# prGameAssetsValuation # Written by Promethius # Released: 07/2009 # Edit the next line with your server name. setVar $server "Server" setVar $version "2.0" :begin echo ansi_9 "*Enter game to get corp assets for, or 0 to Quit*" getConsoleInput $game singleKey isNumber $test $game if ($test) halt end upperCase $game setVar $proGameRank "ProGameAssets_" & $game & ".html" delete $proGameRank echo ansi_12 "**Game will be saved to " & $ProGameRank "*" echo ansi_9 "*Enter the game Edit name*" getConsoleInput $gameEdit echo ANSI_9 "**Do you want sector fighter detail information? Y or N" echo ANSI_9 ANSI_12 "*This requires approx 30 minutes for 20k sectors!!!*" getConsoleInput $sectorDetail singlekey send "e" waitfor "Select game (Q for none):" send $game waitfor "Trade Wars 2002 Editor (?=Help)" send "g" waitfor "Sysop Name" setTextLineTrigger getSector :getSectors "Max # of players:" pause :getSectors setVar $line currentline & "END" getText $line $gameSectors "sectors: " ", ports:" getText $line $gameMaxPlanets "planets: " "END" send "q" # get the player info: name, ship number, if corped, credits on hand, times blown up # morals, experience setVar $i 1 setVar $playerRecNumber 1 waitfor "User" send "u1*" :getPlayerInfo killalltriggers waitfor "Userfile record #" & $playerRecNumber setTextLineTrigger donePlayer :initPlayer "Initialize Player" setTextLinetrigger name :name " Name" # setTextTrigger doneP :donePlayer "User edit: (?)" pause :name killtrigger donePlayer setVar $line currentline & "END" getText $line $playerName[$playerRecNumber] " Name : " "END" stripText $playerName[$playerRecNumber] " (#" & $playerRecNumber & ")" setVar $playerCounter $playerRecNumber setTextLineTrigger cShip :cShip "Current Ship" setDelayTrigger bad :bad 1000 pause :bad killtrigger isSD goto :donePlayer :cShip killtrigger bad setVar $recordChk 0 getword currentline $playershipNumber[$playerRecNumber] 4 if ($playershipNumber[$playerRecNumber] = 0) setVar $playerShipType[$playerRecNumber] "Ship Destroyed" setVar $playerSD[$playerRecNumber] "SD" else setVar $playerSD[$playerRecNumber] "Active" end setTextLineTrigger playerCredits :playerCredits " Credits" pause :playerCredits getword currentline $playerCredits[$playerRecNumber] 4 stripText $playerCredits[$playerRecNumber] "," setTextLinetrigger playercorp :playercorp "Member of Corp" pause :playerCorp getword currentline $playerCorp[$playerRecNumber] 6 setTextLineTrigger playerExp :playerExp "Experience Pts" pause :playerExp getword currentline $playerExp 5 setVar $playerExp[$playerRecNumber] $playerExp stripText $playerExp "," if ($playerCorp[$playerRecNumber] > 0) and ($playerSD[$i] = "Active") add $corpExp[$playerCorp[$playerRecNumber]] $playerExp add $corpieCounter[$playerCorp[$playerRecNumber]] 1 add $corpplTreasury[$playerCorp[$playerRecNumber]] $playerCredits[$playerRecNumber] else # testing add $playerplTreasury[$playerRecNumber] $playerCredits[$playerRecNumber] end setTextLineTrigger playerMorals :playerMorals "Morals Ranking" pause :playerMorals getword currentline $playerMorals[$playerRecNumber] 5 setTextlineTrigger playerblownup :playerblownup "Times Blown Up" pause :playerBlownUp getword currentline $playerBlownUp[$playerRecNumber] 6 setVar $playerRecord[$playerRecNumber] $playerRecNumber add $playerRecNumber 1 send ">" goto :getPlayerInfo :initPlayer setVar $playerName[$playerRecNumber] "Initialize Player" :donePlayer # make sure we get 10 consecutive empty records before quitting if ($recordchk < 10) add $recordchk 1 send ">" add $playerRecNumber 1 goto :getPlayerInfo end killtrigger name killtrigger doneP setVar $recordChk 0 send "xt1*" # get corp information :getCorpInfo setTextTrigger CorpName :CorpName "Corp Name" pause :corpName getword currentline $cName 5 if ($cname = 0) add $recordChk 1 goto :doneCorp end add $corpCounter 1 cutText CURRENTLINE $corpName[$i] 24 999 setTextLineTrigger CEO :CEO "Corp Captain" pause :CEO cutText currentline $corpCEO[$i] 24 999 setTextLineTrigger algn :algn "Alignment" pause :algn getword currentline $corpMorals[$i] 2 setVar $corpNumber[$i] $i If ($corpExp[$i] <> 0) divide $corpExp[$i] $corpieCounter[$i] else setVar $corpExp[$i] 0 end send ">" add $i 1 goto :getCorpInfo :doneCorp # make sure we get 10 consecutive empty records before quitting if ($recordchk < 10) add $recordchk 1 send ">" goto :getCorpInfo end send "x" # get ship information: name, cost :getShipValue waitfor "Quit editor" send "1" waitfor "Enter your selection" send "4" waitfor "Trade Wars 2002 Ship Editor" setVar $shipRecordValue 1 :shipClass killalltriggers # setdelaytrigger gsvError :checkforNextShip 1000 setTextTrigger shipDeleted :checkForNextShip "DELETED" setTextTrigger goodShip :goodShip "Abort changes" pause :goodShip killalltriggers setTextLineTrigger sClass :sClass " Class" pause :sClass getText currentline $line "Class " "<+> New class" setVar $iClass 1 getword $line $word $iclass setVar $shipName[$shipRecordValue] "" while ($word <> 0) setVar $shipName[$shipRecordValue] $shipName[$shipRecordValue] & $word & " " add $iClass 1 getword $line $word $iclass end setTextLineTrigger shipCost :shipCost "Total base cost" :shipCost getword currentline $shipCost[$shipRecordValue] 5 waitfor "Enter your selection" :checkForNextShip killalltriggers add $shipRecordValue 1 setTextTrigger nextShip :nextShip "<>> Next Class" setDelayTrigger noNextShip :noNextShip 2000 pause :nextShip killtrigger noNextShip setDelayTrigger noNxt :noNxt 250 pause :noNxt send ">" # waitfor "Abort changes" goto :shipClass :noNextShip killtrigger nextship killtrigger goodship killtrigger shipdeleted send "x" send "q" # waitfor "Change game" # getships for corp and solo players - personal and corp owned :getShips send "v1*" setTextLineTrigger maxShips :maxShips "Ship ID: (0=Abort)" pause :maxShips getword currentline $maxShips 6 stripText $maxShips "," stripText $maxShips ")" setVar $icnt 0 # get number of records for ships and use while/end setVar $recordCnt 1 while ($recordCnt <= $maxShips) :shipRecords waitfor "Shipfile record #" & $recordCnt setTextTrigger shipNotUsed :shipFile "Initialize Ship" setdelayTrigger errShip :shipFile 300 setTextLineTrigger shipname :shipName "Date Built" pause :shipFile killtrigger errShip killtrigger shipNotUsed killtrigger shipname add $icnt 1 if ($icnt = 200) send "x" goto :getPlanets end send ">" add $recordCnt 1 goto :shipRecords :shipName killtrigger errShip killtrigger shipNotUsed setTextTrigger shipOwnedBy :shipOwnedBy " Owned by" pause :shipOwnedBy # killtrigger err setVar $line currentline & "END" getwordpos currentansiline $pos "[" if ($pos > 0) # corp ship getText $line $corpNumber "[" "]END" isNumber $test $corpNumber if ($test) add $corpShipCount[$corpNumber] 1 setVar $isCorp TRUE goto :haveOwner end else getText $line $soloName "Owned by : " "END" setVar $i 1 setVar $notFound TRUE while ($noTFound) if ($playerName[$i] = $soloName) add $playerShipCount[$i] 1 setVar $isCorp False goto :haveOwner end add $i 1 if ($i = 200) goto :emptyShip end end end :haveOwner setTextTrigger shipmake :shipMake "Ship Make&Class" pause :shipMake setVar $ShipLine CURRENTLINE & " END" GetText $ShipLine $ShipType "Make&Class: " " END" #testing setTextLineTrigger shipFigs :shipFigs " Fighters" pause :shipFigs getword currentline $shipFigs 4 setTextLineTrigger shipShields :shipShields " Shields" pause :shipShields getword currentline $shipShields 4 if ($isCorp) add $corpShipFighters[$corpNumber] $shipFigs add $corpShipShields[$corpNumber] $shipShields gosub :getShipMatch else add $playerShipFighters[$i] $shipFigs add $playerShipShields[$i] $shipShields # setVar $playerShipType[$i] $shipType gosub :getShipMatch end :donePlayerShipType :emptyShip # testing send ">" add $recordCnt 1 end send "x" goto :getPlanets :getshipMatch # $playershipNumber setVar $icnt 1 while ($icnt <= $playerRecNumber) # setVar $idx 1 # while ($idx <= $maxShips) if ($recordCnt = $playershipNumber[$icnt]) setVar $idxShipCounter 1 # get ship type - 1 to shiprecordvalue while ($idxShipCounter <= $shipRecordValue) getwordpos $shipType & " " $pos $shipName[$idxshipCounter] if ($pos > 0) setVar $playerShipType[$icnt] $ShipName[$idxShipCounter] echo "**" $playerShipType[$icnt] return end add $idxShipCounter 1 end # end # add $idx 1 end add $icnt 1 end # reset icnt for empty ship check setVar $icnt 1 return :getPlanets killalltriggers #waitfor "Change game time" send "n1*" waitfor "Planet number" setVar $planetChk 2 setVar $badPlanet 0 while ($planetChk < $gameMaxPlanets) :planetScroll killalltriggers send ">" waitfor "Planet number" setTextLineTrigger planetName :planetName "Planet Name" pause :planetName getword currentline $pName 5 if ($pName = 0) add $badPlanet 1 if ($badPlanet = 100) goto :donePlanetInfo end goto :planetDeleted else setVar $badPlanet 0 end setTextlineTrigger PlanetOwnedBy :PlanetOwnedby " Owned by" pause :planetOwnedby killtrigger planetDeleted setVar $line currentline & "END" getwordPos currentansiline $pos ": " if ($pos > 0) goto :planetDeleted end getwordPos currentansiline $pos "[[" # check for corp planet if ($pos > 0) setVar $planetOwnerType "Corp" else setVar $planetOwnerType "Solo" end setTextLineTrigger plOreOH :plOreOH " Ore OnHand" pause :plOreOH getword currentline $ore 5 # assign ore setTextLineTrigger plOrgOH :plOrgOH " Organics OH" pause :plOrgOH getword currentline $org 5 # assign $org setTextLineTrigger plEquOH :plEquOH " Equipment OH" pause :plEquOH getword currentline $equ 5 # assign $equ setTextLineTrigger plFighters :plFighters " Fighters OH" pause :plFighters getword currentline $plFighters 5 setTextLineTrigger cit :citLevel " Defenses" setTextLineTrigger noCit :noCit " Defenses : No defenses" pause :citLevel killtrigger noCit getwordPos currentline $pos "Citadel" setVar $citLevel 0 if ($pos > 0) gettext currentline $citLevel "Lvl " " Citadel" end if ($citLevel > 4) setTextLineTrigger plShields :plShields " Plan. Shields" pause :plShields getword currentline $plShields 4 end :noCit killtrigger cit setTextLineTrigger plTreasury :plTreasury " Treasury Credits" pause :plTreasury getword currentline $plTreasury 5 stripText $plTreasury "," if ($planetOwnerType = "Corp") getText $line $corpNumber " [" "]END" If ($citLevel > 0) add $corpCitadels[$corpNumber][$citLevel] 1 add $corpplShields[$corpNumber] $plshields add $corpplTreasury[$corpNumber] $plTreasury end add $corpOre[$corpNumber] $ore add $corpOrg[$corpNumber] $org add $corpEqu[$corpNumber] $equ add $corpplFighters[$corpNumber] $plFighters else # we have a non corp player getText $line $soloName "Owned by : " "END" setVar $i 1 setVar $notFound TRUE while ($notFound) getwordpos $playerName[$i] $pos $soloName if ($pos > 0) if ($citLevel > 0) add $playerCitadels[$i][$citLevel] 1 add $playerplShields[$i] $plshields add $playerplTreasury[$i] $plTreasury end add $playerOre[$i] $ore add $playerOrg[$i] $org add $playerEqu[$i] $equ add $playerplFighters[$i] $plFighters setVar $notFound FALSE goto :donePlayerNameCheck end add $i 1 if ($i > 150) goto :donePlayerNameCheck end end end :donePlayerNameCheck :planetDeleted add $planetChk 1 end killalltriggers # assign values pause :donePlanetInfo send "x" :fighterAssets killalltriggers if ($sectorDetail <> "y") goto :finalize end waitfor "User" send "s10*" :getSectorFighters setVar $i 11 while ($i <= $gameSectors) send ">" setTextLineTrigger sectFigs :sectFigs " Fighters :" pause :sectFigs getwordPos CURRENTLINE $pos "Corp#" if ($pos > 0) getword currentline $numFigs 4 stripText $numFigs "," getText currentline $belong "Corp#" ")" add $corpFigSum[$belong] $numFigs add $corpFigSector[$belong] 1 else # solofigsum is assigned to the user record number getwordpos CURRENTLINE $pos "(#" if ($pos > 0) getword currentline $numFigs 4 stripText $numFigs "," getText currentline $belong "(#" "))" add $playerFigSum[$belong] $numFigs add $playerFigSector[$belong] 1 end end :noSectFigs killtrigger sectFigs add $i 1 end send "x" :finalize killalltriggers goSub :sortPlayers goSub :sortCorps send "xq" waitfor "Selection (? for menu)" getTime $timeDate "'Updated: ' hh:mm:ss am/pm '" getDate $date setVar $timeDate $timeDate & $date setVar $i 1 write $proGameRank "" write $proGameRank "" write $proGameRank "" & $server & "

" write $proGameRank "Game: " & $game & "      " & $gameEdit & "      " & $timeDate write $proGameRank "

Trader Ranking" write $proGameRank "" write $proGameRank "" write $proGameRank "" write $proGameRank "" write $proGameRank "" echo "**" while ($i < $playerCounter) if ($playerCorp[$i] > 0) setVar $isCorped "Green>" else setVar $isCorped "Blue>" setVar $playerCorp[$i] "---" end setVar $tmpalgn $playerMorals[$i] stripText $tmpAlgn "," if ($tmpAlgn < 0) setVar $algnColor "Red" else setVar $algnColor "Green" end if ($playerName[$i] <> "Initialize Player") setVar $writeIt "" setVar $writeIt $writeIt & "" # setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" write $proGameRank $writeIt end add $i 1 end write $proGameRank "
# RankAlignmentCorpTrader NameBlown UpShip Type
" & $i & "" & $playerExp[$i] & "" & $playerMorals[$i] & "" setVar $writeIt $writeIt & "" & $playerName[$i] & "" & $playerBlownUp[$i] & "" & $playerSD[$i] & "
" & $playerShipType[$i] & "
" # corp ranking write write $proGameRank "
Corporate Ranking" write $proGameRank "" write $proGameRank "" setVar $i 1 while ($i <= $corpCounter) setVar $tmpalgn $corpMorals[$i] stripText $tmpAlgn "," if ($tmpAlgn < 0) setVar $algnColor "Red" else setVar $algnColor "Green" end setVar $writeIt "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" write $proGameRank $writeIt add $i 1 end write $proGAmeRank "
# RankAlignmentCorpCorp NameCorp CEO
" & $i & "" & $corpExp[$i] & "" & $corpMorals[$i] & "" & $corpNumber[$i] & "" & $corpname[$i] & "" & $corpCEO[$i] & "
" write $proGameRank "

Non-Corped Trader Asset Report" write $proGameRank "" setVar $i 1 while ($i < $playerCounter) isNumber $test $playerCorp[$i] if ($test = FALSE) and ($playerName[$i] <> "Initialize Player") if ($playerSD[$i] = "Active") setVar $SDColor "cyan" else setVar $SDColor "Yellow" end setVar $planetValuation 0 setVar $productValuation 0 setVar $gridValuation 0 setVar $shldValuation 0 setVar $planetValuation (($playerCitadels[$i][1] * 40000) + ($playerCitadels[$i][2] * 60000) + ($playerCitadels[$i][3] * 90000) + ($playerCitadels[$i][4] * 200000) + ($playerCitadels[$i][5] * 850000) + ($playerCitadels[$i][6] * 1000000)) setVar $productValuation (($playerOre[$i] * 65) + ($playerOrg[$i] * 90) + ($playerEqu[$i] * 120) + ($playerplFighters[$i] * 239) + ($playerplShields[$i] * 10 * 110)) setVar $gridValuation (($playerFigSector[$i] * 500) + ($playerFigSum[$i] * 239)) setVar $shldValuation (($playerShipShields[$i] * 10) + ($playerShipShields[$i] * 170) + ($playerShipFighters[$i] * 239)+ $playerShipValue[$i]) SetVar $totalValuation ($planetValuation + $productValuation + $gridValuation + $shldValuation + $playerplTreasury[$i]) setVar $add_comma $playerplTreasury[$i] gosub :formatter setVar $playerplTreasury[$i] $add_comma setVar $add_comma $playerOre[$i] gosub :formatter setVar $playerOre[$i] $add_comma setVar $add_comma $playerOrg[$i] gosub :formatter setVar $playerOrg[$i] $add_comma setVar $add_comma $playerEqu[$i] gosub :formatter setVar $playerEqu[$i] $add_comma setVar $add_comma $playerplFighters[$i] gosub :formatter setVar $playerplFighters[$i] $add_comma setVar $add_comma $playerplShields[$i] gosub :formatter setVar $playerplShields[$i] $add_comma setVar $add_comma $playerShipFighters[$i] gosub :formatter setVar $playerShipFighters[$i] $add_comma setVar $add_comma $playerShipShields[$i] gosub :formatter setVar $playerShipShields[$i] $add_comma setVar $add_comma $playerFigSum[$i] gosub :formatter setVar $playerFigSum[$i] $add_comma setVar $add_comma $totalValuation gosub :formatter setVar $totalValuation $add_comma setVar $add_comma $planetValuation gosub :formatter setVar $planetValuation $add_comma setVar $add_comma $productValuation gosub :formatter setVar $productValuation $add_comma setVar $add_comma $shldValuation gosub :formatter setVar $shldValuation $add_comma setVar $add_comma $gridValuation gosub :formatter setVar $gridValuation $add_comma setVar $add_comma $playerShipValue[$i] gosub :formatter setVar $playerShipValue[$i] $add_comma if ($playerFigSector[$i] > 5) setprecision 4 setVar $playerGridPercent ($playerFigSector[$i] / $gameSectors) multiply $playerGridPercent 100 setprecision 2 multiply $playerGridPercent 1 else setVar $playerGridPercent 0 end setprecision 0 setVar $add_comma $playerFigSector[$i] gosub :formatter setVar $playerFigSector[$i] $add_comma setVar $writeIt "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" if ($sectorDetail = "y") setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" end setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" write $proGameRank $writeIt end add $i 1 end write $proGameRank "
" & $playerName[$i] & " Credits:  " & $playerplTreasury[$i] & "Total Value: " & $totalValuation & "
PlanetsL1 Cit = " & $playerCitadels[$i][1] & "L2 Cit = " & $playerCitadels[$i][2] & "L3 Cit = " & $playerCitadels[$i][3] & "L4 Cit = " & $playerCitadels[$i][4] & "L5 Cit = " & $playerCitadels[$i][5] & "L6 Cit = " & $playerCitadels[$i][6] & "" & $planetValuation & "
Ore = " & $playerOre[$i] & "Org = " & $playerOrg[$i] & "Equ = " & $playerequ[$i] & "Fighters = " & $playerplFighters[$i] & "Shld = " & $playerplShields[$i] & "" & $productValuation & "
FightersGrid Sectors = " & $playerFigSector[$i] & "Grid = " & $playerGridPercent & "%Fighters Deployed = " & $playerFigSum[$i] & "" & $gridValuation & "
ShipsTotal: " & $playerShipCount[$i] & " = " & $playerShipValue[$i] & ">Fighters = " & $playerShipFighters[$i] & "Shields = " & $playerShipShields[$i] & " " & $shldValuation & "
" write $proGameRank "

Corporate Assets Report" write $proGameRank "" setVar $i 1 while ($i <= $corpCounter) setVar $planetValuation (($corpCitadels[$i][1] * 40000) + ($corpCitadels[$i][2] * 80000) + ($corpCitadels[$i][3] * 200000) + ($corpCitadels[$i][4] * 600000) + ($corpCitadels[$i][5] * 1000000) + ($corpCitadels[$i][6] * 1000000)) setVar $productValuation (($corpOre[$i] * 65) + ($corpOrg[$i] * 90) + ($corpEqu[$i] * 120) + ($corpplFighters[$i] * 170) + ($corpPlShields[$i] * 10 * 170)) setVar $gridValuation (($corpFigSector[$i] * 500) + ($corpFigSum[$i] * 170)) setVar $shldValuation (($corpShipShields[$i] * 10) + ($corpShipShields[$i] * 170) + ($corpShipFighters[$i] * 170) + $corpShipValue[$i]) SetVar $totalValuation ($planetValuation + $productValuation + $gridValuation + $shldValuation + $corpplTreasury[$i]) setVar $add_comma $corpplTreasury[$i] gosub :formatter setVar $corpplTreasury[$i] $add_comma setVar $add_comma $corpOre[$i] gosub :formatter setVar $corpOre[$i] $add_comma setVar $add_comma $corpOrg[$i] gosub :formatter setVar $corpOrg[$i] $add_comma setVar $add_comma $corpEqu[$i] gosub :formatter setVar $corpEqu[$i] $add_comma setVar $add_comma $corpplFighters[$i] gosub :formatter setVar $corpplFighters[$i] $add_comma setVar $add_comma $corpplShields[$i] gosub :formatter setVar $corpplShields[$i] $add_comma setVar $add_comma $corpShipFighters[$i] gosub :formatter setVar $corpShipFighters[$i] $add_comma setVar $add_comma $corpShipShields[$i] gosub :formatter setVar $corpShipShields[$i] $add_comma setVar $add_comma $corpFigSum[$i] gosub :formatter setVar $corpFigSum[$i] $add_comma setVar $add_comma $totalValuation gosub :formatter setVar $totalValuation $add_comma setVar $add_comma $planetValuation gosub :formatter setVar $planetValuation $add_comma setVar $add_comma $productValuation gosub :formatter setVar $productValuation $add_comma setVar $add_comma $shldValuation gosub :formatter setVar $shldValuation $add_comma setVar $add_comma $gridValuation gosub :formatter setVar $gridValuation $add_comma setVar $add_comma $corpShipValue[$i] gosub :formatter setVar $corpShipValue[$i] $add_comma if ($corpFigSector[$i] > 5) setprecision 4 setVar $corpGridPercent ($corpFigSector[$i] / $gameSectors) multiply $corpGridPercent 100 setprecision 2 multiply $corpGridPerCent 1 else setVar $corpGridPercent 0 end setprecision 0 setVar $add_comma $corpFigSector[$i] gosub :formatter setVar $corpFigSector[$i] $add_comma setVar $writeIt "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" if ($sectorDetail = "y") setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" end setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" setVar $writeIt $writeIt & "" write $proGameRank $writeIt add $i 1 end write $proGameRank "
Corp: " & $corpNumber[$i] & " --- " & $corpName[$i] & "CEO: " & $corpCEO[$i] & " Credits:  " & $corpplTreasury[$i] & "Total Value: " & $totalValuation & "
PlanetsL1 Cit = " & $corpCitadels[$i][1] & "L2 Cit = " & $corpCitadels[$i][2] & "L3 Cit = " & $corpCitadels[$i][3] & "L4 Cit = " & $corpCitadels[$i][4] & "L5 Cit = " & $corpCitadels[$i][5] & "L6 Cit = " & $corpCitadels[$i][6] & "" & $planetValuation & "
Ore = " & $corpOre[$i] & "Org = " & $corpOrg[$i] & "Equ = " & $corpequ[$i] & "Fighters = " & $corpplFighters[$i] & "Shld = " & $corpplShields[$i] & "" & $productValuation & "
FightersGrid Sectors = " & $corpFigSector[$i] & "Grid = " & $corpGridPercent & "%Fighters Deployed = " & $corpFigSum[$i] & "" & $gridValuation & "
ShipsTotal: " & $corpShipCount[$i] & " = " & $corpShipValue[$i] & "Fighters = " & $corpShipFighters[$i] & "Shields = " & $corpShipShields[$i] & " " & $shldValuation & "
" write $proGameRank "   ProGameAssets by Promethius" write $proGameRank "

"
    write $proGameRank "Valuation"
    write $proGameRank " "
    write $proGameRank "Planets"
    write $proGameRank "  L0 - 0  (product and figs are still valued)"
    write $proGameRank "  L1 - 40,000"
    write $proGameRank "  L2 - 80,000"
    write $proGameRank "  L3 - 200,000"
    write $proGameRank "  L4 - 600,000"
    write $proGameRank "  L5 - 850,000"
    write $proGameRank "  L6 - 1,000,000"
    write $proGameRank "  Planet Shields  - (10 x number x 170)"
    write $proGameRank "  Planet Fighters - 170 / unit"
    write $proGameRank "  Ore - 65 / unit"
    write $proGameRank "  Org - 90 / unit"
    write $proGameRank "  Equ - 120 / unit"
    write $proGameRank " "
    write $proGameRank "Ship"
    write $proGameRank "  Cost - Total Purchase of bare ship"
    write $proGameRank "  Fighter - 170 / unit"
    write $proGameRank "  Shield - 170 / unit"
    write $proGameRank " "
    write $proGameRank "Grid"
    write $proGameRank "  Sector - 500 each"
    write $proGameRank " "
    write $proGameRank "Credits - Credits"
    write $proGameRank "  Player and Cit combined"
    write $proGameRank "
" goto :begin # goSubs # bubble sort :sortPlayers setVar $ii ($playerCounter) # - 1) while ($ii >= 1) setVar $ij 1 while ($ij <= ($ii - 1)) setVar $ijDist1 $playerExp[$ij] stripText $ijDist1 "," setVar $ijNext ($ij + 1) setVar $ijDist2 $playerExp[$ijNext] stripText $ijDist2 "," if ($ijDist1 < $ijdist2) setVar $temp $playerExp[$ij] setVar $playerExp[$ij] $playerExp[$ijNext] setVar $playerExp[$ijNext] $temp setVar $temp $playerName[$ij] setVar $playerName[$ij] $playerName[$ijNext] setVar $playerName[$ijNext] $temp setVar $temp $playerMorals[$ij] setVar $playerMorals[$ij] $playerMorals[$ijNext] setVar $playerMorals[$ijNext] $temp setVar $temp $playerCorp[$ij] setVar $playerCorp[$ij] $playerCorp[$ijNext] setVar $playerCorp[$ijNext] $temp setVar $temp $playerSD[$ij] setVar $playerSD[$ij] $playerSD[$ijNext] setVar $playerSD[$ijNext] $temp setVar $temp $playerBlownUp[$ij] setVar $playerBlownUp[$ij] $playerBlownUp[$ijNext] setVar $playerBlownUp[$ijNext] $temp setVar $temp $playerplTreasury[$ij] setVar $playerplTreasury[$ij] $playerplTreasury[$ijNext] setVar $playerplTreasury[$ijNext] $temp setVar $temp $playerCitadels[$ij][1] setVar $playerCitadels[$ij][1] $playerCitadels[$ijNext][1] setVar $playerCitadels[$ijNext][1] $temp setVar $temp $playerCitadels[$ij][2] setVar $playerCitadels[$ij][2] $playerCitadels[$ijNext][2] setVar $playerCitadels[$ijNext][2] $temp setVar $temp $playerCitadels[$ij][3] setVar $playerCitadels[$ij][3] $playerCitadels[$ijNext][3] setVar $playerCitadels[$ijNext][3] $temp setVar $temp $playerCitadels[$ij][4] setVar $playerCitadels[$ij][4] $playerCitadels[$ijNext][4] setVar $playerCitadels[$ijNext][4] $temp setVar $temp $playerCitadels[$ij][5] setVar $playerCitadels[$ij][5] $playerCitadels[$ijNext][5] setVar $playerCitadels[$ijNext][5] $temp setVar $temp $playerCitadels[$ij][6] setVar $playerCitadels[$ij][6] $playerCitadels[$ijNext][6] setVar $playerCitadels[$ijNext][6] $temp setVar $temp $playerOre[$ij] setVar $playerOre[$ij] $playerOre[$ijNext] setVar $playerOre[$ijNext] $temp setVar $temp $playerOrg[$ij] setVar $playerOrg[$ij] $playerOrg[$ijNext] setVar $playerOrg[$ijNext] $temp setVar $temp $playerEqu[$ij] setVar $playerEqu[$ij] $playerEqu[$ijNext] setVar $playerEqu[$ijNext] $temp setVar $temp $playerplFighters[$ij] setVar $playerplFighters[$ij] $playerplFighters[$ijNext] setVar $playerplFighters[$ijNext] $temp setVar $temp $playerplShields[$ij] setVar $playerplShields[$ij] $playerplShields[$ijNext] setVar $playerplShields[$ijNext] $temp setVar $temp $playerFigSum[$ij] setVar $playerFigSum[$ij] $playerFigSum[$ijNext] setVar $playerFigSum[$ijNext] $temp setVar $temp $playerFigSector[$ij] setVar $playerFigSector[$ij] $playerFigSector[$ijNext] setVar $playerFigSector[$ijNext] $temp setVar $temp $playerShipCount[$ij] setVar $playerShipCount[$ij] $playerShipCount[$ijNext] setVar $playerShipCount[$ijNext] $temp setVar $temp $playerShipFighters[$ij] setVar $playerShipFighters[$ij] $playerShipFighters[$ijNext] setVar $playerShipFighters[$ijNext] $temp setVar $temp $playerShipShields[$ij] setVar $playerShipShields[$ij] $playerShipShields[$ijNext] setVar $playerShipShields[$ijNext] $temp setVar $temp $playerShipType[$ij] setVar $playerShipType[$ij] $playerShipType[$ijNext] setVar $playerShipType[$ijNext] $temp setVar $temp $playerShipValue[$ij] setVar $playerShipValue[$ij] $playerShipValue[$ijNext] setVar $playerShipValue[$ijNext] $temp end add $ij 1 end subtract $ii 1 end # pause return :sortCorps # corpExp corpCeo $corpmorals $corpNumber $corpName setVar $ii ($corpCounter) # - 1) while ($ii >= 1) setVar $ij 1 while ($ij <= ($ii - 1)) setVar $ijDist1 $corpExp[$ij] stripText $ijDist1 "," setVar $ijNext ($ij + 1) setVar $ijDist2 $corpExp[$ijNext] stripText $ijDist2 "," if ($ijDist1 < $ijdist2) setVar $tempExp $corpExp[$ij] setVar $corpExp[$ij] $corpExp[$ijNext] setVar $corpExp[$ijNext] $tempExp setVar $tempName $corpName[$ij] setVar $corpName[$ij] $corpName[$ijNext] setVar $corpName[$ijNext] $tempName setVar $tempMorals $corpMorals[$ij] setVar $corpMorals[$ij] $corpMorals[$ijNext] setVar $corpMorals[$ijNext] $tempMorals setVar $tempCEO $corpCEO[$ij] setVar $corpCEO[$ij] $corpCEO[$ijNext] setVar $corpCEO[$ijNext] $tempCEO setVar $tempNumber $corpNumber[$ij] setVar $corpNumber[$ij] $corpNumber[$ijNext] setVar $corpNumber[$ijNext] $tempNumber setVar $temp $corpplTreasury[$ij] setVar $corpplTreasury[$ij] $corpplTreasury[$ijNext] setVar $corpplTreasury[$ijNext] $temp setVar $temp $corpCitadels[$ij][1] setVar $corpCitadels[$ij][1] $corpCitadels[$ijNext][1] setVar $corpCitadels[$ijNext][1] $temp setVar $temp $corpCitadels[$ij][2] setVar $corpCitadels[$ij][2] $corpCitadels[$ijNext][2] setVar $corpCitadels[$ijNext][2] $temp setVar $temp $corpCitadels[$ij][3] setVar $corpCitadels[$ij][3] $corpCitadels[$ijNext][3] setVar $corpCitadels[$ijNext][3] $temp setVar $temp $corpCitadels[$ij][4] setVar $corpCitadels[$ij][4] $corpCitadels[$ijNext][4] setVar $corpCitadels[$ijNext][4] $temp setVar $temp $corpCitadels[$ij][5] setVar $corpCitadels[$ij][5] $corpCitadels[$ijNext][5] setVar $corpCitadels[$ijNext][5] $temp setVar $temp $corpCitadels[$ij][6] setVar $corpCitadels[$ij][6] $corpCitadels[$ijNext][6] setVar $corpCitadels[$ijNext][6] $temp setVar $temp $corpOre[$ij] setVar $corpOre[$ij] $corpOre[$ijNext] setVar $corpOre[$ijNext] $temp setVar $temp $corpOrOrge[$ij] setVar $corpOrg[$ij] $corpOrg[$ijNext] setVar $corpOrg[$ijNext] $temp setVar $temp $corpEqu[$ij] setVar $corpEqu[$ij] $corpEqu[$ijNext] setVar $corpEqu[$ijNext] $temp setVar $temp $corpplFighters[$ij] setVar $corpplFighters[$ij] $corpplFighters[$ijNext] setVar $corpplFighters[$ijNext] $temp setVar $temp $corpplShields[$ij] setVar $corpplShields[$ij] $corpplShields[$ijNext] setVar $corpplShields[$ijNext] $temp setVar $tempcorp $corpFigSum[$ij] setVar $corpFigSum[$ij] $corpFigSum[$ijNext] setVar $corpFigSum[$ijNext] $temp setVar $temp $corpFigSector[$ij] setVar $corpFigSector[$ij] $corpFigSector[$ijNext] setVar $corpFigSector[$ijNext] $temp setVar $temp $corpShipCount[$ij] setVar $corpShipCount[$ij] $corpShipCount[$ijNext] setVar $corpShipCount[$ijNext] $temp setVar $temp $corpShipFighters[$ij] setVar $corpShipFighters[$ij] $corpShipFighters[$ijNext] setVar $corpShipFighters[$ijNext] $temp setVar $temp $corpShipShields[$ij] setVar $corpShipShields[$ij] $corpShipShields[$ijNext] setVar $corpShipShields[$ijNext] $temp setVar $temp $corpShipValue[$ij] setVar $corpShipValue[$ij] $corpShipValue[$ijNext] setVar $corpShipValue[$ijNext] $temp end add $ij 1 end subtract $ii 1 end return :formatter getLength $add_comma $length_total If ($length_total > 3) setvar $Lmarker $length_total add $Lmarker 1 While ($lmarker > 0) subtract $lmarker 3 cuttext $add_comma $num1 $lmarker 9999999 cuttext $add_comma $num2 1 $lmarker - 1 If ($num2 <> "") setvar $num1 $num2 & "," & $num1 setvar $add_comma $num1 end end end return