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Tworzenie skryptów w skrypt edytorze.


_RA
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Witam

Mam takie pytanie czy ktoś bawi się w tworzenie skryptów czy tylko tłumaczycie. Jeśli ktoś robi skrypty to niech napisze w jaki sposób to robi, czyli czy urzywa skrypt edytora w grze czy pisze inaczej.

Ja zamierzam samemu do tego z czasem usiąść, kiedyś trochę siedziałem w tym i podstawy znam.

Mam Jeszcze pytanie donośnie tego pisania. Ja stosuje skrypt edytora i mam problem z urzyciem opcji "Create where" w zakłatce General Create obiect command. Może ktoś wie jak ustawić taką opcje by tworzył obiekt taki jaki bym chciał.

chętnie skorzystam z każdej pomocy.

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Ok spróbuje to troszke inaczej wyjaśnić.

Narazie nie mam gry przed sobą dopiero wieczorem tak więc postaram się opisac.

W komendach gdzie tworzy się różne obirkty (statki, stacje itp) ostatnią komendą jest "Create flying were" Z tej komenty nie wiem jak ustawić dwóch "wartości" maintype i subtype. Wiem co znaczą ale nie wiem co tam do końca ma być. Wieczorem napiszę na jakie sposoby próbowałem ale niestety to nie działa nie chce mi stworzyć konkretnego obiektu który chcę latającego w sektorze.

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Creating flying ware. Kiedyś udało mi to się ustawić ale efekt był taki, że towar w momencie poboru do ładowni zajmował 0 miejsca, a po jego usunięciu odejmowało jego rozmiar z ładowni (przed pobraniem mamy 0, po złapaniu mamy 0, po sprzedaniu -20000) 😀

Edit

Metodą prób i błędów doszedłem, że subtype to typ/ware. Po takim przypisaniu i ustawieniu maintype na 9 (analizując jeden skrypt) wychodzi przypadek jak powyżej.

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To jest mój skrypt, pierwsze kilka lini zczytuje z zmiennej sector position x,y,z i sam sektor. Potem funkcja zczytująca klasę obiektu i tworzenie skrzyni.

Kontenery tworzy ale jest efekt uboczny, ładownia powiększa się tylko o tyle jednostek ile jest jednostek towaru, ale totalnie ignoruje jego objętość w ładowni.

Edit

Tu jest skrypt Deathmatch Arena by LV dla X3R, a dokładniej fragment odpowiedzialny za losowanie i tworzenie kontenerów dla wygranych rakiet. Wygląda na to, że maintype to liczba będący odpowiednikiem danej klasy (czyli w tym wypadku jest to 10).

Spoiler

Script plugin.dma.pri.box

Version: 0

for Script Engine Version: 33

Description

Description

Arguments

1: amount , Var/Number , 'amount'

Source Text

001 $rank = get global variable: name='dma.rank'

002

003 * misssile 10

004 $main = 10

005 $subs = get number of subtypes of maintype 10

006 $rmis = = random value from 0 to $subs - 1

007 $box = get ware from maintype $main and subtype $rmis

008 $price = get max price of ware $box

009 $total = $amount / $price

010 skip if $total > 0

011 |$total = 1

012

013 $psec = [PLAYERSHIP] -> get sector

014 $x = [PLAYERSHIP] -> get x position

015 $y = [PLAYERSHIP] -> get y position

016 $z = [PLAYERSHIP] -> get z position

017

018 $bos = create flying ware: maintype=$main subtype=$rmis count=$total sector=$psec x=$x y=$y z=$z selfdestruct=[TRUE]

019

020 set global variable: name='lv.dma.box' value=$box

021

022

023 return null

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Ja znalazłm maintype i sub type na tej stronie. Co prawda jest to do X2 ale wieczorkiem pokombinuje jak to działa w X3 TC.

EDIT:

Stosując w komendzie same cyfry to wtedy działa.

A teraz pokaże kod który na pewno działa w końcu doszedłem do tego.

001   $sub =  get subtype of ware Advanced Satellite
002   $main =  get maintype of ware Advanced Satellite
003   $create =  create flying ware: maintype=$main subtype=$sub count=1 sector=Argon Prime x=10 y=100 z=100 selfdestruct=[TRUE]
004   return null
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  • 1 miesiąc temu...
  • 5 miesięcy temu...

Może się komuś przyda :-) Spis komend wraz z miejscami gdzie ich szukać.

Spoiler
# General Commands
<RetVar/IF><Expression>
inc <RetVar>
dec <RetVar>
@ <RetVar/IF> wait <Var/Number> ms
@ <RetVar/IF> wait randomly from <Var/Number> to <Var/Number> ms
<RetVar/IF> = random value from 0 to <Var/Number> - 1
<RetVar> = random value from <Var/Number> to <Var/Number> - 1
* <Comment>
<RetVar> = script engine version
<RetVar> = get script version
<RetVar/IF> is a new script version available
<RetVar> = get script name
<RetVar> = get script priority
set script priority to <Var/Number>
infinite loop detection enabled=<Var/Number>
<RetVar/IF> is script with prio <Var/Number> on stack
<RetVar/IF> get task ID
<RetVar/IF> get PID
enable signal/interrupt handling: <Var/Number>
<RetVar/IF> is signal/interrupt handling on
<RefObj> -> set local variable: name=<Var/String> value=<Value>
<RetVar/IF> <RefObj> -> get local variable: name=<Var/String>
set global variable: name=<Var/String> value=<Value>
<RetVar/IF> get global variable: name=<Var/String>
<RetVar> = datatyp[<Value>]
<RetVar/IF> is datatyp[<Value>] == <Var/Script Data Type>
<RetVar> = read text: page=<Var/Number> id=<Var/Number>
<RetVar/IF> read text: page id=<Var/Number>, from <Var/Number> to <Var/Number> to array, include empty=<Var/Number>
<RetVar/IF> read text: page id=<Var/Number>, id=<Var/Number> exists
<RetVar> = sprintf: fmt=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
<RetVar> = sprintf: pageid=<Var/Number> textid=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
load text: id=<Var/Number>
<RetVar/IF> state of news article: page=<Var/Number> id=<Var/Number>
set state of news article page=<Var/Number> id=<Var/Number> to <Var/Number>
<RetVar/IF> system date is month=<Var/Number>, day=<Var/Number>
<RetVar> = playing time
<RetVar/IF> is plot <Var/Number> state flag <Var/Number>
<RetVar> = register hotkey <Var/String> to call script <Script Name>
<RetVar> = register hotkey <Var/String> to call script name <Var/String>
unregister hotkey <Var/Number>
<RetVar> = last load time
<RetVar/IF> <RefObj> -> get all local variable keys, starting with=<Var/String>
<RetVar/IF> get all global variable keys, starting with=<Var/String>
<RetVar/IF> <RefObj> -> get local variables: regular expression=<Var/String>
<RetVar/IF> get global variables: regular expression=<Var/String>
<RetVar> = get maximum, <Var/Number>, <Var/Number>, <Var/Number>, <Var/Number>, <Var/Number>

# General Commands - Flow Control
end conditional
else
continue
break
goto label <Label>
gosub <Label>
define label <Label>
endsub

# General Commands - Script Calls
@ <RetVar/IF/START><RefObj> call script <Script Name> : <Parameter>
<RefObj> interrupt with script <Script Name> and prio <Var/Number>: arg1=<Value> arg2=<Value> arg3=<Value> arg4=<Value>
<RefObj> interrupt task <Var/Number> with script <Script Name> and prio <Var/Number>: arg1=<Value> arg2=<Value> arg3=<Value> arg4=<Value>
<RefObj> start task <Var/Number> with script <Script Name> and prio <Var/Number>: arg1=<Value> arg2=<Value> arg3=<Value> arg4=<Value> arg5=<Value>
return <Value>
<RetVar/IF> <RefObj> -> is script <Script Name> on stack of task=<Var/Number>
<RetVar/IF> <RefObj> -> is task <Var/Number> in use
<RetVar/IF> <RefObj> -> call named script: script=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
<RefObj> -> start named script: task=<Var/Number> scriptname=<Var/String> prio=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
<RetVar> = <RefObj> -> get next available task: starting=<Var/Number>
<RefObj> -> interrupt with script <Script Name> and prio <Var/Number>

# General Commands - Arrays
<RetVar> = array alloc: size=<Var/Number>
<RetVar/IF><Var/Array>[<Var/Number>]
<Var/Array>[<Var/Number>] = <Value>
<RetVar/IF><Var/Array>[<Var/Number>][<Var/Number>]
<Var/Array>[<Var/Number>][<Var/Number>] = <Value>
<RetVar/IF> size of array <Var/Array>
<RetVar> = clone array <Var/Array>: index <Var/Number> ... <Var/Number>
copy array <Var/Array> index <Var/Number> ... <Var/Number> into array <Var/Array> at index <Var/Number>
insert <Value> into array <Var/Array> at index <Var/Number>
append <Value> to array <Var/Array>
remove element from array <Var/Array> at index <Var/Number>
resize array <Var/Array> to <Var/Number>
<RetVar> = get index of <Value> in array <Var/Array> offset=<Var/Number> + 1
<Var/Array>[<Var/Number>] = <Var/Array>[<Var/Number>]
<RetVar> = sort array <Value>
<RetVar> = sort array: data=<Value> sort values=<Value>
<RetVar/IF> find <Value> in array: <Value>
<RetVar> = create new array, arguments=<Value>, <Value>, <Value>, <Value>, <Value>
<RetVar/IF> reverse array <Value>
<RetVar/IF> arrays <Value> and <Value> are equal

# General Commands - Strings
<RetVar/IF> get length of string <Var/String>
<RetVar> = find position of pattern <Var/String> in <Var/String>
<RetVar> = get substring of <Var/String> offset=<Var/Number> length=<Var/Number>
<RetVar> = string <Var/String> to integer
<RetVar> = substitute in string <Var/String>: pattern <Var/String> with <Var/String>
<RetVar> = convert number <Var/Number> to string
<RetVar> = format time: <Var/Number>
<RetVar/IF> match regular expression: <Var/String> to string <Var/String>
<RetVar/IF> get string font length: <Var/String>

# General Commands - Maths
<RetVar> = = fixed sin <Var/Number>
<RetVar> = = fixed cos <Var/Number>
<RetVar> = square root of <Var/Number>

# General Commands - Commands/Signals
<RefObj> -> connect ship command/signal <Object Command/Signal> to script <Script Name> with prio <Var/Number>
<RefObj> -> set ship command/signal <Object Command/Signal> to global default behaviour
<RefObj> -> ignore ship command/signal <Object Command/Signal>
<RefObj> -> add secondary signal: signal=<Object Signal>, script=<Script Name>, prio=<Var/Number>, name=<Var/String>
<RefObj> -> remove secondary signal: signal=<Object Signal>, name=<Var/String>
global secondary signal map: add signal=<Object Signal> race=<Var/Race> class=<Var/Class> script=<Script Name> prio=<Var/Number> name=<Var/String>
global secondary signal map: remove signal=<Object Signal> race=<Var/Race> class=<Var/Class> name=<Var/String>
global script map: set: key=<Object Command/Signal>, class=<Var/Class>, race=<Var/Race>, script=<Script Name>, prio=<Var/Number>
global script map: remove: key=<Object Command/Signal>, class=<Var/Class>, race=<Var/Race>
global script map: ignore: key=<Object Command/Signal>, class=<Var/Class>, race=<Var/Race>
set script command upgrade: command=<Object Command/Signal> upgrade=<Var/Ware>
<RetVar> = get script command upgrade: command=<Object Command/Signal>
set script command upgrade: command=<Object Command/Signal> upgrade=<Var/Ware> script=<Script Name>
set ship command preload script: command=<Object Command/Signal> script=<Script Name>
global script map for wings: key=<Var/Wing Command> race=<Var/Race> script=<Script Name> prio=<Var/Number>
set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware>
set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware> script=<Script Name>
set wing command preload script: wing command=<Var/Wing Command> script=<Script Name>
add ship custom command: id=<Var/Number>
remove ship custom command: id=<Var/Number>
<RetVar> = ship custom command exists: id=<Var/Number>
set script command: <Object Command/Signal>
<RetVar/IF> get script command
set script command target: <Value>
<RetVar/IF> get script command target
<RefObj> -> connect wing command/signal <Object Command/Signal> to script <Script Name> with prio <Var/Number>

# Audio Commands
play sample <Var/Number>
play sample: incoming transmission <Var/Number>, from object <Value>
<RefObj> -> send audio message <Var/Number> to player
send incoming message <Var/String> to player: display it=<Var/Number>
<RefObj> -> send incoming message: text=<Var/String> temporary=<Var/Boolean>
send incoming question <Var/String> to player: callback=<Script Name>
send incoming question <Var/String> to player: callback=<Script Name> flags=<Var/Number>
<RetVar> = <RefObj> -> serialise object
<RetVar/IF/START> speak text: page=<Var/Number> id=<Var/Number> priority=<Var/Number>
display subtitle text: text=<Var/String> duration=<Var/Number> ms
<RetVar/IF> <RefObj> -> get object name array
<RetVar/IF> get text id: ware=<Var/Ware>
<RetVar/IF/START> speak array: <Value> prio=<Var/Number>

# Logbook Commands
write to player logbook <Value>
write to player logbook: printf: fmt=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
write to player logbook: printf: pageid=<Var/Number> textid=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
<RefObj> -> write to logbook <Value>
write to log file <Var/Number> append=<Var/Number> value=<Value>
write to log file <Var/Number> append=<Var/Number> printf: fmt=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
write to log file <Var/Number> append=<Var/Number> printf: pageid=<Var/Number> textid=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>

# Fly Commands
@ <RetVar/IF> <RefObj> -> fly to home base
@ <RetVar/IF> <RefObj> -> fly to station <Var/Station>
@ <RetVar/IF> <RefObj> -> fly to sector <Var/Sector>
<RetVar/IF> <RefObj> -> find nearest enemy ship: max.dist=<Var/Number>
<RetVar/IF> <RefObj> -> find nearest enemy station: max.dist=<Var/Number>
<RetVar/IF> <RefObj> -> fire lasers on target <Value> using turret <Var/Number>
@ <RetVar/IF> <RefObj> -> turn turret <Var/Number> to target <Var/Ship/Station>: timeout=<Var/Number> ms
@ <RetVar/IF> <RefObj> -> attack run on target <Value>: timeout=<Var/Number> ms
@ <RetVar/IF> <RefObj> -> defensive move: type=<Var/Number>, intensity=<Var/Number>, timeout=<Var/Number> ms, avoid object=<Value>
@ <RetVar/IF> <RefObj> -> move to ware object <Value> for collecting: timeout=<Var/Number> ms
<RetVar/IF> <RefObj> -> catch ware object <Value>
@ <RetVar/IF> <RefObj> -> move around <Var/Number> ms
@ <RetVar/IF> <RefObj> -> escort ship <Var/Ship>
@ <RetVar/IF> <RefObj> -> escort ship <Var/Ship>: timeout=<Var/Number> ms
<RefObj> -> set formation <Var/Number>
<RefObj> -> add to formation with leader <Var/Ship>
<RefObj> -> remove from any formation
<RetVar/IF> <RefObj> -> get formation leader
<RetVar> = <RefObj> -> get formation follower ships
<RetVar> = <RefObj> -> get formation
<RetVar> = <RefObj> -> select new formation leader by: ship class=<Var/Number> strength=<Var/Number> min.speed=<Var/Number>
<RetVar/IF> <RefObj> -> has formation ships
<RefObj> -> give formation leadership to <Var/Ship>
<RefObj> -> set as player wingman: <Var/Number>
<RetVar/IF> <RefObj> -> is player wingman
START <RefObj> -> command <Object Command>: arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
START <RefObj> -> delayed command <Object Command>: arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
<RefObj> -> send signal <Object Signal>: arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
@ <RetVar/IF> <RefObj> -> follow object <Var/Ship> with precision <Var/Number> m
@ <RetVar/IF> <RefObj> -> follow <Var/Ship> with precision <Var/Number> m : timeout=<Var/Number> ms
<RefObj> -> set follow mode <Var/Number>
<RetVar/IF> <RefObj> -> get follow mode
<RetVar/IF> <RefObj> -> use jump drive: target=<Value>
<RetVar/IF> <RefObj> -> needed jump drive energy for jump to sector <Var/String>
<RefObj> -> set destination to <Value>
<RetVar/IF> <RefObj> -> get destination
<RefObj> -> set attack target to <Value>
<RetVar/IF> <RefObj> -> get attack target
@ <RetVar/IF> <RefObj> -> move to position: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
<RefObj> -> set command: <Object Command>
<RetVar/IF> <RefObj> -> get command
<RefObj> -> set command target: <Value>
<RetVar/IF> <RefObj> -> get command target
<RefObj> -> set command target2: <Value>
<RetVar/IF> <RefObj> -> get command target2
<RetVar/IF> get player tracking aim
set player tracking aim to <RefObj>
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> in firing range of turret <Var/Number>
<RetVar> = <RefObj> -> find enemy in firing range of turret <Var/Number>
<RefObj> -> set command: <Object Command> target=<Value> target2=<Value> par1=<Value> par2=<Value>
<RetVar/IF> <RefObj> -> fire missile <Var/Ware> on <Value>
<RetVar/IF> <RefObj> -> fire missile <Var/Ware> from turret <Var/Number> on <Value>
<RetVar/IF> <RefObj> -> find best missile for target <Value>
<RetVar> = best missile type for target <Value>
<RetVar/IF> <RefObj> -> get current missile
<RetVar/IF> <RefObj> -> is missile <Var/Ware> ready to fire
<RetVar/IF> <RefObj> -> should a missile be fired
<RetVar> = <RefObj> -> get fire missile probability
<RetVar> = <RefObj> -> get fire missile time difference in seconds
<RefObj> -> set fire missile probability to <Var/Number>
<RefObj> -> set fire missile time difference to <Var/Number> ms
<RetVar/IF> <RefObj> -> check, select and fire missile on <Value>
<RetVar/IF> <RefObj> -> launch <Var/Number> fight drones: protect me or attack target=<Value>
<RetVar> = <RefObj> -> find nearest missile aiming to me
<RetVar> = <RefObj> -> get array of missiles aiming to me
<RetVar/IF> <RefObj> -> decouple ships
<RetVar/IF> <RefObj> -> is decoupled ships leader
<RetVar/IF> <RefObj> -> get current galaxy flight timestep in ms
<RetVar/IF> <RefObj> -> is landing
<RetVar/IF> <RefObj> -> is starting
@ <RetVar/IF> <RefObj> -> move to position continue: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
<RetVar/IF> <RefObj> -> move to debris/asteroid <Value> and turn turret <Var/Number> to target: timeout=<Var/Number>
<RetVar/IF> <RefObj> -> add big ship <Var/Ship>
<RetVar/IF> <RefObj> -> has a free ship dock port: ship subtype = <Value>
<RetVar/IF> <RefObj> -> can be controlled by race logic
<RefObj> -> set race logic control enabled to <Var/Number>
<RetVar/IF> <RefObj> -> can execute StartAction
<RefObj> -> set StartAction enabled to <Var/Number>
<RetVar/IF> <RefObj> -> get current action
<RefObj> -> set pirate cover state to <Var/Number>
<RetVar/IF> <RefObj> -> scan potential pirate <Var/Ship> for illegal wares
@ <RetVar/IF> <RefObj> -> attack run on target <Value> : timeout=<Var/Number> ms speedlimit=<Var/Number>
<RetVar> = <RefObj> -> get scanner range
<RefObj> -> select and switch lasers for target <Var/Ship/Station> in turret <Var/Number>: scan for friends <Var/Number>
<RetVar> = <RefObj> -> select best lasers for target <Var/Ship/Station> in turret <Var/Number>: scan for friends <Var/Number>
<RefObj> -> start job
<RetVar/IF> <RefObj> -> get job id
<RetVar/IF> <RefObj> -> get job leader
<RetVar> = <RefObj> -> get job idle rate
<RetVar> = <RefObj> -> get job jump range
<RetVar/IF> <RefObj> -> wait idle rate minimum: <Var/Number> ms
<RetVar> = <RefObj> -> get flight time
<RefObj> -> reset flight time
<RefObj> -> auto sync patrol sector with environment: <Var/Number>
<RefObj> -> add to patrol group for sector: <Var/Sector>
<RefObj> -> remove from patrol group for sector: <Var/Sector>
<RefObj> -> remove all patrol group references
<RetVar> = <RefObj> -> find nearest enemy ship in range: class=<Var/Class>
<RetVar> = get freight scanner range
<RetVar> = get transporter range
<RetVar> = get mineral scanner range
<RetVar/IF> <RefObj> -> is in freight scanning range: ship=<Var/Ship>
<RetVar/IF> <RefObj> -> is in transporter range: ship=<Var/Ship>
<RetVar/IF> <RefObj> -> is in mineral scanner range: asteroid=<Var/Asteroid>
<RetVar/IF> <RefObj> -> is autojump activated
<RefObj> -> set autojump active: <Var/Number>
<RetVar/IF> <RefObj> -> get autojump minimum jumps
<RefObj> -> autojump minimum jumps = <Var/Number>
<RetVar/IF> <RefObj> -> is emergency jump activated
<RefObj> -> set emergency jump active: <Var/Number>
<RetVar/IF> <RefObj> -> get emergency jump minimum shield threshold
<RefObj> -> autojump emergency jump shield threshold = <Var/Number>%
<RetVar/IF> <RefObj> -> get missile resupply: missile=<Var/Ware>
<RefObj> -> set missile resupply: missile=<Var/Ware> amount=<Var/Number>
<RetVar/IF> <RefObj> -> get ammo resupply: ammo=<Var/Ware>
<RefObj> -> set ammo resupply: ammo=<Var/Ware> amount=<Var/Number>
<RetVar/IF> <RefObj> -> get jumpdrive fuel resupply
<RefObj> -> set jumpdrive fuel resupply: amount=<Var/Number>
<RetVar/IF> <RefObj> -> send marines to board ship: <Var/Ship> marines=<Value>
<RetVar/IF> <RefObj> -> launch boarding pod at target: victim=<Var/Ship> marines=<Value>
<RetVar/IF> <RefObj> -> get resupply fuel required
<RetVar/IF> <RefObj> -> get all formation followers
<RetVar/IF> <RefObj> -> get highest formation leader
<RetVar/IF> is player warping
<RetVar/IF> <RefObj> -> get desired speed
<RefObj> -> set desired speed: <Var/Number>
 
# Fly Commands - Wings
<RetVar/IF> create a new flight wing: name=<Var/String> race=<Var/Race>
<RetVar/IF> find flight wing: name=<Var/String> race=<Var/Race>
disband flight wing: wing=<Var/Wing>
remove ship from flight wing: wing=<Var/Wing> ship=<Var/Ship>
add ship to flight wing: wing=<Var/Wing> ship=<Var/Ship>
<RetVar/IF> get flight wing ship array: wing=<Var/Wing>
<RetVar/IF> get flight wing array
<RefObj> -> add to flight wing: wing=<Var/Wing>
<RefObj> -> remove from flight wing
global script map for wings: key=<Var/Wing Command> race=<Var/Race> script=<Script Name> prio=<Var/Number>
set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware>
set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware> script=<Script Name>
<RetVar> = get wing command upgrade: command=<Var/Wing Command>
<RefObj> -> set wing command: <Var/Wing Command>
<RefObj> -> set wing command: <Var/Wing Command> target=<Value> target2=<Value>
<RetVar/IF> <RefObj> -> get wing natural formation
<RefObj> -> set wing natural formation: formation=<Var/Number>
<RetVar/IF> <RefObj> -> is temporarily removed from wing
<RefObj> -> temporarily remove from wing
<RefObj> -> return to wing
<RetVar/IF> get predefined wing: wing=<Var/Number>
<RefObj> -> add wing additional ship command: id=<Var/String> script=<Script Name> pageid=<Var/Number> textid=<Var/Number>
<RefObj> -> add wing additional ship command: id=<Var/String> script=<Script Name> pageid=<Var/Number> textid=<Var/Number> checkscript=<Script Name>
<RefObj> -> remove wing additional ship command: id=<Var/String>
<RetVar/IF> <RefObj> -> does wing additional ship command exists: id=<Var/String>
<RetVar/IF> <RefObj> -> get ship array for wing command upgrade: command=<Var/Wing Command>
<RetVar/IF> <RefObj> -> ship has wing command upgrade: command=<Var/Wing Command>
add wing custom command: id=<Var/Number>
remove wing custom command: id=<Var/Number>
<RetVar> = wing custom command exists: id=<Var/Number>
START <RefObj> -> wing command <Var/Wing Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
<RetVar/IF> <RefObj> -> is in same wing as <Var/Ship>
<RetVar/IF> <RefObj> -> get wing formation leaders
<RetVar/IF> <RefObj> -> get temporarily removed ship array from wing
set wing command preload script: wing command=<Var/Wing Command> script=<Script Name>
<RetVar/IF> <RefObj> -> get number of wing formation leaders
<RetVar/IF> <RefObj> -> get max number of ships per wing formation

# Trade Commands
<RetVar/IF> get player money
add money to player: <Var/Number>
<RetVar/IF> <RefObj> -> add <Var/Number> units of <Var/Ware>
<RetVar/IF> <RefObj> -> install <Var/Number> units of <Var/Ware>
<RetVar> = get volume of ware <Var/Ware>
<RetVar> = get transport class of ware <Var/Ware>
<RetVar/IF> find station: product <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> <RefObj> -> find station: product <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station: product <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> <RefObj> -> find station: product <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station: resource <Var/Ware> with best price: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> <RefObj> -> find station: resource <Var/Ware> with best price: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station: resource <Var/Ware> with min. jumps: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> <RefObj> -> find station: resource <Var/Ware> with min. jumps: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station sells: resource <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> <RefObj> -> find station sells: resource <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station sells: resource <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> <RefObj> -> find station sells: resource <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station: product <Var/Ware> with best price depend on jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station: resource <Var/Ware> with best price depend on jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar/IF> find station sells: resource <Var/Ware> with best price depend on jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/Ship/Station>, exclude array=<Value>
<RetVar> = get average price of ware <Var/Ware>
<RetVar> = get max price of ware <Var/Ware>
<RetVar> = get min price of ware <Var/Ware>
<RetVar> = get max price of ware <Var/Ware> as secondary resource
<RetVar> = get min price of ware <Var/Ware> as secondary resource
<RetVar/IF> is ware <Var/Ware> illegal in <Var/Race> sectors
<RetVar> = get maintype of ware <Var/Ware>
<RetVar> = get subtype of ware <Var/Ware>
<RetVar> = get ware from maintype <Var/Number> and subtype <Var/Number>
<RetVar> = get number of subtypes of maintype <Var/Number>
<RetVar> = <RefObj> -> get maintype
<RetVar> = <RefObj> -> get subtype
<RetVar> = get relvalue of <Var/Ware>
<RetVar> = get notoriety required to buy ware: <Var/Ware>
<RetVar/IF> is equipment: ware=<Var/Ware>
<RetVar/IF> is upgrade: ware=<Var/Ware>
<RetVar/IF> is inventory: ware=<Var/Ware>

# Trade Commands - For Ships
<RetVar/IF> <RefObj> -> buy <Var/Number> units of <Var/Ware>
<RetVar/IF> <RefObj> -> buy <Var/Number> units of <Var/Ware> to a max. price of <Var/Number> Cr
<RetVar/IF> <RefObj> -> sell <Var/Number> units of <Var/Ware>
<RetVar/IF> <RefObj> -> load <Var/Number> units of <Var/Ware>
<RetVar/IF> <RefObj> -> unload <Var/Number> units of <Var/Ware>
<RetVar> = <RefObj> -> get max. ware transport class
<RetVar/IF> <RefObj> -> get cargo bay size
<RetVar/IF> <RefObj> -> get free volume of cargo bay
<RetVar/IF> <RefObj> -> get volume of ware <Var/Ware> in cargo bay
<RetVar/IF> <RefObj> -> get true volume of ware <Var/Ware> in cargo bay
<RetVar/IF> <RefObj> -> get free volume of ware <Var/Ware> in cargo bay
<RetVar/IF> <RefObj> -> get total volume in cargo bay
<RetVar/IF> <RefObj> -> can transport ware <Var/Ware>
<RefObj> -> add default items to ship
<RefObj> -> add lasers per value: <Var/Number> flags: <Var/Number>
<RefObj> -> add shields per value: <Var/Number>
<RefObj> -> switch laser in turret <Var/Number> gun <Var/Number> to <Var/Ware>
<RefObj> -> set wanted ware count to <Var/Number>
<RefObj> -> set wanted ware to <Var/Ware>
<RetVar> = <RefObj> -> get wanted ware count
<RetVar> = <RefObj> -> get wanted ware
<RetVar/IF> <RefObj> -> has illegal ware onboard: race=<Var/Race>
<RetVar/IF> <RefObj> -> get tradeable ware array from ship
<RetVar> = get warearray for <Var/Ship>
<RetVar> = <RefObj> -> get upgrade price: cargo-speed-rot <Var/Ware> units: <Var/Number>
<RetVar/IF> <RefObj> -> get defined amount of ware <Var/Ware> as ship hardware
<Var/Ware> <RefObj> -> set defined amount of ware <Var/Number> as ship hardware
<RetVar> = <RefObj> -> get ship hardware as array
<RetVar/IF> <RefObj> -> can buy ware <Var/Ware> at station <Var/Station>
<RetVar/IF> <RefObj> -> can buy ware <Var/Ware> from race <Var/Race>

# Trade Commands - For Stations
<RetVar/IF> <RefObj> -> get best store amount of ware <Var/Ware>
<RetVar/IF> <RefObj> -> get max. store amount of ware <Var/Ware>
<RetVar/IF> <RefObj> -> can buy ware <Var/Ware>
<RetVar/IF> <RefObj> -> get intermediates buyable
<RefObj> -> set intermediates buyable to <Var/Number>
<RetVar/IF> <RefObj> -> can sell ware <Var/Ware>
<RetVar/IF> <RefObj> -> get intermediates sellable
<RefObj> -> set intermediates sellable to <Var/Number>
<RetVar/IF> <RefObj> -> get price of ware <Var/Ware>
<RetVar/IF> <RefObj> -> get average price of ware <Var/Ware>
<RefObj> -> set price of ware <Var/Ware> to <Var/Number> Cr
<RetVar/IF> <RefObj> -> uses ware <Var/Ware> as primary resource
<RetVar/IF> <RefObj> -> uses ware <Var/Ware> as secondary resource
<RetVar/IF> <RefObj> -> trades with ware <Var/Ware>
<RetVar/IF> <RefObj> -> get product ware
<RetVar/IF> <RefObj> -> get number of resources
<RetVar/IF> <RefObj> -> get number of primary resources
<RetVar/IF> <RefObj> -> get number of secondary resources
<RetVar/IF> <RefObj> -> get max trade jumps
<RefObj> -> set max trade jumps: <Var/Number>
<RetVar/IF> <RefObj> -> only player own ships can trade with
<RetVar> = <RefObj> -> get tradeable ware array from station
<RetVar/IF> <RefObj> -> get products
<RetVar/IF> <RefObj> -> uses ware <Var/Ware> as product
<RetVar> = <RefObj> -> get production cycle time: account for secondary resources=<Var/Number>
<RetVar> = <RefObj> -> get remaining production cycle time
<RetVar> = <RefObj> -> get number of products per cycle
<RetVar> = <RefObj> -> get number of products per cycle for ware <Var/Ware>
<RetVar> = <RefObj> -> get production status: as percentage=<Var/Number>
<RefObj> -> add product to factory or dock: <Var/Ware>
<RefObj> -> add primary resource to factory: <Var/Ware>
<RefObj> -> add second resource to factory: <Var/Ware>
<RefObj> -> remove product from factory or dock: <Var/Ware>
<RefObj> -> remove primary resource from factory: <Var/Ware>
<RefObj> -> remove second resource from factory: <Var/Ware>
<RefObj> -> factory production task: on=<Var/Number>
<RetVar/IF> <RefObj> -> get repair cost of ship <Var/Ship>
<RefObj> -> add default wares to station/dock

# Trade Commands - For Ships and Stations
<RetVar/IF> <RefObj> -> get money
<RefObj> -> add money: <Var/Number>
<RetVar/IF> <RefObj> -> get amount of ware <Var/Ware> in cargo bay
<RetVar/IF> <RefObj> -> get true amount of ware <Var/Ware> in cargo bay
<RetVar/IF> <RefObj> -> get free amount of ware <Var/Ware> in cargo bay
<RetVar/IF> <RefObj> -> get max amount of ware <Var/Ware> that can be stored in cargo bay
<RetVar/IF> <RefObj> -> get ware storage percentage: ware=<Var/Ware>

# Trade Commands - Merchants
add merchant <Var/String> base=<RefObj> -> wanted wares=<Var/Array> owned wares=<Var/Array> cash=<Var/Number> rank=<Var/Number>
<RetVar> = <RefObj> -> get merchants
remove merchant <Var/String>
merchant <Var/String> got ware <Var/Ware>: quantity=<Var/Number>
merchant <Var/String> sold ware <Var/Ware>: quantity=<Var/Number>
reset merchant <Var/String> expiry
<RetVar> = get data for merchant <Var/String>: item number=<Var/Number>

# Trade Commands - Passengers
<RetVar/IF> <RefObj> -> create passenger in ship: name=<Var/String> race=<Var/Race> voice=<Var/Number> face=<Var/Number>
<RetVar/IF> <RefObj> -> add pilot of ship <Var/Ship> as passenger: disable ship=<Var/Boolean>
<RetVar/IF> <RefObj> -> get passenger array
<RetVar/IF> <RefObj> -> move passenger to ship <Var/Ship>: set passenger as pilot=<Var/Boolean>
<RetVar/IF> <RefObj> -> eject passenger
<RetVar/IF> <RefObj> -> enslave passenger
<RetVar/IF> <RefObj> -> destroy passenger
<RefObj> -> train passenger to marine
<RefObj> -> create marine from passenger: fighting=<Var/Number> hacking=<Var/Number> mechanical=<Var/Number> engineering=<Var/Number>
<RefObj> -> set marine skill: fighting=<Var/Number>
<RefObj> -> set marine skill: hacking=<Var/Number>
<RefObj> -> set marine skill: mechanical=<Var/Number>
<RefObj> -> set marine skill: engineering=<Var/Number>
<RetVar/IF> is marine: passenger/astronaut=<Var/Passenger>
<RetVar/IF> <RefObj> -> can transport passenger: <Var/Passenger>
<RetVar/IF> <RefObj> -> can launch marines
<RetVar/IF> <RefObj> -> is ship boardable
<RetVar/IF> <RefObj> -> get marines array
<RetVar/IF> <RefObj> -> free space for marines
<RefObj> -> set passenger transport, destination=<Var/Station>, payment=<Var/Number>
<RetVar/IF> <RefObj> -> is passenger to be transported
<RetVar/IF> <RefObj> -> get passenger transport destination
<RetVar/IF> <RefObj> -> get passenger transport payment
<RetVar/IF> <RefObj> -> get marine buy price
<RetVar/IF> <RefObj> -> get number of marines can board
<RetVar/IF> <RefObj> -> get maximum number of marines
<RetVar/IF> <RefObj> -> get number of marines attacking
<RetVar/IF> <RefObj> -> get incoming marines
<RetVar/IF> <RefObj> -> get marine fighting skill
<RetVar/IF> <RefObj> -> get marine hacking skill
<RetVar/IF> <RefObj> -> get marine mechanical skill
<RetVar/IF> <RefObj> -> get marine engineering skill
<RetVar/IF> <RefObj> -> get marine overall skill
<RetVar/IF> <RefObj> -> add marine <Value> to attack group on ship
<RefObj> -> stop incoming marines
<@RetVar/IF> <RefObj> -> move marine to board: <Value>, timeout=<Var/Number>

# General Object Commands
<RetVar/IF> <RefObj> -> get object class
<RetVar/IF> <RefObj> -> is of class <Var/Class>
<RetVar> = <RefObj> -> get true owner
<RetVar/IF> <RefObj> -> get owner race
<RefObj> -> set owner race to <Var/Race>
<RetVar/IF> <RefObj> -> get environment
<RetVar/IF> <RefObj> -> get sector
<RetVar/IF> <RefObj> -> get homebase
<RefObj> -> set homebase to <Var/Ship/Station>
<RetVar/IF> <RefObj> -> get homesector
<RefObj> -> set homesector to <Var/Sector>
<RetVar/IF> <RefObj> -> exists
<RetVar/IF> <RefObj> -> get ware type code of object
<RetVar/IF> <RefObj> -> is of type <Var/Ship Type/Station Type>
<RetVar> = <RefObj> -> get ID code
<RetVar/IF> <RefObj> -> get serial name of station
<RefObj> -> set serial name of station to <Var/Stations Serial>
<RetVar> = <RefObj> -> get name
<RefObj> -> set name to <Var/String>
<RetVar/IF> <RefObj> -> is known
<RefObj> -> set known status to <Var/Number>
<RetVar/IF> <RefObj> -> get current laser strength
<RetVar/IF> <RefObj> -> get maximum laser strength
<RetVar/IF> <RefObj> -> get max laser strength in turret <Var/Number>
<RetVar/IF> <RefObj> -> get max. shield type that can be installed
<RetVar/IF> <RefObj> -> get number of shield bays
<RetVar/IF> <RefObj> -> get number of laser bays
<RetVar/IF> <RefObj> -> get most destructive missile type that can be installed
<RetVar/IF> <RefObj> -> get relation to object <Var/Ship/Station>
<RefObj> -> set relation against <Value> to <Relation>
<RefObj> -> set relations from notoriety: include player as target and race > teladi as owner=<Var/Number>
<RetVar/IF> <RefObj> -> get relation to race <Var/Race>
<RetVar/IF> <RefObj> -> get notoriety to race <Var/Race>
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> a enemy
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> a friend
<RetVar/IF> <RefObj> -> is <Var/Ship/Station> neutral to me
<RetVar/IF> get notoriety from race <Var/Race> to race <Var/Race>
set notoriety of <Var/Race> -> <Var/Race> to <Var/Number> points
<RetVar/IF> <RefObj> -> get shield type in bay <Var/Number>
<RetVar/IF> <RefObj> -> has same environment as <Var/Ship/Station>
<RetVar/IF> <RefObj> -> is in same sector as <Var/Ship/Station>
<RetVar/IF> <RefObj> -> is landed
<RetVar/IF> <RefObj> -> is docked
<RetVar/IF> <RefObj> -> is docking possible of <Value>
<RetVar/IF> <RefObj> -> is docking allowed at <Var/Ship/Station>
<RetVar/IF> <RefObj> -> is in a sector
<RetVar/IF> <RefObj> -> get attacker
<RefObj> -> set attacker to <Var/Ship/Station>
<RetVar> = get distance between <Var/Ship/Station> and <Var/Ship/Station>
<RetVar> = <RefObj> -> get distance to: x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = <RefObj> -> get distance to: position array=<Var/Array>
<RetVar> = get distance: position array1=<Var/Array> array2=<Var/Array>
<RetVar> = <RefObj> -> get x position
<RetVar> = <RefObj> -> get y position
<RetVar> = <RefObj> -> get z position
<RetVar> = <RefObj> -> get position as array
<RetVar> = get player ship
<RetVar/IF> <RefObj> -> is disabled
<RefObj> -> station trade and production tasks: on=<Var/Number>
<RetVar/IF> <RefObj> -> is in active sector
<RefObj> -> destruct: show no explosion=<Var/Number>
<RefObj> -> destroy object: killer=<Value>, show no explosion=<Var/Number>
<RefObj> -> set position: x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RefObj> -> force position: x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RefObj> -> set rotation: alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number>
<RetVar> = <RefObj> -> get rot alpha
<RetVar> = <RefObj> -> get rot beta
<RetVar> = <RefObj> -> get rot gamma
<RetVar> = <RefObj> -> get size of object
<RetVar/IF> <RefObj> -> get max upgrades for upgrade <Var/Ware>
<RetVar/IF> <RefObj> -> get max speed
<RetVar> = <RefObj> -> get current max speed
<RetVar> = <RefObj> -> get current speed
<RefObj> -> set ship speed to <Var/Number>
<RetVar/IF> <RefObj> -> get max hull
<RetVar/IF> <RefObj> -> get hull
<RefObj> -> set hull to <Var/Number>
<RetVar/IF> <RefObj> -> get hull percent
<RetVar/IF> <RefObj> -> get maximum shield strength
<RetVar/IF> <RefObj> -> get current shield strength
<RefObj> -> set current shield strength to <Var/Number>
<RetVar/IF> <RefObj> -> get shield percent
<RetVar/IF> <RefObj> -> get shield and hull percent
<RetVar/IF> <RefObj> -> get max upgraded speed
<RetVar/IF> <RefObj> -> get dock bay size
<RetVar/IF> <RefObj> -> get number of landed ships
<Var/Race> add notoriety: race=<Var/Race> value=<Var/Number>
<RefObj> -> set ship disabled to <Var/Number>
<RefObj> -> put into environment <RefObj>
<RefObj> -> station send defend squad against ship <Var/Ship/Station>
<RetVar> = get Kha'ak aggression level
set Kha'ak aggression level to <Var/Number>
<RetVar> = <RefObj> -> is detectable
<RetVar> = <RefObj> -> is hired
<RetVar> = get player name
<RefObj> -> disable ship rebuild
<RetVar> = order ship in next shipyard: owner=<Var/Race> sector=<Var/Sector> class=<Var/Class> optional: default shiptype for race: <Var/Race>
<RetVar/IF> <RefObj> -> is hidden
<RetVar/IF> <RefObj> -> is target visible <Var/Ship/Station>
<RetVar> = <RefObj> -> get asteroid yield
<RetVar/IF> <RefObj> -> is asteroid scanned
<RefObj> -> set asteroid scanned to <Var/Number>
<RetVar> = <RefObj> -> get resource waretype of asteroid
<RetVar/IF> <RefObj> -> has collectible rocks
<RetVar> = <RefObj> -> get flying ware count
<RefObj> -> ignore collisions: <Var/Number>
<RetVar/IF> player HQ has blueprints for: type=<Var/Ship Type>
add blueprints to player HQ: type=<Var/Ship Type>
remove blueprints from player HQ: type=<Var/Ship Type>
<RetVar/IF> move player to ship <Var/Ship>: Teleport=<Var/Number>
<RetVar> = get maker race: shiptype=<Value>
<RetVar/IF> <RefObj> -> get maker race
<RefObj> -> jump out of existence
<RetVar/IF> <RefObj> -> get flight wing
<RetVar/IF> <RefObj> -> is civilian ship
<RetVar/IF> <RefObj> -> get number of decks on ship
<RetVar/IF> <RefObj> -> get ship boarding defence level
<RetVar/IF> <RefObj> -> get hacking security level
<RetVar/IF> <RefObj> -> realign gate: gatenum=<Value> gate to link=<Var/Warpgate> force=<Var/Boolean>
<RefObj> -> change destination gate to <Var/Warpgate>
<RetVar> = <RefObj> -> get ship variation
<RetVar> = get ship variation: subtype=<Var/Number>
<RetVar/IF> <RefObj> -> is missile boat
<RetVar/IF> <RefObj> -> is military outpost
<RetVar/IF> <RefObj> -> get debris count
<RetVar/IF> <RefObj> -> is invincible
<RetVar/IF> <RefObj> -> find nearest military outpost
<RetVar/IF> <RefObj> -> get boarding shield threshold

# General Object Commands - Weapon Information
<RetVar> = get power generator of ship/station type <Var/Ware>
<RetVar> = <RefObj> -> get power generator
<RetVar/IF> <RefObj> -> fits laser <Var/Ware> into turret <Var/Number>
<RetVar/IF> <RefObj> -> get max. number of lasers in turret <Var/Number>
<RetVar> = <RefObj> -> get laser type in turret <Var/Number> at slot <Var/Number>
<RetVar/IF> <RefObj> -> get laser type in bay <Var/Number>
<RetVar> = <RefObj> -> get number of turrets
<RetVar/IF> <RefObj> -> turret <Var/Number> can use laser <Var/Ware>
<RetVar> = get range of laser <Var/Ware>
<RetVar> = get shield damage of laser <Var/Ware>
<RetVar> = get hull damage of laser <Var/Ware>
<RetVar/IF> get ammunition of laser <Var/Ware>
<RetVar> = get bullet speed of laser <Var/Ware>
<RetVar/IF> <RefObj> -> can missile <Var/Ware> be installed
<RetVar> = get range of missile type <Var/Ware>
<Var/Ware> = get missile max damage of <Var/Ware>
<RetVar> = get default launch time difference for missile type: <Var/Ware>
<RetVar> = get missile flags of <Var/Ware>
<RefObj> -> set laser energy to <Var/Number>
<RetVar> = <RefObj> -> get compatible laser array: turret=<Var/Number>
<RetVar/IF> <RefObj> -> can turret <Var/Number> fire missiles
<RetVar/IF> <RefObj> -> get compatible missile array
<RetVar/IF> <RefObj> -> get maximum laser range: turret=<Var/Number>
<RetVar/IF> <RefObj> -> get minimum laser range: turret=<Var/Number>
<RetVar/IF> <RefObj> -> get compatible missile array from cargobay

# General Object Commands - Pilots
<RetVar> = <RefObj> -> get pilot name
<RefObj> -> set pilot name to <Var/String>
<RetVar> = get random name: race=<Var/Race>
<RetVar> = get fight rank
<RetVar> = get trade rank
<RefObj> -> set pilot speaker: voice=<Value>, face=<Value>, Pirate subrace=<Value>, Argon female=<Var/Number>
<RetVar> = <RefObj> -> get pilot fightskill
<RefObj> -> set pilot fightskill to <Var/Number>
<RetVar> = <RefObj> -> get pilot tradeskill
<RefObj> -> set pilot tradeskill to <Var/Number>
<RetVar> = <RefObj> -> get pilot morale
<RefObj> -> set pilot morale: <Var/Number>
<RetVar> = <RefObj> -> get pilot aggression
<RefObj> -> set pilot aggression: <Var/Number>
<RetVar/IF> <RefObj> -> pilot eject from ship
<RetVar/IF> <RefObj> -> move pilot to ship <Var/Ship>: disable=<Var/Boolean>
<RetVar> = get trade rank title: text=<Var/Boolean>
<RetVar> = get fight rank title: text=<Var/Boolean>
<RetVar> = get trade rank percentage
<RetVar> = get fight rank percentage
<RetVar> = <RefObj> -> get notoriety title to race <Var/Race>: text=<Var/Boolean>
<RetVar> = <RefObj> -> get notoriety percentage to race <Var/Race>
<RetVar/IF> get mission rank: name=<Var/String>
set mission rank: name=<Var/String> rank=<Var/Number>

# General Object Commands - Create Objects
<RetVar> = create ship: type=<Var/Ship Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create station: type=<Var/Station Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create gate: type=<Var/Number> addto=<Var/Sector> gateid=<Var/Number> dstsecx=<Var/Number> dstsecy=<Var/Number> dstgateid=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create debris: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create nebula: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create sun: subtype=<Var/Number> r=<Var/Number> g=<Var/Number> b=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create planet: subtype=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create special: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
<RetVar> = create flying ware: maintype=<Var/Number> subtype=<Var/Number> count=<Var/Number> sector=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number> selfdestruct=<Var/Number>

# Universe and Sector Commands
<RetVar/IF> find ship: sector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
<RetVar/IF> <RefObj> -> find ship: class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxnum=<Var/Number> with homebase=<Value>
<RetVar/IF> find asteroid: sector=<Var/Sector> resourcetype=<Var/Number> min.yield=<Var/Number> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
<RetVar/IF> find debris: sector=<Var/Sector> resource=<Var/Ware> min yield=<Var/Number> flags=<Var/Number> refobj=<Value> num=<Var/Number> max distance=<Var/Number> refpos=<Var/Array>
<RetVar/IF> find nebula: sector=<Var/Sector> type=<Var/Number> effect=<Var/Number> flags=<Var/Number> refobj=<Var/Ship/Station> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
<RetVar/IF> find flying ware: sector=<Var/Sector> maintype=<Var/Number> subtype=<Var/Number> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
<RetVar/IF> find station: sector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
<RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Stations Serial> max.jumps=<Var/Number>
<RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Stations Serial> max.jumps=<Var/Number> num=<Var/Number>
<RetVar/IF> find gate: flags=<Var/Number>, refobj=<Value>, max dist=<Var/Number>, refpos=<Var/Array>
<RetVar/IF> get sector from universe index: x=<Var/Number>, y=<Var/Number>
<RetVar> = get max sectors in x direction
<RetVar> = get max sectors in y direction
<RetVar/IF> <RefObj> -> is sector known by the player
<RetVar> = <RefObj> -> get universe x index
<RetVar> = <RefObj> -> get universe y index
<RetVar> = <RefObj> -> get north warp gate
<RetVar> = <RefObj> -> get south warp gate
<RetVar> = <RefObj> -> get east warp gate
<RetVar> = <RefObj> -> get west warp gate
<RetVar/IF> <RefObj> -> get warp gate: gate id=<Var/Number>
<RetVar> = <Var/Warpgate> get gate id
<RetVar/IF> get next gate on route from <Var/Sector> to <Var/Sector>
<RetVar> = <Var/Warpgate> get gate destination: return sector=<Var/Number>
<RetVar/IF> get jumps from sector <Var/Sector> to sector <Var/Sector>
<RetVar/IF> get next sector on route from sector <Var/Sector> to sector <Var/Sector>
<RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>
<RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>, security level=<Var/Number>
<RetVar/IF> <RefObj> -> find all sectors within <Var/Number> jumps: Only known sectors=<Var/Number>
<RetVar> = <RefObj> -> get ship array from sector/ship/station
<RetVar> = <RefObj> -> get station array from sector
<RetVar> = <RefObj> -> get factory array from sector
<RetVar> = <RefObj> -> get dock array from sector
<RetVar> = <RefObj> -> get player owned ship array from sector
<RetVar> = <RefObj> -> get player owned station array from sector
<RetVar> = <RefObj> -> get asteroid array from sector
<RetVar/IF> <RefObj> -> get owned ships: class/type=<Value>
<RetVar> = get ship array: of race <Var/Race> class/type=<Value>
<RetVar> = get station array: of race <Var/Race> class/type=<Value>
<RetVar> = get station array: product=<Var/Ware> include empty=<Var/Boolean>
<RetVar> = get station array: resource=<Var/Ware> include empty=<Var/Boolean>
<RetVar/IF> player has police licence for race <Var/Race>
player loses police licence for race <Var/Race>
<RetVar/IF> <RefObj> -> is core sector
<RefObj> -> set sector to core security <Var/Boolean>
<RetVar> = get ship type array: maker race=<Var/Race> class=<Value>
<RetVar/IF> <RefObj> -> get planet array
set discovered status: type=<Value> status=<Var/Boolean>
<RetVar/IF> has <Value> been discovered
<RetVar/IF> <RefObj> -> get all stationary objects: include asteroids=<Var/Boolean>
<RetVar/IF> <RefObj> -> get buyable wares in sector. Include player factories: <Var/Number> Include shipyards: <Var/Number> Include docks: <Var/Number>

# Other Commands
<RetVar/IF> <RefObj> -> get user input: type=<Script Reference Type>, title=<Var/String>
<RetVar/IF> open custom menu: title=<Var/String> description=<Var/String> option array=<Var/Array>
<RetVar/IF> open custom info menu: title=<Var/String> description=<Var/String> option array=<Var/Array> maxoptions=<Var/Number>
<RetVar> = create custom menu array
<RetVar> = create custom menu array: heading=<Var/String>
<RetVar> = create custom menu array, info lines=<Var/String>, <Var/String>, <Var/String>, <Var/String>, <Var/String>
add custom menu item to array <Value>: text=<Var/String> returnvalue=<Value>
add custom menu heading to array <Value>: title=<Var/String>
add custom menu info line to array <Value>: text=<Var/String>
capture screen
set monitor mode and viewpoint: monitor=<Var/Number> cockpit=<Var/Number> mode=<Var/Number> alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number> range=<Var/Number>
add section to custom menu: <Var/Array>
<RetVar> = create text for custom menu, left=<Var/String>, right=<Var/String>
add value selection to menu: <Var/Array>, text=<Var/String>, value array=<Var/Array>, default=<Var/Number>, return id=<Var/String>
<RetVar/IF> <RefObj> -> get user input without sector: type=<Script Reference Type>, title=<Var/String>
<RetVar/IF> <RefObj> -> get user input type=<Script Reference Type>, title=<Var/String>, sector=<Var/Sector>
add encyclopedia custom article: News, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
add encyclopedia custom article: Information, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
add encyclopedia custom article: History, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
add encyclopedia custom article: Stories, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
remove encyclopedia custom article: id=<Var/String>
set encyclopedia custom article sectors: id=<Var/String>, sector array=<Value>

# Other Commands - NPCs
<RetVar> = get random NPC
<RetVar> = <RefObj> -> get NPC personal ship
<RefObj> -> NPC send voice message: id=<Var/Number>
<RefObj> -> release NPC personal ship
<RefObj> -> release NPC
<RetVar> = <RefObj> -> NPC wants to bail
<RetVar> = <RefObj> -> NPC is aggressive
<RefObj> -> spawn NPC personal ship: rank=<Var/Number>
<RefObj> -> spawn NPC fleet: rank=<Var/Number>
<RetVar> = <RefObj> -> get NPC fleet

# Other Commands - Events
<RetVar/IF> display news article: page=<Var/Number> newsid=<Var/Number> occurrences=<Var/Number> maxoffertime=<Var/Number> maxtime=<Var/Number> placeholder:race1=<Var/Number> race2=<Var/Number> customarray=<Var/Array>
change event news availability: <Var/Number> race=<Var/Race> sector=<Var/Sector> jumps=<Var/Number>
register god event: script=<Script Name> mask=<Var/Number>
abort god event: <Var/Quest>
finish god event: <Var/Quest>

# Other Commands - AL Engine
al engine: register script=<Script Name>
al engine: unregister script=<Script Name>
al engine: set plugin <Var/String> description to <Var/String>
al engine: set plugin <Var/String> timer interval to <Var/Number> s

# Preprocessor macro commands
foreach <RetVar> in <Array>
for <RetVar> = <Var/Number> to <Var/Number> inc <Var/Number>
for <RetVar> = <Var/Number> to <Var/Number> dec <Var/Number>
dim <RetVar> = { <Value>, <Value>, <Value> }
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  • 1 miesiąc temu...

Witam

Mam takie pytanko wiem, że ranga bojowa i ranga chandlowa to liczby. Gdzie moge znaleść przedział liczb w której znajduje się odpowiednia ranga. Domyślam się, że zawsze zaczynasz od 1 ale co ile punktów się zmienia ranga, jest to gdzieś może wypisane?? Tak samo chodzi mi o przedziały liczb w jakich znajduje się odpowiedni stosunek rasy do ciebie.

Pozdrawiam

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Cytat

Witam

Mam takie pytanko wiem, że ranga bojowa i ranga chandlowa to liczby. Gdzie moge znaleść przedział liczb w której znajduje się odpowiednia ranga. Domyślam się, że zawsze zaczynasz od 1 ale co ile punktów się zmienia ranga, jest to gdzieś może wypisane?? Tak samo chodzi mi o przedziały liczb w jakich znajduje się odpowiedni stosunek rasy do ciebie.

Pozdrawiam

Niestety po angielsku, bo w taką wersję językową gram i odpowiednio przetłumaczyć nie potrafię, ale nie powinno być problemu z połapaniem się co i jak:

(w nawiasie punkty potrzebne do jej uzyskania)

Rangi Bojowe

0		Harmless	(0)
1		Nuisance	(2)
2		Greenhorn	(5)
3		Novice	(10)
4		Rookie	(20)
5		Trainee	(50)
6		Competent	(70)
7		Graduate	(90)
8		Skilled	(130)
9		Fighter	(150)
10		Veteran	(250)
11		Marksman	(450)
12		Sharpshooter	(700)
13		Eagle Eye	(900)
14		Professional	(1 000)
15		Instructor	(1 400)
16		Specialist	(2 000)
17		Fighter Chief	(2 500)
18		Master Chief	(6 000)
19		Militant	(9 000)
20		Warrior	(16 000)
21		Assassin	(25 000)
22		Vindicator	(44 000)
23		Warlord	(60 000)
24		Crusader	(85 000)
25		Battlemaster	(140 000)
26		Conqueror	(280 000)
27		Overlord	(420 000)
28		Legend	(500 000)
29		Hero	(700 000)
30		X-TREME	(1 000 000)



Rangi Handlowe

0		Opportunist	(0)
1		Journeyman	(2)
2		Profiteer	(5)
3		Hawker	(10)
4		Petty Vendor	(20)
5		Vendor	(30)
6		Apprentice Trader	(40)
7		Trader	(80)
8		Dealer	(100)
9		Master Dealer	(150)
10		Entrepreneur	(200)
11		Petty Retailer	(400)
12		Retailer	(800)
13		Merchant	(1 200)
14		Wholesaler	(2 000)
15		Petty Financier	(3 000)
16		Financier	(6 000)
17		Broker	(11 000)
18		Master Broker	(18 000)
19		Economist	(30 000)
20		Master Economist	(50 000)
21		Manufacturer	(70 000)
22		Industrialist	(90 000)
23		Master Industrialist	(150 000)
24		Capitalist	(300 000)
25		Mogul	(500 000)
26		Magnate	(1 000 000)
27		Super-Magnate	(1 500 000)
28		Tycoon	(2 000 000)
29		Pan-Galactic Tycoon	(5 000 000)
30		X-TREME	(10 000 000)





Minimalne wartości reputacji potrzebne do danej rangi u ras

   10	 333 333	(do 1 000 000)
	9		100 000
	8		33 333
	7		10 000
	6		3 333
	5		1 000
	4		333
	3		100
	2		33
	1		10
	0		-10
	-1		-100
	-2		-1 000
	-3		-10 000
	-4		-100 000
	-5		-1 000 000


Rangi u ras

Argoni

10		Hero of the Federation
9		Protector of the Federation
8		Federation Overwatch
7		Federation Marshal
6		Federation Guardian
5		Trusted Ally
4		Accepted Adviser
3		Confirmed Friend
2		Federation Associate
1		Federation Member
0		Citizen
-1		Suspected Foe
-2		Known Antagonist
-3		Confirmed Insurgent
-4		Confirmed Enemy
-5		Enemy of the Federation


Boroni

10		Knight of the Kingdom
9		King's Protectorate
8		King's Knight
7		Queen's Protectorate
6		Queen's Knight
5		Queen's Guard
4		Noble Peer
3		Trusted Courtier
2		Accepted Friend
1		Friend
0		Acquaintance
-1		Antagonist
-2		Confirmed Adversary
-3		Enemy of Menelaus
-4		Queen's Nemesis
-5		Enemy of the Kingdom


Splici

10		Honoured Strong Arm of Rhonkar
9		Honoured Imperator of Rhonkar
8		Inner Circle of Rhonkar
7		Privileged Associate of Rhonkar
6		Family Protector
5		Distinguished Associate
4		Family Friend
3		Comrade
2		Friend
1		Known Venturer
0		Creature
-1		Shameless Creature
-2		Family Outcast
-3		Family Enemy
-4		Enemy of Rhonkar
-5		Enemy of all Split Families


Paranidianie

10		Honour Guard of Xaar
9		Seeker of the Holy Light
8		Emperor's Protectorate
7		Friend of Emperor
6		Priest Protectorate
5		Friend of Priest King
4		Friend of Priest Duke
3		Priest Confidante
2		Friend of Priest
1		Friend
0		Nomad
-1		Unholy Nomad
-2		Tainted Wanderer
-3		Desecrator of Holy Light
-4		Enemy of Priest Duke
-5		Enemy of Priest Xaar


Teladi

10		Company Director
9		Venture Capitalist
8		Venture Profiteer
7		Company Owner
6		Company Manager
5		Majority Shareholder
4		Shareholder
3		Company Trader
2		Company Helper
1		Profit Opportunity
0		Profit Initiate
-1		Profit Liability
-2		Mercantile Rebel
-3		Commercial Anarchist
-4		Commercial Enemy
-5		Enemy of the Corporation


Gonerzy

10		Protector of the Goners
9		Holy Order Of The Goners
8		Evangelist
7		Preacher
6		Honoured Pilgrim
5		Trusted Pilgrim
4		Faithful Believer
3		Believer
2		Follower
1		Accepted Member
0		Sceptic
-1		Agnostic
-2		Heathen
-3		Blasphemer
-4		Heretic
-5		Defiler of the Truth


Terranie

10		Hero of Sol
9		Solar Sentinel
8		Guardian of Earth
7		Planetary Senator
6		Servant of Terra
5		Warrior of Io
4		Marshall of Mars
3		Senatorial Advisor
2		Regional Representative
1		Local Councillor
0		Citizen
-1		Revolutionary
-2		Renegade
-3		Insurgent
-4		Terrorist
-5		Enemy of Sol


ATF

10		Command Access
9		Operations Access
8		Research Access
7		Earth Access
6		Lunar Access
5		Mercury Access
4		Venus Access
3		Mars Access
2		Asteroid Belt Access
1		Outer System Access
0		No System Access
-1		Suspect Programmer
-2		Tech Fugitive
-3		Known AGI Sympathiser
-4		Illegal AGI Developer
-5		Nemesis
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