhancement and Shield Enhancer for NPCs.&lt;br /&gt;
* Doesn't award Shield Cycler to NPCs that have Shield Equalizer.&lt;br /&gt;
* Fixes bugs in handling of damage to subentities.&lt;br /&gt;
* Standardizes script object properties names: functions references start with '$' (except event handlers), everything else starts with '_';&lt;br /&gt;
&lt;br /&gt;
0.7.1    &lt;br /&gt;
* Fixed missing &amp;quot;use strict&amp;quot; in N-Shields.js.&lt;br /&gt;
* Removed Ship Configuration compatibility script entry from world-scripts.plist (the actual script was removed in 0.7.0).&lt;br /&gt;
* Reduced Thargoids' max shields (and compensatory energy reduction) slightly.&lt;br /&gt;
&lt;br /&gt;
0.7&lt;br /&gt;
* Removed support for unusual/configurable shield types, except dorsal/ventral which now applies to Thargoids only, in order to simplify the scripts.&lt;br /&gt;
* Changed flashers from Ship entities to VisualEffects.&lt;br /&gt;
* Pre-defined flasher colour options: 3x Multicolour, Green, Blue.&lt;br /&gt;
* Hemisphere glow effects removed.&lt;br /&gt;
* New script_info keys NShields_flasherPreset, NShields_flasherKeys, max_shield_forward etc. to replace the now-unsupported NShields_colours, NShields_config.&lt;br /&gt;
* Config interface now works correctly (requires Oolite 1.83 or higher and Library OXP).&lt;br /&gt;
* Improved efficiency of hit-location code.&lt;br /&gt;
* Tentative support for Shield Cyclers on NPCs.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed bug in $locateHit cloaked-attacker handling (missing a &amp;quot;.position&amp;quot; or two).&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Fixed some bugs in NPC Equipment Damage compatibility code&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug in manifest (missing &amp;quot;}&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Added correctly functioning shipconfig version check and fixed small variable non-declaration in $drawSparks&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Added user-friendly configuration options via Library OXP.&lt;br /&gt;
* Hemisphere glow effects now work, although they still look awful.&lt;br /&gt;
* Added compatibility with NPC Equipment Damage OXP.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Removed non-functioning version check; tested &amp;amp; corrected quaternion multiplication.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* Added version check in NShields-shipconfig-compatibility.js as requested by phkb&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Attempt to fix buggy aft shield effect orientation by using quaternion multiplication. Untested due to oolite-trunk launching error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* Fixed bug in subentity shielding code which didn't check whether a shipTakingDamage handler had been stored before trying to call it&lt;br /&gt;
* Added hemisphere glow effects (disabled by default because very under-debugged &amp;amp; not really working yet)&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Added explosion-based shield effects.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Improved recharge code for fore/aft shields works more like the core player version.&lt;br /&gt;
* Correct handling of heat damage (hopefully?).&lt;br /&gt;
* $locateHit now attempts to identify a cloaked attacker if the parameter passed is null.&lt;br /&gt;
* Added dorsal/ventral shield configuration option and changed Thargoid default to use this.&lt;br /&gt;
* Fixed bug in $configureShieldsFromArray which caused Thargoid shield config failure.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* New features: Player shield effects, NPC shields protect subentities, spark effects for unshielded hits.&lt;br /&gt;
* Support for Ship Configuration OXP's shield upgrades/downgrades.&lt;br /&gt;
* Fixed bug in recharge code which resulted in excessive energy drain.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.2&lt;br /&gt;
* Extensive re-write implementing some configuration options.&lt;br /&gt;
* 'single' and 'fore/aft' shield types supported.&lt;br /&gt;
* Damage handler array added for compatibility with other OXPs.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.1&lt;br /&gt;
* Very basic shield simulation. Not released.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
{{Infobox OXPb| title N-Shields&lt;br /&gt;
|version = 1.0.1&lt;br /&gt;
|release = 2020-12-02&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Provides shields for NPCs.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ngalo|NGalo]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18127 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/index.php/User:Ngalo Commander Ngalo's other OXPs]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=N-Shields&amp;diff=60200</id>
		<title>N-Shields</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=N-Shields&amp;diff=60200"/>
		<updated>2020-12-02T12:21:33Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Gives NPCs highly customizable shields, with the default setting (as in [[CustomShields]]) being a 'fair' emulation of the player's shields.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)&lt;br /&gt;
&lt;br /&gt;
- Acts as a hub for handling damage to NPCs, calling damage handlers from other OXPs after the shields are depleted and the damage reach the ship's hull, providing better compatibility for other OXPs with shipTakingDamage overrides&lt;br /&gt;
&lt;br /&gt;
- Thargoids get dorsal/ventral shields. Support for other very non-standard shield configurations was attempted but removed in version 0.7 to simplify the code.&lt;br /&gt;
&lt;br /&gt;
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.&lt;br /&gt;
&lt;br /&gt;
- New visual effects based on explosions.plist for shields and unshielded hits.&lt;br /&gt;
&lt;br /&gt;
- Awards Shield Cycler for a percentage of the ships that don't have them, configures Shield Booster and Military Shield Booster for NPCs that have them, apply shield recharge enhancements from Energy Grid (civillian and naval) for ships that have them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings in N-Shields.js scripts ==&lt;br /&gt;
&lt;br /&gt;
There are some settings that can be modified in N-Shields script no change tnhe OXP behaviour:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch simulated shields on or off. If false, visual effects will be drawn based on energy level.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:As above, but applies to Thargoids.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_energyReduction = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Reduce Thargoids' energy banks to balance their new shields.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_flasherColours = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Pre-defined flasher list to use for standard NPC shields.&lt;br /&gt;
:Options:&lt;br /&gt;
::0: &amp;quot;_multicolour1&amp;quot;, simple and bright&lt;br /&gt;
::1: &amp;quot;_multicolour2&amp;quot;, slightly different colours, reduced alpha when low&lt;br /&gt;
::2: &amp;quot;_multicolour3&amp;quot;, reverse colour order (red high, blue low)&lt;br /&gt;
::3: &amp;quot;_green&amp;quot;, the Thargoid default (but can be used for other NPCs too)&lt;br /&gt;
::4: &amp;quot;_blue&amp;quot;, various shades of blue&lt;br /&gt;
      &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_flasherColours = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Colour for Thargoid shields, options as above.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._flasherScale = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Scale factor for flasher effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
=== scriptInfo properties ===&lt;br /&gt;
&lt;br /&gt;
N-Shields looks for the following ship's scriptInfo properties:&lt;br /&gt;
* &amp;lt;code&amp;gt;npc_shields = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: N-Shields ignores the ship and doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherKeys = (&amp;quot;myRed1&amp;quot;, &amp;quot;myRed2&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed4&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
: A list of partial effectdata.plist keys, which will be prefixed with &amp;quot;N-Shields_flasher_&amp;quot; to obtain the full key for each flasher or other visualEffect.&lt;br /&gt;
: Ordered from lowest shield level to highest in 32-point increments.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherPreset = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Number indicating one of the pre-defined flasher lists.&lt;br /&gt;
: See above for available options.&lt;br /&gt;
        &lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_aft = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_forward = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_aft = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_forward = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Customise shield levels and recharge rates for this ship.&lt;br /&gt;
: The example above shows the standard default shields.&lt;br /&gt;
: Note that these can apply to player ships as well as NPCs.&lt;br /&gt;
: For Thargoid vessels, use 'upper' and 'lower' instead of 'forward' and 'aft'.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_energyReduction = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Specify an energy-bank reduction which will be applied when shields are set up.&lt;br /&gt;
: This is intended for two purposes:&lt;br /&gt;
::1) For mission ships, to prevent already-difficult opponents becoming impossible&lt;br /&gt;
::2) For ships which are 'supposed' to have strong shields, but 'fake it' with bigger energy banks when N-Shields is not installed.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_exploders = (&amp;quot;NShields-explode-ring-red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
: Custom exploder effect list. The example would make your ship spawn red(ish) ring explosions when its shields are hit.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_protect_subentities = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: If defined as shown, shields will not protect frangible subentities on this ship.&lt;br /&gt;
: The subentities may be left exposed, or given their own shield configurations like any other ship.&lt;br /&gt;
&lt;br /&gt;
The script_info keys &amp;quot;NShields_config&amp;quot; and &amp;quot;NShields_colours&amp;quot; are no longer supported.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility with other shipTakingDamage handler overrides ===&lt;br /&gt;
&lt;br /&gt;
N-Shields provides an array onto which other OXPs can push their NPC ''shipTakingDamage'' handlers instead of actually overriding the handler in the ship script. Functions in this array will imitate the player's world-script ''shipTakingDamage'' handler; that is, they are called for every hit but with the 'amount' parameter only conveying damage which actually penetrated the shields (0 if the hit was entirely absorbed by shields). This approach ensures your handler will be called in the same manner regardless of OXP loading order and avoids any need for your OXP to detect which shield was hit and whether it's still up.&lt;br /&gt;
&lt;br /&gt;
There are two ways to use this feature:&lt;br /&gt;
&lt;br /&gt;
:1) In your script's ''startUp'' handler:&lt;br /&gt;
 &lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            worldScripts.NShields._damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
::This approach applies your handler to all ships which have simulated shields, but not to those which don't. If you need to choose which ships get the handler yourself, use the other option:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:2) In your script's ''shipSpawned'' handler, once you have decided that a ship should get your ''shipTakingDamage'' override:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            if (!ship.script._NShields_damageHandlers)&lt;br /&gt;
               //set up the array if N-Shields hasn't run its shipSpawned handler yet&lt;br /&gt;
               ship.script._NShields_damageHandlers = [];&lt;br /&gt;
            ship.script._NShields_damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
&lt;br /&gt;
=== function to configure NPC ship ===&lt;br /&gt;
&lt;br /&gt;
N-Shields makes available to other OXPs a function to configure the NPC's shields after awarding of any defense-related equipment to it:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NShields.$configureShip(ship)&lt;br /&gt;
&lt;br /&gt;
This idempotent (i.e. can be called several times without adverse effects) function will configure the ship's shields taking into account any script_info properties defined and the equipments isntalled in the ship, like Shield Booster, Military Shield Enhancement, Energy Grid, Shield Cycler, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
latest version available on the Expansion Manager and here: [[Media:N-Shields-1.0.1.oxz|N-Shields v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/b/b0/N-Shields_0.7.oxz N-Shields 0.7] {{#downloads:N-Shields_0.7.oxz}} downloads&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.4] downloaded {{#downloads:N-Shields.oxz}} times&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
1.0.1 (by Dybal)&lt;br /&gt;
* Doesn't add shields to scoopable &amp;quot;ships&amp;quot; (that includes all variations of escape capsules, even if their primary role happens to be different from escape-capsule).&lt;br /&gt;
* Fixes bugs that broke idempotency of $configureShip (leading to infinite loops at damage handling if $configureShip was called twice on the same ship).&lt;br /&gt;
* Fixes bug that led to &amp;quot;invulnerable ship&amp;quot; if the ship's script had its own shipTakingDamage event handler.&lt;br /&gt;
&lt;br /&gt;
1.0 (by Dybal)&lt;br /&gt;
* Drops support for Shield Cycler (and Shield Cycler Next) 1.x for NPCs.&lt;br /&gt;
* Creates idempotent function for OXPs to call to configure a NPC's shields.&lt;br /&gt;
* Encapsulates modifications of ship's energy to verify for NaN before assigning a value into ship.energy (to prevent &amp;quot;invulnerable ship&amp;quot; bug).&lt;br /&gt;
* Adds delay to shipSpawned before setting up the ship to allow other OXPs' shipSpawned to award equipments.&lt;br /&gt;
* Configures shield recharge rate with Energy Grid (civilian and naval) upgrades if the NPC has them installed.&lt;br /&gt;
* Configures both Military Shield Enhancement and Shield Enhancer for NPCs.&lt;br /&gt;
* Doesn't award Shield Cycler to NPCs that have Shield Equalizer.&lt;br /&gt;
* Fixes bugs in handling of damage to subentities.&lt;br /&gt;
* Standardizes script object properties names: functions references start with '$' (except event handlers), everything else starts with '_';&lt;br /&gt;
&lt;br /&gt;
0.7.1    &lt;br /&gt;
* Fixed missing &amp;quot;use strict&amp;quot; in N-Shields.js.&lt;br /&gt;
* Removed Ship Configuration compatibility script entry from world-scripts.plist (the actual script was removed in 0.7.0).&lt;br /&gt;
* Reduced Thargoids' max shields (and compensatory energy reduction) slightly.&lt;br /&gt;
&lt;br /&gt;
0.7&lt;br /&gt;
* Removed support for unusual/configurable shield types, except dorsal/ventral which now applies to Thargoids only, in order to simplify the scripts.&lt;br /&gt;
* Changed flashers from Ship entities to VisualEffects.&lt;br /&gt;
* Pre-defined flasher colour options: 3x Multicolour, Green, Blue.&lt;br /&gt;
* Hemisphere glow effects removed.&lt;br /&gt;
* New script_info keys NShields_flasherPreset, NShields_flasherKeys, max_shield_forward etc. to replace the now-unsupported NShields_colours, NShields_config.&lt;br /&gt;
* Config interface now works correctly (requires Oolite 1.83 or higher and Library OXP).&lt;br /&gt;
* Improved efficiency of hit-location code.&lt;br /&gt;
* Tentative support for Shield Cyclers on NPCs.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed bug in $locateHit cloaked-attacker handling (missing a &amp;quot;.position&amp;quot; or two).&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Fixed some bugs in NPC Equipment Damage compatibility code&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug in manifest (missing &amp;quot;}&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Added correctly functioning shipconfig version check and fixed small variable non-declaration in $drawSparks&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Added user-friendly configuration options via Library OXP.&lt;br /&gt;
* Hemisphere glow effects now work, although they still look awful.&lt;br /&gt;
* Added compatibility with NPC Equipment Damage OXP.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Removed non-functioning version check; tested &amp;amp; corrected quaternion multiplication.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* Added version check in NShields-shipconfig-compatibility.js as requested by phkb&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Attempt to fix buggy aft shield effect orientation by using quaternion multiplication. Untested due to oolite-trunk launching error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* Fixed bug in subentity shielding code which didn't check whether a shipTakingDamage handler had been stored before trying to call it&lt;br /&gt;
* Added hemisphere glow effects (disabled by default because very under-debugged &amp;amp; not really working yet)&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Added explosion-based shield effects.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Improved recharge code for fore/aft shields works more like the core player version.&lt;br /&gt;
* Correct handling of heat damage (hopefully?).&lt;br /&gt;
* $locateHit now attempts to identify a cloaked attacker if the parameter passed is null.&lt;br /&gt;
* Added dorsal/ventral shield configuration option and changed Thargoid default to use this.&lt;br /&gt;
* Fixed bug in $configureShieldsFromArray which caused Thargoid shield config failure.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* New features: Player shield effects, NPC shields protect subentities, spark effects for unshielded hits.&lt;br /&gt;
* Support for Ship Configuration OXP's shield upgrades/downgrades.&lt;br /&gt;
* Fixed bug in recharge code which resulted in excessive energy drain.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.2&lt;br /&gt;
* Extensive re-write implementing some configuration options.&lt;br /&gt;
* 'single' and 'fore/aft' shield types supported.&lt;br /&gt;
* Damage handler array added for compatibility with other OXPs.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.1&lt;br /&gt;
* Very basic shield simulation. Not released.&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
{{Infobox OXPb| title N-Shields&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-11-27&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Provides shields for NPCs.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ngalo|NGalo]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18127 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/index.php/User:Ngalo Commander Ngalo's other OXPs]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=N-Shields&amp;diff=60199</id>
		<title>N-Shields</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=N-Shields&amp;diff=60199"/>
		<updated>2020-12-02T12:21:04Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Downloads */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Description ==&lt;br /&gt;
Gives NPCs highly customizable shields, with the default setting (as in [[CustomShields]]) being a 'fair' emulation of the player's shields.&lt;br /&gt;
&lt;br /&gt;
Features:&lt;br /&gt;
&lt;br /&gt;
- Fair shield recharge code (CustomShields didn't charge shields until energy banks were full)&lt;br /&gt;
&lt;br /&gt;
- Acts as a hub for handling damage to NPCs, calling damage handlers from other OXPs after the shields are depleted and the damage reach the ship's hull, providing better compatibility for other OXPs with shipTakingDamage overrides&lt;br /&gt;
&lt;br /&gt;
- Thargoids get dorsal/ventral shields. Support for other very non-standard shield configurations was attempted but removed in version 0.7 to simplify the code.&lt;br /&gt;
&lt;br /&gt;
- More customisable colours. The default multicolour set goes from green down to red for standard shields, extending to blue/purple with upgrades.&lt;br /&gt;
&lt;br /&gt;
- New visual effects based on explosions.plist for shields and unshielded hits.&lt;br /&gt;
&lt;br /&gt;
- Awards Shield Cycler for a percentage of the ships that don't have them, configures Shield Booster and Military Shield Booster for NPCs that have them, apply shield recharge enhancements from Energy Grid (civillian and naval) for ships that have them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Settings in N-Shields.js scripts ==&lt;br /&gt;
&lt;br /&gt;
There are some settings that can be modified in N-Shields script no change tnhe OXP behaviour:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Switch simulated shields on or off. If false, visual effects will be drawn based on energy level.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_shields = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:As above, but applies to Thargoids.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_energyReduction = true;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Reduce Thargoids' energy banks to balance their new shields.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;this._NPC_flasherColours = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Pre-defined flasher list to use for standard NPC shields.&lt;br /&gt;
:Options:&lt;br /&gt;
::0: &amp;quot;_multicolour1&amp;quot;, simple and bright&lt;br /&gt;
::1: &amp;quot;_multicolour2&amp;quot;, slightly different colours, reduced alpha when low&lt;br /&gt;
::2: &amp;quot;_multicolour3&amp;quot;, reverse colour order (red high, blue low)&lt;br /&gt;
::3: &amp;quot;_green&amp;quot;, the Thargoid default (but can be used for other NPCs too)&lt;br /&gt;
::4: &amp;quot;_blue&amp;quot;, various shades of blue&lt;br /&gt;
      &lt;br /&gt;
* &amp;lt;code&amp;gt;this._Thargoid_flasherColours = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Colour for Thargoid shields, options as above.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;this._flasherScale = 1;&amp;lt;/code&amp;gt;&lt;br /&gt;
:Scale factor for flasher effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Notes for OXP developers ==&lt;br /&gt;
&lt;br /&gt;
=== scriptInfo properties ===&lt;br /&gt;
&lt;br /&gt;
N-Shields looks for the following ship's scriptInfo properties:&lt;br /&gt;
* &amp;lt;code&amp;gt;npc_shields = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: N-Shields ignores the ship and doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherKeys = (&amp;quot;myRed1&amp;quot;, &amp;quot;myRed2&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed3&amp;quot;, &amp;quot;myRed4&amp;quot;);&amp;lt;/code&amp;gt;&lt;br /&gt;
: A list of partial effectdata.plist keys, which will be prefixed with &amp;quot;N-Shields_flasher_&amp;quot; to obtain the full key for each flasher or other visualEffect.&lt;br /&gt;
: Ordered from lowest shield level to highest in 32-point increments.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_flasherPreset = 3;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Number indicating one of the pre-defined flasher lists.&lt;br /&gt;
: See above for available options.&lt;br /&gt;
        &lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_aft = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;max_shield_forward = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_aft = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code&amp;gt;shield_recharge_forward = 2.0;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Customise shield levels and recharge rates for this ship.&lt;br /&gt;
: The example above shows the standard default shields.&lt;br /&gt;
: Note that these can apply to player ships as well as NPCs.&lt;br /&gt;
: For Thargoid vessels, use 'upper' and 'lower' instead of 'forward' and 'aft'.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_energyReduction = 128;&amp;lt;/code&amp;gt;&lt;br /&gt;
: Specify an energy-bank reduction which will be applied when shields are set up.&lt;br /&gt;
: This is intended for two purposes:&lt;br /&gt;
::1) For mission ships, to prevent already-difficult opponents becoming impossible&lt;br /&gt;
::2) For ships which are 'supposed' to have strong shields, but 'fake it' with bigger energy banks when N-Shields is not installed.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_exploders = (&amp;quot;NShields-explode-ring-red&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
: Custom exploder effect list. The example would make your ship spawn red(ish) ring explosions when its shields are hit.&lt;br /&gt;
    &lt;br /&gt;
* &amp;lt;code&amp;gt;NShields_protect_subentities = &amp;quot;no&amp;quot;;&amp;lt;/code&amp;gt;&lt;br /&gt;
: If defined as shown, shields will not protect frangible subentities on this ship.&lt;br /&gt;
: The subentities may be left exposed, or given their own shield configurations like any other ship.&lt;br /&gt;
&lt;br /&gt;
The script_info keys &amp;quot;NShields_config&amp;quot; and &amp;quot;NShields_colours&amp;quot; are no longer supported.&lt;br /&gt;
&lt;br /&gt;
=== Compatibility with other shipTakingDamage handler overrides ===&lt;br /&gt;
&lt;br /&gt;
N-Shields provides an array onto which other OXPs can push their NPC ''shipTakingDamage'' handlers instead of actually overriding the handler in the ship script. Functions in this array will imitate the player's world-script ''shipTakingDamage'' handler; that is, they are called for every hit but with the 'amount' parameter only conveying damage which actually penetrated the shields (0 if the hit was entirely absorbed by shields). This approach ensures your handler will be called in the same manner regardless of OXP loading order and avoids any need for your OXP to detect which shield was hit and whether it's still up.&lt;br /&gt;
&lt;br /&gt;
There are two ways to use this feature:&lt;br /&gt;
&lt;br /&gt;
:1) In your script's ''startUp'' handler:&lt;br /&gt;
 &lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            worldScripts.NShields._damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
::This approach applies your handler to all ships which have simulated shields, but not to those which don't. If you need to choose which ships get the handler yourself, use the other option:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:2) In your script's ''shipSpawned'' handler, once you have decided that a ship should get your ''shipTakingDamage'' override:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
        if (worldScripts.NShields &amp;amp;&amp;amp; worldScripts.NShields.$shipHasShields(ship)) {&lt;br /&gt;
            if (!ship.script._NShields_damageHandlers)&lt;br /&gt;
               //set up the array if N-Shields hasn't run its shipSpawned handler yet&lt;br /&gt;
               ship.script._NShields_damageHandlers = [];&lt;br /&gt;
            ship.script._NShields_damageHandlers.push(my_shipTakingDamage_override)&lt;br /&gt;
        } else {&lt;br /&gt;
            //apply your handler override directly here&lt;br /&gt;
        }&lt;br /&gt;
&lt;br /&gt;
::Replace ''my_shipTakingDamage_override'' with your handler name.&lt;br /&gt;
&lt;br /&gt;
=== function to configure NPC ship ===&lt;br /&gt;
&lt;br /&gt;
N-Shields makes available to other OXPs a function to configure the NPC's shields after awarding of any defense-related equipment to it:&lt;br /&gt;
&lt;br /&gt;
    worldScripts.NShields.$configureShip(ship)&lt;br /&gt;
&lt;br /&gt;
This idempotent (i.e. can be called several times without adverse effects) function will configure the ship's shields taking into account any script_info properties defined and the equipments isntalled in the ship, like Shield Booster, Military Shield Enhancement, Energy Grid, Shield Cycler, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Downloads ==&lt;br /&gt;
latest version available on the Expansion Manager and here: [[Media:N-Shields-1.0.1.oxz|N-Shields v1.0.1]]&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/b/b0/N-Shields_0.7.oxz N-Shields 0.7] {{#downloads:N-Shields_0.7.oxz}} downloads&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/img_auth.php/2/2d/N-Shields.oxz N-Shields 0.6.4] downloaded {{#downloads:N-Shields.oxz}} times&lt;br /&gt;
&lt;br /&gt;
== Version History ==&lt;br /&gt;
&lt;br /&gt;
1.0 (by Dybal)&lt;br /&gt;
* Drops support for Shield Cycler (and Shield Cycler Next) 1.x for NPCs.&lt;br /&gt;
* Creates idempotent function for OXPs to call to configure a NPC's shields.&lt;br /&gt;
* Encapsulates modifications of ship's energy to verify for NaN before assigning a value into ship.energy (to prevent &amp;quot;invulnerable ship&amp;quot; bug).&lt;br /&gt;
* Adds delay to shipSpawned before setting up the ship to allow other OXPs' shipSpawned to award equipments.&lt;br /&gt;
* Configures shield recharge rate with Energy Grid (civilian and naval) upgrades if the NPC has them installed.&lt;br /&gt;
* Configures both Military Shield Enhancement and Shield Enhancer for NPCs.&lt;br /&gt;
* Doesn't award Shield Cycler to NPCs that have Shield Equalizer.&lt;br /&gt;
* Fixes bugs in handling of damage to subentities.&lt;br /&gt;
* Standardizes script object properties names: functions references start with '$' (except event handlers), everything else starts with '_';&lt;br /&gt;
&lt;br /&gt;
0.7.1    &lt;br /&gt;
* Fixed missing &amp;quot;use strict&amp;quot; in N-Shields.js.&lt;br /&gt;
* Removed Ship Configuration compatibility script entry from world-scripts.plist (the actual script was removed in 0.7.0).&lt;br /&gt;
* Reduced Thargoids' max shields (and compensatory energy reduction) slightly.&lt;br /&gt;
&lt;br /&gt;
0.7&lt;br /&gt;
* Removed support for unusual/configurable shield types, except dorsal/ventral which now applies to Thargoids only, in order to simplify the scripts.&lt;br /&gt;
* Changed flashers from Ship entities to VisualEffects.&lt;br /&gt;
* Pre-defined flasher colour options: 3x Multicolour, Green, Blue.&lt;br /&gt;
* Hemisphere glow effects removed.&lt;br /&gt;
* New script_info keys NShields_flasherPreset, NShields_flasherKeys, max_shield_forward etc. to replace the now-unsupported NShields_colours, NShields_config.&lt;br /&gt;
* Config interface now works correctly (requires Oolite 1.83 or higher and Library OXP).&lt;br /&gt;
* Improved efficiency of hit-location code.&lt;br /&gt;
* Tentative support for Shield Cyclers on NPCs.&lt;br /&gt;
&lt;br /&gt;
0.6.4&lt;br /&gt;
* Fixed bug in $locateHit cloaked-attacker handling (missing a &amp;quot;.position&amp;quot; or two).&lt;br /&gt;
&lt;br /&gt;
0.6.3&lt;br /&gt;
* Fixed some bugs in NPC Equipment Damage compatibility code&lt;br /&gt;
&lt;br /&gt;
0.6.2&lt;br /&gt;
* Fixed bug in manifest (missing &amp;quot;}&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
0.6.1&lt;br /&gt;
* Added correctly functioning shipconfig version check and fixed small variable non-declaration in $drawSparks&lt;br /&gt;
&lt;br /&gt;
0.6&lt;br /&gt;
* Added user-friendly configuration options via Library OXP.&lt;br /&gt;
* Hemisphere glow effects now work, although they still look awful.&lt;br /&gt;
* Added compatibility with NPC Equipment Damage OXP.&lt;br /&gt;
&lt;br /&gt;
0.5.4&lt;br /&gt;
* Removed non-functioning version check; tested &amp;amp; corrected quaternion multiplication.&lt;br /&gt;
&lt;br /&gt;
0.5.3&lt;br /&gt;
* Added version check in NShields-shipconfig-compatibility.js as requested by phkb&lt;br /&gt;
&lt;br /&gt;
0.5.2&lt;br /&gt;
* Attempt to fix buggy aft shield effect orientation by using quaternion multiplication. Untested due to oolite-trunk launching error.&lt;br /&gt;
&lt;br /&gt;
0.5.1&lt;br /&gt;
* Fixed bug in subentity shielding code which didn't check whether a shipTakingDamage handler had been stored before trying to call it&lt;br /&gt;
* Added hemisphere glow effects (disabled by default because very under-debugged &amp;amp; not really working yet)&lt;br /&gt;
&lt;br /&gt;
0.5&lt;br /&gt;
* Added explosion-based shield effects.&lt;br /&gt;
&lt;br /&gt;
0.4&lt;br /&gt;
* Improved recharge code for fore/aft shields works more like the core player version.&lt;br /&gt;
* Correct handling of heat damage (hopefully?).&lt;br /&gt;
* $locateHit now attempts to identify a cloaked attacker if the parameter passed is null.&lt;br /&gt;
* Added dorsal/ventral shield configuration option and changed Thargoid default to use this.&lt;br /&gt;
* Fixed bug in $configureShieldsFromArray which caused Thargoid shield config failure.&lt;br /&gt;
&lt;br /&gt;
0.3&lt;br /&gt;
* New features: Player shield effects, NPC shields protect subentities, spark effects for unshielded hits.&lt;br /&gt;
* Support for Ship Configuration OXP's shield upgrades/downgrades.&lt;br /&gt;
* Fixed bug in recharge code which resulted in excessive energy drain.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.2&lt;br /&gt;
* Extensive re-write implementing some configuration options.&lt;br /&gt;
* 'single' and 'fore/aft' shield types supported.&lt;br /&gt;
* Damage handler array added for compatibility with other OXPs.&lt;br /&gt;
* Not released.&lt;br /&gt;
    &lt;br /&gt;
0.1&lt;br /&gt;
* Very basic shield simulation. Not released.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quick Facts ==&lt;br /&gt;
&lt;br /&gt;
{{OXPLevel|4}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.81&amp;quot;|oxpCPU=&amp;quot;Medium&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;|oxpIsAPI=true|oxpIsDocumented=true|oxpIsConfigurable=true}}&lt;br /&gt;
{{Infobox OXPb| title N-Shields&lt;br /&gt;
|version = 1.0&lt;br /&gt;
|release = 2020-11-27&lt;br /&gt;
|license = CC-BY-SA 3.0&lt;br /&gt;
|features = Provides shields for NPCs.&lt;br /&gt;
|category = Mechanics OXPs&lt;br /&gt;
|author = [[User:Ngalo|NGalo]]&lt;br /&gt;
|feedback = [http://www.aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=18127 Oolite BB]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Balance indicator ==&lt;br /&gt;
[[File:Tag-colour-red.png]]&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
[http://wiki.alioth.net/index.php/User:Ngalo Commander Ngalo's other OXPs]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:N-Shields-1.0.1.oxz&amp;diff=60198</id>
		<title>File:N-Shields-1.0.1.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:N-Shields-1.0.1.oxz&amp;diff=60198"/>
		<updated>2020-12-02T12:17:32Z</updated>

		<summary type="html">&lt;p&gt;Dybal: N-Shields OXP, v1.0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;N-Shields OXP, v1.0.1&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Target_Autolock_OXP&amp;diff=60181</id>
		<title>Target Autolock OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Target_Autolock_OXP&amp;diff=60181"/>
		<updated>2020-11-30T16:41:23Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Quick Facts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A little OXP that offers a software upgrade to the standard [[Scanner_Targeting_Enhancement|scanner targeting enhancement]] (which is of course required). This adds the functionality that if the ship is attacked by surprise, or any other situation where there is currently no target set, then the attacking ship is automatically targeted.&lt;br /&gt;
&lt;br /&gt;
The modification is designed for bounty hunters and other hard-edged combat veterans to enable swift location of the hostile craft using the Scanner Targeting Enhancement's directional arrow and/or more simple usage of missiles and other ordnance. Note that this update offers ''target lock'' not ''laser lock''; that kind of aiming still needs to be done manually.&lt;br /&gt;
&lt;br /&gt;
Available from all good tech 13+ systems for the small price of 200 credits.&lt;br /&gt;
&lt;br /&gt;
STOP PRESS!&lt;br /&gt;
&lt;br /&gt;
It has recently been announced that this piece of equipment has been upgraded and improved, with the ship's current target (no matter how acquired) being highlighted on the scanner in grey/blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Available on the Expansion Manager and here: [[Media:TargetAutolockPlus-1.14.oxz|Target Autolock Plus v1.14]].&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
21/04/2009 - Version 1.00&lt;br /&gt;
* Initial release.&lt;br /&gt;
&lt;br /&gt;
19/08/2009 - Version 1.01&lt;br /&gt;
* Minor script tweak to deal with attacker getting destroyed before autolock.&lt;br /&gt;
&lt;br /&gt;
14/04/2010 - Version 1.10&lt;br /&gt;
* Update for scanner colour marking. Now requires Oolite v1.74 or higher.&lt;br /&gt;
&lt;br /&gt;
15/04/2010 - Version 1.10&lt;br /&gt;
* Added scanner colour-marking of current target.&lt;br /&gt;
&lt;br /&gt;
23/06/2010 - Version 1.11&lt;br /&gt;
* Scanner colour markers now easier to change in script. Also script check for self-locking included&lt;br /&gt;
&lt;br /&gt;
13/02/2011 - Version 1.12&lt;br /&gt;
* Removal of upper limit, to allow running with 1.75&lt;br /&gt;
&lt;br /&gt;
25/11/2020 - Version 1.13&lt;br /&gt;
* Updated license to remove the &amp;quot;Thargoid clauses&amp;quot; after Thargoid allowed modification when retired from maintaining his OXps (http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17085).&lt;br /&gt;
* Discards the use of a mission variable to indicate the equipment installation in the player ship and keeps the purchased equipment.&lt;br /&gt;
* Resets the highlighting of the target in the scanner if Scanner Target Enhancement is damaged.&lt;br /&gt;
&lt;br /&gt;
30/11/2020 - Versiion 1.14&lt;br /&gt;
* Fixes typo that prevented resetting scanner when target is lost&lt;br /&gt;
* Some optimizations to avoid repeatedly setting up the target scanner display colors.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.79&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Tracker&lt;br /&gt;
|version = 1.14&lt;br /&gt;
|release = 2020-11-30&lt;br /&gt;
|features = Automatic targetting of attackers.&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|category = Equipment&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=6025 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}{{weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Target_Autolock_OXP&amp;diff=60180</id>
		<title>Target Autolock OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Target_Autolock_OXP&amp;diff=60180"/>
		<updated>2020-11-30T16:41:08Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Version History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A little OXP that offers a software upgrade to the standard [[Scanner_Targeting_Enhancement|scanner targeting enhancement]] (which is of course required). This adds the functionality that if the ship is attacked by surprise, or any other situation where there is currently no target set, then the attacking ship is automatically targeted.&lt;br /&gt;
&lt;br /&gt;
The modification is designed for bounty hunters and other hard-edged combat veterans to enable swift location of the hostile craft using the Scanner Targeting Enhancement's directional arrow and/or more simple usage of missiles and other ordnance. Note that this update offers ''target lock'' not ''laser lock''; that kind of aiming still needs to be done manually.&lt;br /&gt;
&lt;br /&gt;
Available from all good tech 13+ systems for the small price of 200 credits.&lt;br /&gt;
&lt;br /&gt;
STOP PRESS!&lt;br /&gt;
&lt;br /&gt;
It has recently been announced that this piece of equipment has been upgraded and improved, with the ship's current target (no matter how acquired) being highlighted on the scanner in grey/blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Available on the Expansion Manager and here: [[Media:TargetAutolockPlus-1.14.oxz|Target Autolock Plus v1.14]].&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
21/04/2009 - Version 1.00&lt;br /&gt;
* Initial release.&lt;br /&gt;
&lt;br /&gt;
19/08/2009 - Version 1.01&lt;br /&gt;
* Minor script tweak to deal with attacker getting destroyed before autolock.&lt;br /&gt;
&lt;br /&gt;
14/04/2010 - Version 1.10&lt;br /&gt;
* Update for scanner colour marking. Now requires Oolite v1.74 or higher.&lt;br /&gt;
&lt;br /&gt;
15/04/2010 - Version 1.10&lt;br /&gt;
* Added scanner colour-marking of current target.&lt;br /&gt;
&lt;br /&gt;
23/06/2010 - Version 1.11&lt;br /&gt;
* Scanner colour markers now easier to change in script. Also script check for self-locking included&lt;br /&gt;
&lt;br /&gt;
13/02/2011 - Version 1.12&lt;br /&gt;
* Removal of upper limit, to allow running with 1.75&lt;br /&gt;
&lt;br /&gt;
25/11/2020 - Version 1.13&lt;br /&gt;
* Updated license to remove the &amp;quot;Thargoid clauses&amp;quot; after Thargoid allowed modification when retired from maintaining his OXps (http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17085).&lt;br /&gt;
* Discards the use of a mission variable to indicate the equipment installation in the player ship and keeps the purchased equipment.&lt;br /&gt;
* Resets the highlighting of the target in the scanner if Scanner Target Enhancement is damaged.&lt;br /&gt;
&lt;br /&gt;
30/11/2020 - Versiion 1.14&lt;br /&gt;
* Fixes typo that prevented resetting scanner when target is lost&lt;br /&gt;
* Some optimizations to avoid repeatedly setting up the target scanner display colors.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.79&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Tracker&lt;br /&gt;
|version = 1.13&lt;br /&gt;
|release = 2020-11-27&lt;br /&gt;
|features = Automatic targetting of attackers.&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|category = Equipment&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=6025 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}{{weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Target_Autolock_OXP&amp;diff=60179</id>
		<title>Target Autolock OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Target_Autolock_OXP&amp;diff=60179"/>
		<updated>2020-11-30T16:40:39Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
A little OXP that offers a software upgrade to the standard [[Scanner_Targeting_Enhancement|scanner targeting enhancement]] (which is of course required). This adds the functionality that if the ship is attacked by surprise, or any other situation where there is currently no target set, then the attacking ship is automatically targeted.&lt;br /&gt;
&lt;br /&gt;
The modification is designed for bounty hunters and other hard-edged combat veterans to enable swift location of the hostile craft using the Scanner Targeting Enhancement's directional arrow and/or more simple usage of missiles and other ordnance. Note that this update offers ''target lock'' not ''laser lock''; that kind of aiming still needs to be done manually.&lt;br /&gt;
&lt;br /&gt;
Available from all good tech 13+ systems for the small price of 200 credits.&lt;br /&gt;
&lt;br /&gt;
STOP PRESS!&lt;br /&gt;
&lt;br /&gt;
It has recently been announced that this piece of equipment has been upgraded and improved, with the ship's current target (no matter how acquired) being highlighted on the scanner in grey/blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
This OXP requires at least test version 1.79 of Oolite.&lt;br /&gt;
&lt;br /&gt;
==Download==&lt;br /&gt;
Available on the Expansion Manager and here: [[Media:TargetAutolockPlus-1.14.oxz|Target Autolock Plus v1.14]].&lt;br /&gt;
&lt;br /&gt;
==Version History==&lt;br /&gt;
&lt;br /&gt;
21/04/2009 - Version 1.00&lt;br /&gt;
* Initial release.&lt;br /&gt;
&lt;br /&gt;
19/08/2009 - Version 1.01&lt;br /&gt;
* Minor script tweak to deal with attacker getting destroyed before autolock.&lt;br /&gt;
&lt;br /&gt;
14/04/2010 - Version 1.10&lt;br /&gt;
* Update for scanner colour marking. Now requires Oolite v1.74 or higher.&lt;br /&gt;
&lt;br /&gt;
15/04/2010 - Version 1.10&lt;br /&gt;
* Added scanner colour-marking of current target.&lt;br /&gt;
&lt;br /&gt;
23/06/2010 - Version 1.11&lt;br /&gt;
* Scanner colour markers now easier to change in script. Also script check for self-locking included&lt;br /&gt;
&lt;br /&gt;
13/02/2011 - Version 1.12&lt;br /&gt;
* Removal of upper limit, to allow running with 1.75&lt;br /&gt;
&lt;br /&gt;
25/11/2020 - Version 1.13&lt;br /&gt;
* Updated license to remove the &amp;quot;Thargoid clauses&amp;quot; after Thargoid allowed modification when retired from maintaining his OXps (http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=17085).&lt;br /&gt;
* Discards the use of a mission variable to indicate the equipment installation in the player ship and keeps the purchased equipment.&lt;br /&gt;
* Resets the highlighting of the target in the scanner if Scanner Target Enhancement is damaged.&lt;br /&gt;
&lt;br /&gt;
==Quick Facts==&lt;br /&gt;
{{OXPLevel|0}}&lt;br /&gt;
{{IconOXP|ooVersion=&amp;quot;1.79&amp;quot;|oxpCPU=&amp;quot;Low&amp;quot;|oxpMEM=&amp;quot;Low&amp;quot;|oxpGPU=&amp;quot;Low&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox OXPb| title = Tracker&lt;br /&gt;
|version = 1.13&lt;br /&gt;
|release = 2020-11-27&lt;br /&gt;
|features = Automatic targetting of attackers.&lt;br /&gt;
|license = CC BY-NC-SA 3.0&lt;br /&gt;
|category = Equipment&lt;br /&gt;
|author = [[User:Thargoid|Thargoid]]&lt;br /&gt;
|download = [[#Download|See Download]]&lt;br /&gt;
|feedback = [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=6025 BB-Link]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gameplay and Balance indicator==&lt;br /&gt;
[[Image:tag-colour-blue.png]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[[User:Thargoid|Thargoid's OXP page]].&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}{{weapon-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:TargetAutolockPlus-1.14.oxz&amp;diff=60178</id>
		<title>File:TargetAutolockPlus-1.14.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:TargetAutolockPlus-1.14.oxz&amp;diff=60178"/>
		<updated>2020-11-30T16:39:19Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Target Autolock Plus OXP, v1.14&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Target Autolock Plus OXP, v1.14&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Flying_Dutchman_OXP&amp;diff=60142</id>
		<title>Flying Dutchman OXP</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Flying_Dutchman_OXP&amp;diff=60142"/>
		<updated>2020-11-27T18:20:03Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Semantic Infobox ShipStats Oolite| title=Flying Dutchman&lt;br /&gt;
|image = [[image:Wireframecobra.jpg|300px]]&lt;br /&gt;
|dimensions = 130 x 30 x 80&lt;br /&gt;
|width = 130m&lt;br /&gt;
|height = 30m&lt;br /&gt;
|length = 80m&lt;br /&gt;
|capacity = Loot&lt;br /&gt;
|capacityext = Argh!&lt;br /&gt;
|maxspeed = 0.4 LM&lt;br /&gt;
|maneuverability = Roll: 2.0&amp;lt;br /&amp;gt;Pitch: 1.0&lt;br /&gt;
|energybanks = Infinite&lt;br /&gt;
|energyrecharge = Infinite&lt;br /&gt;
|gunmounts = Fore, Aft&amp;lt;br /&amp;gt;Port, Starboard&lt;br /&gt;
|missileslots = 4&lt;br /&gt;
|shieldboost = Yes&lt;br /&gt;
|milshields = Yes&lt;br /&gt;
|hyperspace = Yes&lt;br /&gt;
|isoxp = OXP&lt;br /&gt;
|isplayer = No&lt;br /&gt;
|baseprice = N/A&lt;br /&gt;
}}&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
'...and, inevitably, as the chronometers count down the seconds to midnight and the windows of the station's bar grow dark as the planet blocks out the light of the star, the old timers sit nearer together and begin to trade tales of 'The Phantom Cobra'. Some claim that it's the ghost of Commander Peter Jameson, reported lost at the end of the last Thargoid War, others that it is simply a manifestation of all those lost souls who were trapped in the trackless depths of interstellar space. One common story is the trail of bad luck and hideous deaths that follow in the wake of the ship's sightings...'&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
This OXP introduces the small possibility to encounter a ghost ship, the tale of which is sung in shady bars (and in the news, if they have nothing else to report). After an introduction, which will eventually be triggered if you just fly around a little, you can meet the ship itself. Find out whether the tales and stories contain a grain of truth...&lt;br /&gt;
&lt;br /&gt;
== Featured Ships ==&lt;br /&gt;
&lt;br /&gt;
Griff's Wireframe Cobra triggered and inspired this OXP. It's the sole ship contained in it.&lt;br /&gt;
&lt;br /&gt;
== Minimum Requirements ==&lt;br /&gt;
&lt;br /&gt;
Flying_Dutchman.oxp v 1.7 requires at least Oolite beta 1.75.&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
&lt;br /&gt;
Move or copy the file Flying_Dutchman.oxp from the download folder to the AddOns folder inside the Oolite main folder. Restart Oolite.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Available on the Expansion Manager and here: [[Media:FlyingDutchman-1.7.oxz|Flying Dutchman v1.7]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ship-OXP}}&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:FlyingDutchman-1.7.oxz&amp;diff=60141</id>
		<title>File:FlyingDutchman-1.7.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:FlyingDutchman-1.7.oxz&amp;diff=60141"/>
		<updated>2020-11-27T18:17:13Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Flying Dutchman OXP, v1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Flying Dutchman OXP, v1.7&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60140</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60140"/>
		<updated>2020-11-27T17:49:22Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Equipment Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
===SniperLock===&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
===SniperLock Plus===&lt;br /&gt;
*Tech Level - 13.&lt;br /&gt;
*Cost - 1500 credits, with a rebate of SniperLock price if installed.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
SniperLock is available on the Expansion Manager and here: [[Media:Oolite.oxp.CommonSenseOTB.SniperLock.oxz|SniperLock v1.0]]&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus is available on the Expansion Manager an here: [[Media:SniperLockPlus-1.0.oxz|SniperLock Plus v1.0]]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60139</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60139"/>
		<updated>2020-11-27T17:49:03Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
SniperLock&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus&lt;br /&gt;
*Tech Level - 13.&lt;br /&gt;
*Cost - 1500 credits, with a rebate of SniperLock price if installed.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
SniperLock is available on the Expansion Manager and here: [[Media:Oolite.oxp.CommonSenseOTB.SniperLock.oxz|SniperLock v1.0]]&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus is available on the Expansion Manager an here: [[Media:SniperLockPlus-1.0.oxz|SniperLock Plus v1.0]]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60138</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60138"/>
		<updated>2020-11-27T17:48:38Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Download Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
SniperLock&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus&lt;br /&gt;
*Tech Level - 13.&lt;br /&gt;
*Cost - 1500 credits, with a rebate of SniperLock price if installed.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download Information ==&lt;br /&gt;
&lt;br /&gt;
SniperLock is available on the Expansion Manager and here: [[Media:Oolite.oxp.CommonSenseOTB.SniperLock.oxz|SniperLock v1.0]]&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus is available on the Expansion Manager an here: [[Media:SniperLockPlus-1.0.oxz|SniperLock Plus v1.0]]&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60137</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60137"/>
		<updated>2020-11-27T17:41:03Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Equipment Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
SniperLock&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus&lt;br /&gt;
*Tech Level - 13.&lt;br /&gt;
*Cost - 1500 credits, with a rebate of SniperLock price if installed.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download Information ==&lt;br /&gt;
&lt;br /&gt;
[http://www.box.com/s/84vese73crjyt4vkmk6j SniperLockv1] by CommonSenseOTB. [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=11357 Try here] to post comments or for more information.&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60136</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60136"/>
		<updated>2020-11-27T17:39:41Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* SniperLock Plus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
An upgrade version, SniperLock Plus, has become available to deal with the issue of off-centre weapons.&lt;br /&gt;
&lt;br /&gt;
Standard SniperLock aligns the centreline of the ship with the centre of the target. If the weapon mount in that facing is offset from the centre line more than the target's &amp;quot;thickness&amp;quot; in the offset direction, that will guarantee a miss. With Standard SniperLock, the only recourse for those ships would be to roll the ship so the target's widest dimension is aligned with the offset direction.&lt;br /&gt;
&lt;br /&gt;
SniperLock Plus takes into account the weapon mount offset and aligns the weapon position with the target's centre.&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
SniperLock&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download Information ==&lt;br /&gt;
&lt;br /&gt;
[http://www.box.com/s/84vese73crjyt4vkmk6j SniperLockv1] by CommonSenseOTB. [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=11357 Try here] to post comments or for more information.&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60135</id>
		<title>SniperLock</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=SniperLock&amp;diff=60135"/>
		<updated>2020-11-27T17:32:16Z</updated>

		<summary type="html">&lt;p&gt;Dybal: /* Customizability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
CommonSense 'Outside-the-Box' Design Studios Ltd. is happy to announce the latest design in software upgrades for use in all ranges of space vessels. SniperLock software allows for more accurate targetting by enabling longer dwell times on targets. This OXP authored by CommonSenseOTB Dec. 17, 2011.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
SniperLock software acts as an intermediary between you and your ship. When you have a great shot lined up on your currently selected target, in either the forward view or the aft view, the software temporarily takes micro-control over the ships attitude thrusters to keep the ship lined up on target. The override lasts for &lt;br /&gt;
a fraction of a second and provided the pilot continues to aim, the software can then re-lock again and again. The pilot may override the lock-on by simply pushing slightly on the pitch or yaw controls. The best way to use this software upgrade is not to think about it. Fly and aim normally and the system will automatically micro-correct any minor misalignment in your aim. Fire a laser burst at the beginning of each lock-on for most effective results. SniperLock software is not perfect and there may be a slight lag as the target is tracked. &lt;br /&gt;
Sudden evasive movements and fuel injecting by the target may break the lock-on. Also, due to liability issues, the software will only initiate lock-on with targets over 5km distant to avoid the possibility of collisions. SniperLock software and control interface works with most other targetting systems and heads-up-displays. Any odd behaviour should be reported to the software arm of CommonSense 'Outside-the-Box' Design Studios Ltd., of which SniperLock is a wholly owned &lt;br /&gt;
subsidiary.&lt;br /&gt;
&lt;br /&gt;
When you want to keep the bad guys out of arms reach, get SniperLock. Legal in all 8 sectors.&lt;br /&gt;
&lt;br /&gt;
== Customizability ==&lt;br /&gt;
&lt;br /&gt;
For those with drifting joysticks, disabilities, unnaturally poor aim, and for other reasons, you now have the option of adjusting how accurate you have to aim to get a lock, how much force you have to apply to the controls to force an unlock, and how long the lock will last.&lt;br /&gt;
&lt;br /&gt;
== SniperLock Plus ==&lt;br /&gt;
&lt;br /&gt;
== Equipment Details ==&lt;br /&gt;
&lt;br /&gt;
SniperLock&lt;br /&gt;
*Tech Level - 12.&lt;br /&gt;
*Cost - 500 credits.&lt;br /&gt;
*Required Equipment to operate - Scanner Targetting Enhancement.&lt;br /&gt;
&lt;br /&gt;
== OXP Requirements ==&lt;br /&gt;
&lt;br /&gt;
*[[Oolite]] version 1.75.3+ due to CTD frame callback issues in previous oolite versions.&lt;br /&gt;
*Sniperlock software requires scanner targetting enhancement to be installed to operate.&lt;br /&gt;
*Can be used with most heads-up-display systems.&lt;br /&gt;
*Works in either Forward view or Aft view mode.&lt;br /&gt;
*Compatible with target tracker.&lt;br /&gt;
*No dependancies.&lt;br /&gt;
&lt;br /&gt;
== Download Information ==&lt;br /&gt;
&lt;br /&gt;
[http://www.box.com/s/84vese73crjyt4vkmk6j SniperLockv1] by CommonSenseOTB. [http://aegidian.org/bb/viewtopic.php?f=4&amp;amp;t=11357 Try here] to post comments or for more information.&lt;br /&gt;
&lt;br /&gt;
{{equipment-OXP}}&lt;br /&gt;
[[Category:Oolite expansion packs]]&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=File:SniperLockPlus-1.0.oxz&amp;diff=60134</id>
		<title>File:SniperLockPlus-1.0.oxz</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=File:SniperLockPlus-1.0.oxz&amp;diff=60134"/>
		<updated>2020-11-27T17:26:08Z</updated>

		<summary type="html">&lt;p&gt;Dybal: Dybal uploaded a new version of File:SniperLockPlus-1.0.oxz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SniperLock Plus OXP, v1.0&lt;/div&gt;</summary>
		<author><name>Dybal</name></author>
		
	</entry>
</feed>