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Полный список команд
ScE X2(v1.4)
1
Общие команды
1.001
<RetVar/IF><Expression>
1.002 inc
<RetVar> =
1.003 dec
<RetVar> =
1.004
@
<RetVar/IF> wait
<Var/Number>
ms
1.005
@
<RetVar/IF> wait
randomly fo <Var/Number>
to <Var/Number>
ms
1.006
<Var> = random
value from 0 to <Var/Number>
-1
1.007
<Var> = random
value from <Var/Number>
to <Var/Number>
-1
1.008 *<Comment>
1.009
<RetVar> =
script engine version
1.010
<Var> = get
script priority
1.011 set secript
priority to <Var/Number>
1.012
<RetVar/IF> is
script with prio <Var/Number>
on stack
1.0121
<RefObj>
interrupt with script <Script Name>
and prio <Var/Number>:
arg1=<Value>
arg2=<Value>
arg3=<Value>
arg4=<Value>
1.013
<RetVar/IF> get
task id
1.014
<RetVar/IF> get
global task id
1.015
<RefObj>
interrupt with script <Script Name>
and prio <Var/Number>
1.016
<RefObj> connect
ship command/signal <Object Command/Signal>
to script <Script Name>
with prio <Var/Number>
1.017
<RefObj> set ship
command/signal <Object Command/Signal>
1.018
<RefObj> ignore
ship command/signal <Object Command/Signal>
1.019 enable
signal/interrupt handling: <Var/Number>
1.020
<RetVar/IF> is
signal/interrupt handling on
1.021 global ship map:
set: key=<Object Command/Signal>,class=<Var/Class>,race=<Var/Race>,script=<Script
Name>,prio=<Var/Number>
1.022 global ship map:
remove: key=<Object Command/Signal>,class=<Var/Class>,race=<Var/Race>
1.023 global ship map:
ignore: key=<Object Command/Signal>,class=<Var/Class>,race=<Var/Race>
1.024 set ship command
upgrade: command=<Object Command/Signal>
upgrade=<Var/Ware>
1.025
<RetVar> = get
ship command upgrade: command=<Object
Command/Signal>
1.026 set script command:
<Object Command/Signal>
1.027
<RetVar/IF> get
script command
1.028 set script command
target: <Value>
1.029
<RetVar/IF> get
script command target
1.030
<RetVar> =
datatyp[<Value>]
1.031
<RetVar/IF> is
datatyp[<Value>]
== <Var/Script Data Type>
1.032
<RetVar> = read
text: page=<Var/Number>
id=<Var/Number>
1.033
<RetVar> =
sprintf: fmt=<Var/String>,<Value>,<Value>,<Value>,<Value>,<Value>
1.034
<RetVar> =
sprintf: pageid=<Var/Number>
textid=<Var/Number>,<Value>,<Value>,<Value>,<Value>,<Value>
1.035 load text: id=<Var/Number>
1.036
<RetVar> = state
of news article: page=<Var/Number>
id=<Var/Number>
1.037 set state of news
article: page=<Var/Number>
id=<Var/Number>
to <Var/Number>
1.038
<RetVar/IF>
system date is month=<Var/Number>,day=<Var/Number>
1.039
<RetVar> =
playing time
1.040 infinite loop
detection enabled=<Var/Number>
1.041 set ship command
upgrade: command=<Object Command/Signal>
upgrade=<Var/Ware>
script=<Script Name>
1.042
<RefObj> set
local variable: name=<Var/String>
value=<Value>
1.043
<RetVar/IF>
<RefObj>
get local variable: name=<Var/String>
1.044 set global
variable: name=<Var/String>
value=<Value>
1.045
<RetVar/IF> get
global variable: name=<Var/String>
1.046 al engine: register
script = <script name>
1.047 al engine:
unregister script <script name>
1.048 al engine: set
plugin <value>
description to <string>
1.049 al engine: set
plugin <value>
timer interval to <number>
s
1.050
<RetVar/IF> = is
plot <number>
state flag <value>
1.051
<RetVar> = get
script version
1.052
<RetVar> = get
script name
1.053
<RefObj> ->
interrupt task <number>
with script <script name>
and prio <number>:
arg1=<value>
arg2=<value>
arg3=<value>
arg4=<value>
1.054
<RefObj> -> start
task <number>
with script <script name>
and prio <number>:
arg1=<value>
arg2=<value>
arg3=<value>
arg4=<value>
arg5=<value>
1.055
<RetVar/IF> =
<RefObj>
-> get tradeable ware array from station
1.056
<RetVar/IF> =
get Khaak aggression level
1.057
<RetVar/IF> =
get random name: race=<race>
1.058 set Khaak
aggression level to <number>
1.1
Общие команды
->Команды
исполнения
1.1.001 end conditional
1.1.002 else
1.1.003 continue
1.1.004 break
1.1.005 goto label
<Label>
1.1.006 define label
<Label>
1.2
Общие команды
->Вызов
скриптов
1.2.001
@
<RetVar/IF/START>
<RefObj>
call script <Script Name>:<Parameter>
1.2.002 return
<Value>
1.3
Общие команды->Массивы
1.3.001
<RetVar> = array
alloc: size=<Var/Number>
1.3.002
<RetVar/IF>
<Var/Array>[<Var/Number>]
1.3.003
<Var/Array>[<Var/Number>]
= <Value>
1.3.004
<RetVar> = size
of array <Var/Array>
1.3.005
<RetVar> = clone
array <Var/Array>:
index <Var/Number>
... <Var/Number>
1.3.006 copy array
<Var/Array>
index <Var/Number>
... <Var/Number>
into array <Var/Array>
at index <Var/Number>
1.3.007 insert
<Value> into
array <Var/Array>
at index <Var/Number>
1.3.008 append
<Value> to
array <Var/Array>
1.3.009 remove element
from array <Var/Array>
at index <Var/Number>
1.3.010 resize array
<Var/Array>
to <Var/Number>
2
Аудио команды
2.001 play sample
<Var/Number>
2.002 play sample:
incoming transmission <Var/Number>,
from object <Value>
2.003
<RefObj> send
audio message <Var/Number>
to player
2.004 send incoming
message <Var/String>
to player: display it=<Var/Number>
2.005
<RetVar/IF/START>
-> speak text: page=<number>
id=<number>
priority=<number>
3
Команды работы
с бортовым журналом
3.001 write to player
logbook <Value>
3.002 write to player
logbook: sprintf: fmt=<Var/String>,<Value>,<Value>,<Value>,<Value>,<Value>
3.003 write to player
logbook: sprintf: pageid=<Var/Number>
textid=<Var/Number>,<Value>,<Value>,<Value>,<Value>,<Value>
3.004
<RefObj> write to
logbook <Value>
3.005 write to log file #<Var/Number>
append=<Var/Number>
value=<Value>
3.006 write to log file #<Var/Number>
append=<Var/Number>
printf: fmt=<Var/String>,
<Value>,
<Value>,
<Value>,
<Value>,
<Value>
3.007 write to log file #<Var/Number>
append=<Var/Number>[/color] printf: pageid=<Var/Number>
textid=<Var/Number>,
<Value>,
<Value>,
<Value>,
<Value>,
<Value>
4
Навигационные
команды
4.001
@
<RetVar/IF>
<RefObj>
fly to home base
4.002
@
<RetVar/IF>
<RefObj>
fly to station <Var/Station>
4.003
@
<RetVar/IF>
<RefObj>
fly to sector <Var/Sector>
4.004
<RetVar/IF>
<RefObj>
find nearest enemy ship: max.dist=<Var/Number>
4.005
<RetVar/IF>
<RefObj>
find nearest enemy station: max.dist=<Var/Number>
4.006
<RetVar/IF>
<RefObj>
fire lasers on target <Value>
using turret <Var/Number>
4.007
@
<RetVar/IF>
<RefObj>
turn turret <Var/Number>
to target <Var/Ship/Station>:
timeout=<Var/Number>
ms
4.008
@
<RetVar/IF>
<RefObj>
attack run on target <Value>:
timeout=<Var/Number>
ms
4.009
@
<RetVar/IF>
<RefObj>
defensive move: type=<Var/Number>,intensity=<Var/Number>,timeout=<Var/Number>
ms,avoid object=<Value>
4.010
@
<RetVar/IF>
<RefObj>
move to ware object <Value>
for collecting: timeout=<Var/Number>
ms
4.011
<RetVar/IF>
<RefObj>
catch ware object <Value>
4.012
@
<RetVar/IF>
<RefObj>
move around <Var/Number>
ms
4.013
@
<RetVar/IF>
<RefObj>
escort ship <Var/Ship>
4.014
@
<RetVar/IF>
<RefObj>
escort ship <Var/Ship>:
timeout=<Var/Number>
ms
4.015
<RefObj> set
formation <Var/Number>
4.016
<RefObj> add to
formation with leader <Var/Ship>
4.017
<RefObj> remove
from any formation
4.018
<RetVar/IF>
<RefObj>
get formation leader
4.019
<RetVar> =
<RefObj>
get formation follower ships
4.010 START
<RefObj> command
<Object Command>:
arg1=<Value>,arg2=<Value>,arg3=<Value>,arg4=<Value>
4.021
<RefObj> send
signal <Object Signal>:
arg1=<Value>,arg2=<Value>,arg3=<Value>,arg4=<Value>
4.022
@
<RetVar/IF>
<RefObj>
follow object <Var/Ship>
with precision <Var/Number>
m
4.023
@
<RetVar/IF>
<RefObj>
follow <Var/Ship>
with precision <Var/Number>
m: timeout=<Var/Number>
ms
4.024
<RefObj> set
follow mode <Var/Number>
4.025
<RetVar/IF>
<RefObj>
get follow mode
4.026
<RefObj> set
destination to <Value>
4.027
<RetVar/IF>
<RefObj>
get destination
4.028
<RefObj> set
attack target to <Value>
4.029
<RetVar/IF>
<RefObj>
get attack target
4.030
@
<RetVar/IF>
<RefObj>
move to position x=<Var/Number>
y=<Var/Number>
z=<Var/Number>
with precision <Var/Number>
m
4.031
<RefObj> set
command: <Object Command>
4.032
<RetVar/IF>
<RefObj>
get command
4.033
<RefObj> set
command target: <Value>
4.034
<RetVar/IF>
<RefObj>
get command target
4.035
<RefObj> set
command target2: <Value>
4.036
<RetVar/IF>
<RefObj>
get command target2
4.037
<RetVar> =
<RefObj>
select new formation leader by: ship class=<Var/Number>
strength)<Var/Number>
min.speed=<Var/Number>
4.038
<RetVar/IF>
<RefObj>
has formation ships
4.039
<RefObj> give
formation leadership to <Var/Ship>
4.040
<RefObj> set
tactical to <Var/Number>
4.041
<RetVar> =
<RefObj>
get tactical
4.042
<RetVar/IF> get
player tracking aim
4.043
<RetVar/IF>
<RefObj>
is <Var/Ship/Station>
in firing range of turret <Var/Number>
4.044
<RetVar> =
<RefObj>
find enemy in firing range of turret
<Var/Number>
4.045
<RefObj> set
command: <Object Command>
target=<Value>
target2=<Value>
par1=<Value>
par2=<Value>
4.046
<RetVar/IF>
<RefObj>
fire missile <Var/Ware>
on <Value>
4.047
<RetVar/IF>
<RefObj>
get current missile
4.048
<RetVar/IF>
<RefObj>
find best missile for target <Value>
4.049
<RetVar> = best
missile type for target <Value>
4.050
<RetVar/IF>
<RefObj>
launch <Var/Number>
fight drones: protect me or attack target=<Value>
4.051
<RetVar/IF>
<RefObj>
is missile <Var/Ware>
ready to fire
4.052
<RetVar/IF>
<RefObj>
should a missile be fired
4.053
<RetVar> =
<RefObj>
get fire missile probability
4.054
<RetVar> =
<RefObj>get
fire missile time difference in seconds
4.055
<RefObj> set fire
missile probability to <Var/Number>
4.056
<RefObj> set fire
missile time difference to <Var/Number>
s
4.057
<RetVar/IF>
<RefObj>
fits laser <Var/Ware>
into turret <Var/Number>
4.058
<RetVar> =
<RefObj>
get max. number of lasers in turret
<Var/Number>
4.059
<RetVar> =
<RefObj>
get laser type in turret <Var/Number>
at slot <Var/Number>
4.060
<RetVar> =
<RefObj>
get number of turrets
4.061
<RetVar> = get
range of missile type <Var/Ware>
4.062
<RetVar> =
<RefObj>
find nearest missile aiming to me
4.063
<RetVar/IF>
<RefObj>
decouple ships
4.064
<RetVar/IF>
<RefObj>
is decoupled ships leader
4.065
<RetVar/IF>
<RefObj>
get current galaxy flight timestep in ms
4.066
<RetVar/IF>
<RefObj>
is landing
4.067
<RetVar/IF>
<RefObj>
is starting
4.068
<RetVar/IF>
<RefObj>
use jump drive: target=<Value>
4.069
<RetVar/IF>
<RefObj>
needed jump drive energy for jump to sector
<Var/Sector>
4.070
<RetVar/IF>
<RefObj>
check, select and fire missile on <Value>
4.071
<RetVar/IF> =
<RefObj>
-> add big ship <dock>
4.072
<RetVar/IF> =
<RefObj>
-> has a free big ship dock slot
4.073
<RetVar/IF> =
<RefObj>
-> can be controlled by race logic
4.074
<RefObj> -> set
race logic control enabled to <boolean>
...description:
if (enabled == false).....{ NPC ship of normal 5 races will not start doing it's
own thing}
4.075
<RetVar/IF> =
<RefObj>
-> can execute StartAction
4.076
<RefObj> -> set
StartAction enabled to <boolean>
4.077 set as player
wingman: <ship>
4.078 <RetVar/IF>
= <RefObj>
-> is player wingman
5
Торговые команды
5.001 <RetVar/IF> get player money
5.002 add money to player: <Var/Number>
5.003 <RetVar/IF>
<RefObj> add <Var/Number> units of
<Var/Ware>
5.004 <RetVar/IF>
<RefObj> install <Var/Number> units of
<Var/Ware>
5.005 <RetVar> = get volume of ware
<Var/Ware>
5.006 <RetVar> = get transport class of ware
<Var/Ware>
5.007 <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>
5.008 <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>
5.009 <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>
5.010 <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>
5.011 <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>
5.012 <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>
5.013 <RetVar> = get average price of ware
<Var/Ware>
5.014 <RetVar> = get max price of ware
<Var/Ware>
5.015 <RetVar> = get min price of ware
<Var/Ware>
5.016 <RetVar> = get max price of ware
<Var/Ware> as secondary resourcer
5.017 <RetVar> = get min price of ware
<Var/Ware> as secondary resourcer
5.018 <RetVar/IF> is ware
<Var/Ware> illegal in
<Var/Race> sectors
5.019 <RetVar> = get maintype of ware
<Var/Ware>
5.020 <RetVar> = get subtype of ware
<Var/Ware>
5.021 <RetVar> = get ware from maintype
<Var/Number> and subtype
<Var/Number>
5.022 <RetVar> = get number of subtypes of
maintype <Var/Number>
5.023 <RetVar> = <RefObj> get maintype
5.024 <RetVar> = <RefObj> get subtype
5.025 <RetVar/IF> =
<RefObj> -> find station: product <ware>
with best price: max.price=<number>, amount=<number>,
max.jumps=<number>, startsector=<sector>,
trader=<refobj>
5.026 <RetVar/IF> =
<RefObj> -> find station: product <ware>
with min. jumps: max.price=<number>, amount=<number>,
max.jumps=<number>, startsector=<sector>,
trader=<refobj>
5.027 <RetVar/IF> =
<RefObj> -> find station: resource <ware>
with best price: min.price=<number>, amount=<number>,
max.jumps=<number>, startsector=<sector>,
trader=<refobj>
5.028 <RetVar/IF> =
<RefObj> -> find station: resource <ware>
with min. jumps: min.price=<number>, amount=<number>,
max.jumps=<number>, startsector=<sector>,
trader=<refobj>
5.029 <RetVar/IF> =
<RefObj> -> find station sells: resource
<ware> with best price: max.price=<number>,
amount=<number>, max.jumps=<number>,
startsector=<sector>, trader=<refobj>
5.030 <RetVar/IF> =
<RefObj> -> find station sells: resource
<ware> with min. jumps: max.price=<number>,
amount=<number>, max.jumps=<number>,
startsector=<sector>, trader=<refobj>
5.1
Торговые
команды ->для
кораблей
5.1.001 <RetVar/IF>
<RefObj> buy <Var/Number> units of
<Var/Ware>
5.1.002 <RetVar/IF>
<RefObj> buy <Var/Number> units of
<Var/Ware> to a max. price of
<Var/Number> Cr
5.1.003 <RetVar/IF>
<RefObj> sell <Var/Number> units of
<Var/Ware>
5.1.004 <RetVar/IF>
<RefObj> load <Var/Number> units of
<Var/Ware>
5.1.005 <RetVar/IF>
<RefObj> unload <Var/Number> units of
<Var/Ware>
5.1.006 <RetVar> =
<RefObj> get max. ware transport class
5.1.007 <RetVar/IF>
<RefObj> get cargo bay size
5.1.008 <RetVar/IF>
<RefObj> get free volume of cargo bay
5.1.009 <RetVar/IF>
<RefObj> get volume of ware <Var/Ware>
in cargo bay
5.1.010 <RetVar/IF>
<RefObj> get true volume of ware <Var/Ware>
in cargo bay
5.1.011 <RetVar/IF>
<RefObj> get free volume of ware <Var/Ware>
in cargo bay
5.1.012 <RetVar/IF>
<RefObj> get total volume in cargo bay
5.1.013 <RetVar/IF>
<RefObj> can transport ware <Var/Ware>
5.1.014 <RefObj> add default items to ship
5.1.015 <RefObj> switch laser in slot
<Var/Number> to
<Var/Ware>
5.1.016 <RefObj> set wanted ware count to
<Var/Number>
5.1.017 <RefObj> set wanted ware to
<Var/Ware>
5.1.018 <RetVar> =
<RefObj> get wanted ware count
5.1.019 <RetVar> =
<RefObj> get wanted ware
5.1.020 <RetVar/IF>
<RefObj> has illegal ware onboard: race=<Var/Race>
5.2
Торговые
команды ->для
станций
5.2.001 <RetVar/IF>
<RefObj> get best store amount of ware
<Var/Ware>
5.2.002 <RetVar/IF>
<RefObj> get max. store amount of ware
<Var/Ware>
5.2.003 <RetVar/IF>
<RefObj> can buy ware <Var/Ware>
5.2.004 <RetVar/IF>
<RefObj> can sell ware <Var/Ware>
5.2.005 <RetVar/IF>
<RefObj> get price of ware <Var/Ware>
5.2.006 <RetVar/IF>
<RefObj> get average price of ware <Var/Ware>
5.2.007 <RefObj> set price of ware
<Var/Ware> to
<Var/Number> Cr
5.2.008 <RetVar/IF>
<RefObj> uses ware <Var/Ware> as
primary resource
5.2.009 <RetVar/IF>
<RefObj> uses ware <Var/Ware> as
secondary resource
5.2.010 <RetVar/IF>
<RefObj> trades with ware <Var/Ware>
5.2.011 <RetVar/IF>
<RefObj> get product ware
5.2.012 <RetVar/IF>
<RefObj> get number of resources
5.2.013 <RetVar/IF>
<RefObj> get number of primary resources
5.2.014 <RetVar/IF>
<RefObj> get number of secondary resources
5.2.015 <RetVar/IF>
<RefObj> get max trade jumps
5.2.016 <RetVar/IF>
<RefObj> only player own ships can trade with
5.3
Торговые
команды->для
кораблей и станций
5.3.001 <RetVar/IF>
<RefObj> get money
5.3.002 <RefObj> add money:
<Var/Number>
5.3.003 <RetVar/IF>
<RefObj> get amount of <Var/Ware> in
cargo bay
5.3.004 <RetVar/IF>
<RefObj> get true amount of <Var/Ware>
in cargo bay
5.3.005 <RetVar/IF>
<RefObj> get free amount of <Var/Ware>
in cargo bay
5.3.006 <RetVar/IF>
<RefObj> get max amount of <Var/Ware>
that can be stored in cargo bay
6
Работа с
объектами
6.001 <RetVar/IF>
<RefObj> get object class
6.002 <RetVar/IF>
<RefObj> get owner race
6.003 <RetVar/IF>
<RefObj> get environment
6.004 <RetVar/IF>
<RefObj> get sector
6.005 <RetVar/IF>
<RefObj> get homebase
6.006 <RetVar/IF>
<RefObj> is of class <Var/Class>
6.007 <RetVar/IF>
<RefObj> exists
6.008 <RetVar/IF>
<RefObj> get ware type code of object
6.009 <RetVar/IF>
<RefObj> get serial name of station
6.010 <RetVar/IF> find station in galaxis:
startsector= <Var/Sector> class or type=<Value>
race=<Var/race> flags=<Var/Number>
refobj=<Value> serial=<Var/String>
max.jumps=<Var/Number>
6.011 <RetVar/IF>
<RefObj> is of type <Var/Ship Type/Station
Type>
6.012 <RetVar/IF> get jumps from sector
<Var/Sector> to sector
<Var/Sector>
6.013 <RetVar/IF> get next sector on route from
sector <Var/Sector> to sector
<Var/Sector>
6.014 <RefObj> set homebase to
<Var/Ship/Station>
6.015 <RetVar/IF>
<RefObj> get current shield strength
6.016 <RetVar/IF>
<RefObj> get maximum shield strength
6.017 <RetVar/IF>
<RefObj> get current laser strength
6.018 <RetVar/IF>
<RefObj> get maximum laser strength
6.019 <RetVar/IF>
<RefObj> get maximum laser strength in turret
<Var/Number>
6.020 <RetVar/IF>
<RefObj> get max. shield type that can be installed
6.021 <RetVar/IF>
<RefObj> get number of shild bays
6.022 <RetVar/IF>
<RefObj> get number of laser bays
6.023 <RetVar/IF>
<RefObj> get max. missile type that can be installed
6.024 <RetVar/IF>
<RefObj> get relation to object
<Var/Ship/Station>
6.025 <RetVar/IF>
<RefObj> get relation to race <Var/Race>
6.026 <RetVar/IF>
<RefObj> get notoriery to race <Var/Race>
6.027 <RetVar/IF> get notoriery from race
<Var/Race> to race
<Var/Race>
6.028 <RetVar/IF>
<RefObj> is <Var/Ship/Station> a enemy
6.029 <RetVar/IF>
<RefObj> is <Var/Ship/Station> a
friend
6.030 <RetVar/IF>
<RefObj> is <Var/Ship/Station> neutral
to me
6.031 <RetVar/IF>
<RefObj> get shield type in bay <Var/Number>
6.032 <RetVar/IF>
<RefObj> get laser type in bay <Var/Number>
6.033 <RetVar/IF>
<RefObj> has same environment as
<Var/Ship/Station>
6.034 <RetVar/IF>
<RefObj> is in same sector as
<Var/Ship/Station>
6.035 <RetVar/IF>
<RefObj> is landed
6.036 <RetVar/IF>
<RefObj> is docked
6.037 <RetVar/IF>
<RefObj> is docking possible of <Value>
6.038 <RetVar/IF>
<RefObj> is docking allowed at
<Var/Ship/Station>
6.039 <RetVar/IF>
<RefObj> is in sector
6.040 <RetVar/IF>
<RefObj> get attacker
6.041 <RefObj> set attacker to
<Var/Ship/Station>
6.042 <RetVar> = get distance between
<Var/Ship/Station> and
<Var/Ship/Station>
6.043 <RetVar> = <RefObj> get distance to: x=<Var/Number>
y=<Var/Number> z=<Var/Number>
6.044 <RetVar> = <RefObj> get distance to: position array=<Var/Array>
6.045 <RetVar> = get distance: position array1=<Var/Array>
array2=<Var/Array>
6.046 <RetVar> = create ship: type=<Var/Ship
Type> owner=<Var/Race> addto=<Value>
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.047 <RetVar> = <RefObj> get x position
6.048 <RetVar> = <RefObj> get y position
6.049 <RetVar> = <RefObj> get z position
6.050 <RetVar> = <RefObj> get position as array
6.051 <RetVar> = get player ship
6.052 <RefObj> set relation against
<Var/Ship/Station> to
<Relation>
6.053 <RetVar> = create station: type=<Var/Station
Type> owner=<Var/Race> addto=<Var/Sector>
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.054 <RetVar> = create gate: type=<Var/Number>
addto=<Var/Sector> gateid=<Var/Number>
dstsecx=<Var/Number
dstsecy=[color=#BBBBBB]<Var/Number> dstgateid=<Var/Number>
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.055 <RetVar> = create asteroid: addto=<Var/Sector>
resource=<Var/Number> yield=<Var/Number>
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.056 <RefObj> add product to factory or dock:
<Var/Ware>
6.057 <RefObj> add primary resource to factory:
<Var/Ware>
6.058 <RefObj> add secondary resource to
factory: <Var/Ware>
6.059 <RefObj> remove product from factory or
dock: <Var/Ware>
6.060 <RefObj> remove primary resource from
factory: <Var/Ware>
6.061 <RefObj> remove secondary resource from
factory: <Var/Ware>
6.062 <RetVar> = create nebular: type=<Var/Number>
addto=<Var/Sector> x=<Var/Number>
y=<Var/Number> z=<Var/Number>
6.063 <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>
6.064 <RetVar> = create planet: subtype=<Var/Number>
addto=<Var/Sector> x=<Var/Number>
y=<Var/Number> z=<Var/Number>
6.065 <RetVar> = create special: type=<Var/Number>
addto=<Var/Sector> x=<Var/Number>
y=<Var/Number> z=<Var/Number>
6.066 <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>
6.067 <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>
6.068 <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>
6.069 <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>
6.070 <RetVar/IF>
<RefObj> is disabled
6.071 <RefObj> station trade and production
tasks: on=<Var/Number>
6.072 <RetVar/IF>
<RefObj> get SectorObjectID
6.073 <RetVar> = get ware type of SectorObject
<Var/Number>
6.074 <RetVar/IF> exists SectorObject
<Var/Number>
6.075 <RetVar/IF> get object from SectorObject
<Var/Number>
6.076 <RefObj> destruct: show no explosion=<Var/Number>
6.077 <RefObj> set position: x=<Var/Number>
y=<Var/Number> z=<Var/Number>
6.078 <RefObj> set rotation: alpha=<Var/Number>
beta=<Var/Number> gamma=<Var/Number>
6.079 set position of sector object <Var/Number>:
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.080 set safe positon of sector object <Var/Number>:
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.081 set rotation of sector object <Var/Number>:
x=<Var/Number> y=<Var/Number>
z=<Var/Number>
6.082 <RetVar> = create sector object:
maintype=<Var/Number> subtype=<Var/Number>
6.083 free sector object <Var/Number>
6.084 kill sector object <Var/Number>:
reason=<Var/Number>, killer sector object=<Var/Number>
6.085 start sector object <Var/Number> in
space <Var/Number>
6.086 <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>
6.087 <RetVar> = <RefObj> get rot alpha
6.088 <RetVar> = <RefObj> get rot beta
6.089 <RetVar> = <RefObj> get rot gamma
6.090 <RetVar> = <RefObj> get size of object
6.091 <RetVar/IF>
<RefObj> get max upgrades for upgrade
<Var/Ware>
6.092 <RetVar/IF>
<RefObj> get max speed
6.093 <RetVar/IF>
<RefObj> get max hull
6.094 <RetVar/IF>
<RefObj> get hull
6.095 <RetVar/IF>
<RefObj> get hull percent
6.096 <RetVar/IF>
<RefObj> get shield percent
6.097 <RetVar/IF>
<RefObj> get shield and hull percent
6.098 <RetVar/IF>
<RefObj> get max upgraded speed
6.099 <RetVar/IF>
<RefObj> get dock bay size
6.100 <RetVar/IF>
<RefObj> get number of landed ships
6.101 player loses police licence for race
<Var/Race>
6.102 <Var/Race> add notoriety: race=<Var/Race>
value=<Var/Number>
6.103 <RefObj> set ship disabled to
<Var/Number>
6.104 <RefObj> -> put into environment
<sector/station/bigship>
6.105 <RefObj> -> station send defend squad
against ship <ship>
6.106 <RetVar/IF> =
<RefObj> -> get name
6.107 <RefObj> -> set name to
<string>
6.108 <RefObj> -> set owner race to
<race>
6.109 <RetVar/IF> =
<RefObj> -> find ship: class or type=<class/type>
race=<race> flags=<flags>
refobj=<refobj> maxnum=<number>
with homebase=<station>
...description:
Environment = RefObj; find ship in Environment.... ;
6.110 <RetVar/IF> = find station in galaxy:
startsector=<sector> class or type=<class/type>
race=<race> flags=<flags>
refobj=<refobj> serial=<id>
max.jumps=<number> num=<number>
6.111 <RetVar/IF> =
<RefObj> -> get ID code
6.112 <RetVar/IF> =
<RefObj> -> get pilot name
6.113 <RefObj> -> set pilot name to
<string>
6.114 <RefObj> -> set pilot speaker: voice=<number>,
face=<number>, Pirate subrace=<number>,
Argon female=<number>
6.115 <RefObj> -> set serial name of station to
<Var/Station Serial>
7
Работа с
галактикой и секторами
7.001 <RetVar/IF> get sector from universe
index: x=<Var/Number>, y=<Var/Number>
7.002 <RetVar> = get max sectors in x direction
7.003 <RetVar> = get max sectors in y direction
7.004 <RetVar/IF>
<RefObj> is sector known by the player
7.005 <RetVar> = <RefObj> get universe x index
7.006 <RetVar> = <RefObj> get universe y index
7.0061 <RetVar> =
<RefObj> get warp gate: gate id=<Var/Number>
7.007 <RetVar> = <RefObj> get north warp gate
7.008 <RetVar> = <RefObj> get south warp gate
7.009 <RetVar> = <RefObj> get east warp gate
7.010 <RetVar> = <RefObj> get west warp gate
7.011 <RetVar> = find a random sector:
startsector=<Var/Sector>, jumps=<Var/Number>,
owner=<Var/Race>
7.012 <RetVar/IF> =
<RefObj> -> get ship array from sector/ship/station
7.013 <RetVar/IF> =
<RefObj> -> get station array from sector
7.014 <RetVar/IF> =
<RefObj> -> get factory array from sector
7.015 <RetVar/IF> =
<RefObj> -> get dock array from sector
7.016 <RetVar/IF> =
<RefObj> -> get player owned ship array from sector
7.017 <RetVar/IF> =
<RefObj> -> get player owned station array from sector
7.018 <RetVar/IF> =
<RefObj> -> get asteroid array from sector
Описание:
Возвращаемое значение
(может
являться аргументом для операторов
IF, IF NOT, SKIP, WHILE, WHILE NOT)
Указатель на объект в отношении которого выполняется инструкция
Аргументы для команды или возвращаемые значения
Имя
команды
Этим цветом выделен «@»
флаг прерываемости команды
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