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