Оглавление Сообщение об ошибках Ваше мнение о проекте E-Mail автору

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

 

 

 

 


Оглавление Сообщение об ошибках Ваше мнение о проекте E-Mail автору
Сайт создан в системе uCoz