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[分享] [转]官方MSCI命令大全(漫天代码,慎入!)

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发表于 2011-1-23 05:20:04 | 显示全部楼层 |阅读模式
支持论坛马爸爸买单
本帖最后由 黑暗枪骑兵 于 2011-1-22 23:32 编辑

此贴包含了所有的MSCI代码,官网上有每条代码的详细信息及用法
原地址:
http://forum.egosoft.com/viewforum.php?f=105

  1. »» General Commands
  2. »» Flow Control
  3. end conditional
  4. else
  5. continue
  6. break
  7. goto label <Label>
  8. gosub <Label>
  9. define label <Label>
  10. endsub

  11. »» Script Calls
  12. @ <RetVar/IF/Start><RefObj> call script <Script Name> : <Parameter>
  13. x <RefObj> interrupt with script <Script Name> and prio <Var/Number>: arg1=<Value> arg2=<Value> arg3=<Value> arg4=<Value>
  14. x <RefObj> interrupt task <Var/Number> with script <Script Name> and prio <Var/Number>: arg1=<Value> arg2=<Value> arg3=<Value> arg4=<Value>
  15. x <RefObj> start task <Var/Number> with script <Script Name> and prio <Var/Number>: arg1=<Value> arg2=<Value> arg3=<Value> arg4=<Value>
  16. x return <Value>
  17. x <RetVar/IF><RefObj> is script <Script Name> on stack of task=<Var/Number>
  18. x <RetVar/IF><RefObj> is task <Var/Number> in use
  19. x <RetVar/IF><RefObj> call named script: name=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
  20. x <RefObj> start named script: task=<Var/Number> scriptname=<Var/String> prio=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
  21. x <RetVar> = <RefObj> get next available task: starting <Var/Number>
  22. x <RefObj> interrupt with script <Script Name> and prio <Var/Number>

  23. »» Arrays
  24. <RetVar> = array alloc: size=<Var/Number>
  25. <RetVar/IF><Var/Array>[<Var/Number>]
  26. <Var/Array>[<Var/Number>] = <Value>
  27. <RetVar/IF><Var/Array>[<Var/Number>][<Var/Number>]
  28. <Var/Array>[<Var/Number>][<Var/Number>] = <Value>
  29. <RetVar/IF> size of array <Var/Array>
  30. <RetVar> = clone array <Var/Array> : index <Var/Number> … <Var/Number>
  31. copy array <Var/Array> index <Var/Number> … <Var/Number> into array <Var/Array> at index <Var/Number>
  32. insert <Value> into array <Var/Array> at index <Var/Number>
  33. append <Value> to array <Var/Array>
  34. remove element from array <Var/Array> at index <Var/Number>
  35. resize array <Var/Array> to <Var/Number>
  36. <RetVar> = get index of <Value> in array <Var/Array> offset=<Var/Number> + 1
  37. <Var/Array>[<Var/Number>] = <Var/Array>[<Var/Number>]
  38. <RetVar> = sort array <Value>
  39. <RetVar> = sort array: data=<Value> sort values=<Value>
  40. <RetVar/IF> find <Value> in array: <Value>
  41. <RetVar> = create new array, arguments=<Value>, <Value>, <Value>, <Value>, <Value>
  42. <RetVar/IF> reverse array <Value>
  43. <RetVar/IF> arrays <Value> and <Value> are equal

  44. »» Strings
  45. <RetVar/IF> get length of string <Var/String>
  46. <RetVar> = find position of pattern <Var/String> in <Var/String>
  47. <RetVar> = get substring of <Var/String> offset=<Var/Number> length=<Var/Number>
  48. <RetVar> = string <Var/String> to integer
  49. <RetVar> = substitute in string <Var/String>: pattern <Var/String> with <Var/String>
  50. <RetVar> = convert number <Var/Number> to string
  51. <RetVar> = format time: <Var/Number>
  52. <RetVar/IF> match regular expression: <Var/String> to string <Var/String>
  53. <RetVar/IF> get string font length: <Var/String>

  54. »» Math
  55. x <RetVar> = = fixed sin <Var/Number>
  56. x <RetVar> = = fixed cos <Var/Number>
  57. x <RetVar> = square root of <Var/Number>

  58. »» Commands/Signals
  59. WiP <RefObj> connect ship command/signal <Object Command/Signal> to script <Script Name> with prio <Var/Number>
  60. x <RefObj> set ship command/signal <Object Command/Signal> to global default behaviour
  61. x <RefObj> ignore ship command/signal <Object Command/Signal>
  62. x <RefObj> add secondary signal: signal=<Object Signal>, script=<Script Name>, prio=<Var/Number>, name=<Var/String>
  63. x <RefObj> remove secondary signal: signal=<Object Signal>, name=<Var/String>
  64. x global secondary signal map: add signal=<Object Signal> race=<Var/Race> class=<Var/Class> script=<Script Name> prio=<Var/Number> name=<Var/String>
  65. x global secondary signal map: remove signal=<Object Signal> race=<Var/Race> class=<Var/Class> name=<Var/String>
  66. x global script map: set key=<Object Command/Signal>, class=<Var/Class>, race=<Var/Race>, script=<Script Name>, prio=<Var/Number>
  67. x global script map: remove key=<Object Command/Signal>, class=<Var/Class>, race=<Var/Race>
  68. x global script map: ignore key=<Object Command/Signal>, class=<Var/Class>, race=<Var/Race>
  69. x set script command upgrade: command=<Object Command/Signal> upgrade=<Var/Ware>
  70. x <RetVar> = get script command upgrade: command=<Object Command/Signal>
  71. x set script command upgrade: command=<Object Command/Signal> upgrade=<Var/Ware> script=<Script Name>
  72. x set ship command preload script: command=<Object Command/Signal> script=<Script Name>
  73. x global script map for wings: key=<Var/Wing Command> race=<Var/Race> script=<Script Name> prio=<Var/Number>
  74. x set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware>
  75. x set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware> script=<Script Name>
  76. x set wing command preload script: wing command=<Var/Wing Command> script=<Script Name>
  77. x add ship custom command: id=<Var/Number>
  78. x remove ship custom command: id=<Var/Number>
  79. x <RetVar> = ship custom command exists: id=<Var/Number>
  80. x set script command: <Object Command/Signal>
  81. x <RetVar/IF> = get script command
  82. x set script command target: <Value>
  83. x <RetVar/IF> get script command target
  84. x <RefObj> connect wing command/signal <Object Command/Signal> to script <Script Name> with prio <Var/Number>


  85. <RetVar/IF><Expression>
  86. inc <RetVar> =
  87. dec <RetVar> =
  88. @ <RetVar/IF> wait <Var/Number> ms
  89. @ <RetVar/IF> wait randomly from <Var/Number> to <Var/Number> ms
  90. <Var/Number> = random value from 0 to <Var/Number> -1
  91. <Var/Number> = random value from <Var/Number> to <Var/Number> -1
  92. * <Comment>
  93. <RetVar> = script engine version
  94. <RetVar> = get script version
  95. x <RetVar/IF> is a new script version available
  96. <RetVar> = get script name
  97. <RetVar> = = get script priority
  98. set script priority to <Var/Number>
  99. infinite loop detection enabled=<Var/Number>
  100. <RetVar/IF> is script with prio <Var/Number> on stack
  101. <RetVar/IF> get task ID
  102. <RetVar/IF> get PID
  103. enable signal/interrupt handling: <Var/Number>
  104. <RetVar/IF> is signal/interrupt handling on
  105. WiP <RefObj> set local variable: name=<Var/String> value=<Value>
  106. WiP <RetVar/IF><RefObj> get local variable: name=<Var/String>
  107. WiP set global variable: name=<Var/String> value=<Value>
  108. WiP <RetVar/IF> get global variable: name=<Var/String>
  109. <RetVar> = datatyp[ <Value> ]
  110. <RetVar/IF> is datatyp[ <Value> ] == <Var/Script Data Type>
  111. <RetVar> = read text: page=<Var/Number> id=<Var/Number>
  112. <RetVar/IF> = read text: page id=<Var/Number>, from <Var/Number> to <Var/Number> to array, include empty=<Var/Boolean>
  113. <RetVar/IF> = read text: page id=<Var/Number>, id=<Var/Number> exists
  114. <RetVar> = sprintf: fmt=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
  115. <RetVar> = sprintf: pageid=<Var/Number> textid=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
  116. load text: id=<Var/Number>
  117. WiP <RetVar/IF> state of news article: page=<Var/Number> id=<Var/Number>
  118. WiP set state of news article page=<Var/Number> id=<Var/Number> to <Var/Number>
  119. <RetVar/IF> system date is month=<Var/Number>, day=<Var/Number>
  120. <RetVar> = playing time
  121. <RetVar/IF> is plot <Var/Number> state flag <Var/Number>
  122. <RetVar> = register hotkey <Var/String> to call script <Script Name>
  123. <RetVar> = register hotkey <Var/String> to call script name <Var/String>
  124. unregister hotkey <Var/Number>
  125. <RetVar> = last load time
  126. WiP <RetVar/IF><RefObj> get all local variable keys, starting with=<Var/String>
  127. WiP <RetVar/IF> get all global variable keys, starting with=<Var/String>
  128. WiP <RetVar/IF><RefObj> get local variables: regular expression=<Var/String>
  129. WiP <RetVar/IF> get global variables: regular expression=<Var/String>
  130. WiP <RetVar> = get maximum, <Var/Number>, <Var/Number>, <Var/Number>, <Var/Number>, <Var/Number>
复制代码
 楼主| 发表于 2011-1-23 05:21:27 | 显示全部楼层

  1. »» Audio Commands
  2. play sample <Var/Number>
  3. play sample: incoming transmission <Var/Number>, from object <Value>
  4. <RefObj> send audio message <Var/Number> to player
  5. send incoming message <Var/String> to player: display it=<Var/Number>
  6. WiP <RefObj> send incoming message: text=<Var/String> temporary=<Var/Boolean>
  7. WiP send incoming question <Var/String> to player: callback=<Script Name>
  8. WiP send incoming question <Var/String> to player: callback=<Script Name> flags=<Var/Number>
  9. WiP <RetVar> = <RefObj> serialise object
  10. <RetVar/IF/START> speak text: page=<Var/Number> id=<Var/Number> priority=<Var/Number>
  11. display subtitle text: text=<Var/String> duration=<Var/Number> ms
  12. <RetVar/IF><RefObj> get object name array
  13. <RetVar/IF> get text id: ware=<Var/Ware>
  14. <RetVar/IF/START> speak array: <Value> prio=<Var/Number>
复制代码
 楼主| 发表于 2011-1-23 05:22:07 | 显示全部楼层

  1. »» Logbook Commands
  2. write to player logbook <Value>
  3. write to player logbook: printf: fmt=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
  4. write to player logbook: printf: pageid=<Var/Number> textid=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
  5. <RefObj> write to logbook <Value>
  6. write to log file #<Var/Number> append=<Var/Number> value=<Value>
  7. write to log file #<Var/Number> append=<Var/Number> printf: fmt=<Var/String>, <Value>, <Value>, <Value>, <Value>, <Value>
  8. write to log file #<Var/Number> append=<Var/Number> printf: pageid=<Var/Number> textid=<Var/Number>, <Value>, <Value>, <Value>, <Value>, <Value>
复制代码
 楼主| 发表于 2011-1-23 05:22:47 | 显示全部楼层

  1. »» Fly Commands
  2. »» Wings
  3. x <RetVar/IF> create new flight wing: name=<Var/String> race=<Var/Race>
  4. x <RetVar/IF> find flight wing: name=<Var/String> race=<Var/Race>
  5. x disband flight wing: wing=<Var/Wing>
  6. x remove ship from flight wing: wing=<Var/Wing> ship=<Var/Ship>
  7. x add ship to flight wing: wing=<Var/Wing> ship=<Var/Ship>
  8. x <RetVar/IF> get flight wing ship array: wing=<Var/Wing>
  9. x <RetVar/IF> get flight wing array
  10. x <RefObj> add to flight wing: wing=<Var/Wing>
  11. x <RefObj> remove from flight wing
  12. x global script map for wings: key=<Var/Wing Command> race=<Var/Race> script=<Script Name> prio <Var/Number>
  13. x set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware>
  14. x set script command upgrade: wing command=<Var/Wing Command> upgrade=<Var/Ware> script=<Script Name>
  15. x <RetVar> get wing command upgrade: command=<Var/Wing Command>
  16. x <RefObj> set wing command: <Var/Wing Command>
  17. x <RefObj> set wing command: <Var/Wing Command> target=<Value> target2=<Value>
  18. x <RetVar/IF><RefObj> get wing natural formation
  19. x <RefObj> set wing natural formation: formation=<Var/Number>
  20. x <RetVar/IF><RefObj> is temporarily removed from wing
  21. x <RefObj> temporarily removed from wing
  22. x <RefObj> return to wing
  23. x <RetVar/IF> get predefined wing: wing=<Var/Number>
  24. x <RefObj> add wing additional ship command: id=<Var/String> script=<Script Name> pageid=<Var/Number> textid=<Var/Number> >>>>
  25. x <RefObj> add wing additional ship command: id=<Var/String> script=<Script Name> pageid=<Var/Number> textid=<Var/Number> >>>>
  26. x <RefObj> remove wing additional ship command: id=<Var/String>
  27. x <RetVar/IF><RefObj> does wing additional ship command exists: id=<Var/String>
  28. x <RetVar/IF><RefObj> get ship array for wing command upgrade: command=<Var/Wing Command>
  29. x <RetVar/IF><RefObj> ship has wing command upgrade: command=<Var/Wing Command>
  30. x add wing custom command: id=<Var/Number>
  31. x remove wing custom command: id=<Var/Number>
  32. x <RetVar> = wing custom command exists: id=<Var/Number>
  33. x START <RefObj> wing command <Var/Wing Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>, >>>>
  34. x <RetVar/IF><RefObj> is in same wing as <Var/Ship>
  35. x <RetVar/IF><RefObj> get wing formation leaders
  36. x <RetVar/IF><RefObj> get temporarily removed ship array from wing
  37. x set wing command preload script: wing command=<Var/Wing Command> script=<Script Name>
  38. x <RetVar/IF><RefObj> get number of wing formation leaders
  39. x <RetVar/IF><RefObj> get max number of ships per wing formation


  40. x @ <RetVar/IF><RefObj> fly to homebase
  41. x @ <RetVar/IF><RefObj> fly to station <Var/Station>
  42. x @ <RetVar/IF><RefObj> fly to sector <Var/Sector>
  43. x <RetVar/IF><RefObj> find nearest enemy ship: max.dist=<Var/Number>
  44. x <RetVar/IF><RefObj> find nearest enemy station: max.dist=<Var/Number>
  45. x <RetVar/IF><RefObj> fire lasers on target <Value> using turret <Var/Number>
  46. x @ <RetVar/IF><RefObj> turn turret <Var/Number> to target <Var/Ship/Station> : timeout=<Var/Number> ms
  47. x @ <RetVar/IF><RefObj> attack run on target <Value> : timeout=<Var/Number> ms
  48. x @ <RetVar/IF><RefObj> defensive move: type=<Var/Number>, internsity=<Var/Number>, timeout=<Var/Number> ms
  49. x @ <RetVar/IF><RefObj> move to ware object <Value> for collecting: timeout=<Var/Number> ms
  50. x <RetVar/IF><RefObj> catch ware object <Value>
  51. x @ <RetVar/IF><RefObj> move around <Var/Number> ms
  52. x @ <RetVar/IF><RefObj> escort ship <Var/Ship>
  53. x @ <RetVar/IF><RefObj> escort ship <Var/Ship>: timeout=<Var/Number> ms
  54. x <RefObj> set formation <Var/Number>
  55. x <RefObj> add to formation with leader <Var/Ship>
  56. x <RefObj> remove from formation
  57. x <RetVar/IF><RefObj> get formation leader
  58. x <RetVar> = <RefObj> get formation follower ships
  59. x <RetVar> = <RefObj> get formation
  60. x <RetVar> = <RefObj> select new formation leader by: ship class=<Var/Number> strength=<Var/Number> min.speed >>>>
  61. x <RetVar/IF><RefObj> has formation ships
  62. x <RefObj> give formation leadership to <Var/Ship>
  63. x <RefObj> set as player wingman: <Var/Number>
  64. x <RetVar/IF><RefObj> is player wingman
  65. x START <RefObj> command <Object Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
  66. x START <RefObj> delayed command <Object Command> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
  67. x <RefObj> send signal <Object Signal> : arg1=<Value>, arg2=<Value>, arg3=<Value>, arg4=<Value>
  68. @ <RetVar/IF><RefObj> follow object <Var/Ship> with precision <Var/Number> m
  69. @ <RetVar/IF><RefObj> follow <Var/Ship> with precision <Var/Number> m : timeout=<Var/Number> ms
  70. <RefObj> set follow mode <Var/Number>
  71. <RetVar/IF><RefObj> get follow mode
  72. x <RetVar/IF><RefObj> use jump drive: target=<Value>
  73. x <RetVar/IF><RefObj> needed jump drive energy for jump to sector <Var/Sector>
  74. <RefObj> set destination to <Value>
  75. <RetVar/IF><RefObj> get destination
  76. <RefObj> set attack target to <Value>
  77. <RetVar/IF><RefObj> get attack target
  78. @ <RetVar/IF><RefObj> move to position: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
  79. x <RefObj> set command <Object Command>
  80. x <RetVar/IF><RefObj> get command
  81. x <RefObj> set command target: <Value>
  82. x <RetVar/IF><RefObj> get command target
  83. x <RefObj> set command target2: <Value>
  84. x <RetVar/IF><RefObj> get command target2
  85. x <RetVar/IF> get player tracking aim
  86. x set player tracking aim to <RefObj>
  87. x @ <RetVar/IF><RefObj> fly to sector <Var/Sector>
  88. x <RetVar/IF><RefObj> is <Var/ship/Station> in firing range of turret <Var/Number>
  89. x <RetVar/IF><RefObj> find enemy in firing range of turret <Var/Number>
  90. x <RefObj> set command: <Object Command> target=<Value> target2=<Value> par1=<Value> par2=<Value>
  91. x <RetVar/IF><RefObj> fire missile <Var/Ware> on <Value>
  92. x <RetVar/IF><RefObj> fire missile <Var/Ware> from turret <Var/Number> on <Value>
  93. x <RetVar/IF><RefObj> find best missile for target <Value>
  94. x <RetVar> =best missile type for target <Value>
  95. x <RetVar/IF><RefObj> get current missile
  96. x <RetVar/IF><RefObj> is missile <Var/Ware> ready to fire
  97. x <RetVar/IF><RefObj> should a missile be fired
  98. x <RetVar> = <RefObj> get fire missile probability
  99. x <RetVar> = <RefObj> get fire missile time difference in seconds
  100. x <RefObj> set fire missile probabilty <Var/Number>
  101. x <RefObj> set fire missile time difference to <Var/Number> ms
  102. x <RetVar/IF><RefObj> check, select and fire missile on <Value>
  103. x <RetVar/IF><RefObj> launch <Var/Number> fight drones: protect me or attack target=<Value>
  104. x <RetVar> = <RefObj> find nearest missile aiming to me
  105. x <RetVar> = <RefObj> get array of missiles aiming to me
  106. x <RetVar/IF><RefObj> decouple ships
  107. x <RetVar/IF><RefObj> is decoupled ships leader
  108. x <RetVar/IF><RefObj> get current galaxy flight timestep in ms
  109. x <RetVar/IF><RefObj> is landing
  110. x <RetVar/IF><RefObj> is starting
  111. x @ <RetVar/IF><RefObj> move to position continue: x=<Var/Number> y=<Var/Number> z=<Var/Number> with precision <Var/Number> m
  112. x <RetVar/IF><RefObj> move to debris/asteroid <Value> and turn turret <Var/Number> to target: timeout=<Var/Number> >>>>
  113. x <RetVar/IF><RefObj> add big ship <Var/Ship>
  114. x <RetVar/IF><RefObj> has a free ship dock port: ship subtype=<Value>
  115. x <RetVar/IF><RefObj> can be controled by race logic
  116. x <RefObj> set race logic control enabled to <Var/Number>
  117. x <RetVar/IF><RefObj> can excute StartAction
  118. x <RefObj> set StartAction enabled to <Var/Number>
  119. x <RetVar/IF><RefObj> get current action
  120. x <RefObj> set pirate cover state to <Var/Number>
  121. x <RetVar/IF><RefObj> scan potential pirate <Var/Ship> for illegal wares
  122. x @ <RetVar/IF><RefObj> attack run on target <Value> : timeout=<Var/Number>ms speedlimit=<Var/Number>
  123. x <RetVar> = <RefObj> get scanner range
  124. x <RefObj> select and switch lasers for target <Var/Ship/Station> in turret <Var/Number>: scan for friends <Var/Number> >>>>
  125. x <RetVar> = <RefObj> select best lasers for target <Var/Ship/Station> in turret <Var/Number>: scan for friends <Var/Number> >>>>
  126. x <RefObj> start job
  127. x <RetVar/IF><RefObj> get job id
  128. x <RetVar/IF><RefObj> get job leader
  129. x <RetVar> = <RefObj> get job idle rate
  130. x <RetVar> = <RefObj> get job jump range
  131. x <RetVar/IF><RefObj> wait idle rate minimum: <Var/Number> ms
  132. x <RetVar> = <RefObj> get flight time
  133. x <RefObj> reset flight time
  134. x <RefObj> auto sync patrol sector with environment: <Var/Number>
  135. x <RefObj> add to patrol group for sector: <Var/Sector>
  136. x <RefObj> remove from patrol group for sector: <Var/Sector>
  137. x <RefObj> remove all patrol group references
  138. x <RetVar> = <RefObj> find nearest enemy ship in range: class=<Var/Class>
  139. x <RetVar> = get freight scanner range
  140. x <RetVar> = get transporter range
  141. x <RetVar> = get mineral scanner range
  142. x <RetVar/IF><RefObj> is in freight scanner range: ship=<Var/Ship>
  143. x <RetVar/IF><RefObj> is in transporter range: ship=<Var/Ship>
  144. x <RetVar/IF><RefObj> is in mineral scanner range: asteriod=<Var/Asteriod>
  145. x <RetVar/IF><RefObj> is autojump activated
  146. x <RefObj> set autojump active: <Var/Boolean>
  147. x <RetVar/IF><RefObj> get autojump minimum jumps
  148. x <RefObj> autojump minimum jumps=<Var/Number>
  149. x <RetVar/IF><RefObj> is emergency jump activated
  150. x <RefObj> set emergency jump active: <Var/Number>
  151. x <RetVar/IF><RefObj> get emergency jump minimum shield threshold
  152. x <RefObj> autojump emergency jump shield threshold=<Var/Number>%
  153. x <RetVar/IF><RefObj> get missile resupply: missile=<Var/Ware>
  154. x <RefObj> set missile resupply: missile=<Var/Ware> amount=<Var/Number>
  155. x <RetVar/IF><RefObj> get ammo resupply: ammo=<Var/Ware>
  156. x <RefObj> set ammo resupply: ammo=<Var/Ware> amount=<Var/Number>
  157. x <RetVar/IF><RefObj> get jumpdrive fuel resupply
  158. x <RefObj> set jumpdrive fuel resupply: amount=<Var/Number>
  159. x <RetVar/IF><RefObj> send marines to board ship: <Var/Ship> marines=<Value>
  160. x <RetVar/IF><RefObj> launch boarding pod on target: victim=<Var/Ship> marines=<Value>
  161. x <RetVar/IF><RefObj> get resupply fuel required
  162. x <RetVar/IF><RefObj> get all formation followers
  163. x <RetVar/IF><RefObj> get highest formation leader
  164. x <RetVar/IF> is player warping
  165. x <RetVar/IF><RefObj> get desired speed
  166. x <RefObj> set desired speed: <Var/Number>
复制代码
 楼主| 发表于 2011-1-23 05:23:33 | 显示全部楼层

  1. »» Trade Commands
  2. »» for Ships
  3. WiP <RetVar/IF><RefObj> buy <Var/Number> units of <Var/Ware>
  4. x <RetVar/IF><RefObj> buy <Var/Number> units of <Var/Ware> to a max. price of <Var/Number> Cr
  5. WiP <RetVar/IF><RefObj> sell <Var/Number> units of <Var/Ware>
  6. WiP <RetVar/IF><RefObj> load <Var/Number> units of <Var/Ware>
  7. WiP <RetVar/IF><RefObj> unload <Var/Number> units of <Var/Ware>
  8. <RetVar/IF><RefObj> get max. ware transport class
  9. <RetVar/IF><RefObj> get cargo bay size
  10. <RetVar/IF><RefObj> get free volume of cargo bay
  11. <RetVar/IF><RefObj> get volume of ware <Var/Ware> in cargo bay
  12. <RetVar/IF><RefObj> get true volume of ware <Var/Ware> in cargo bay
  13. <RetVar/IF><RefObj> get free volume of ware <Var/Ware> in cargo bay
  14. <RetVar/IF><RefObj> get total volume in cargo bay
  15. x <RetVar/IF><RefObj> can transport <Var/Ware>
  16. x <RefObj> add default items to ship
  17. x <RefObj> add lasers per value: <Var/Number> flags: <Var/Number>
  18. x <RefObj> add shields per value: <Var/Number>
  19. x <RefObj> switch laser in turret <Var/Number> gun <Var/Number> to <Var/Ware>
  20. x <RefObj> set wanted ware count to <Var/Number>
  21. x <RefObj> set wanted ware to <Var/Ware>
  22. x <RetVar> = <RefObj> get wanted ware count
  23. x <RetVar> = <RefObj> get wanted ware
  24. x <RetVar/IF><RefObj> has illegal ware onboard: race=<Var/Race>
  25. x <RetVar/IF><RefObj> get tradeable ware array from ship
  26. x <RetVar> = get warearray for <Var/Ship>
  27. x <RetVar> = <RefObj> get upgrade price: cargo-speed-rot <Var/Ware> units: <Var/Number>
  28. x <RetVar/IF><RefObj> get defined amount of ware <Var/Ware> as ship hardware
  29. x <Var/Ware><RefObj> set defined amount of ware <Var/Number> as ship hardware
  30. x <RetVar> = <RefObj> get ship hardware as array
  31. x <RetVar/IF><RefObj> can buy ware <Var/Ware> at station <Var/Station>
  32. x <RetVar/IF><RefObj> can buy ware <Var/Ware> from race <Var/Race>

  33. »» for Stations
  34. x <RetVar/IF><RefObj> get best store amount of ware <Var/Ware>
  35. x <RetVar/IF><RefObj> get max. store amount of ware <Var/Ware>
  36. x <RetVar/IF><RefObj> can buy ware <Var/Ware>
  37. x <RetVar/IF><RefObj> get intermediates buyable
  38. x <RefObj> set intermediates buyable to <Var/Number>
  39. x <RetVar/IF><RefObj> can sell ware <Var/Ware>
  40. x <RetVar/IF><RefObj> get intermediates sellable
  41. x <RefObj> set intermediates sellable to <Var/Number>
  42. x <RetVar/IF><RefObj> get price of ware <Var/Ware>
  43. x <RetVar/IF><RefObj> get average price of ware <Var/Ware>
  44. x <RefObj> set price of ware <Var/Ware> to <Var/Number> Cr
  45. x <RetVar/IF><RefObj> uses ware <Var/Ware> as primary resource
  46. x <RetVar/IF><RefObj> uses ware <Var/Ware> as secondary resource
  47. x <RetVar/IF><RefObj> trades with ware <Var/Ware>
  48. x <RetVar/IF><RefObj> get product ware
  49. x <RetVar/IF><RefObj> get number of resources
  50. x <RetVar/IF><RefObj> get number of primary resources
  51. x <RetVar/IF><RefObj> get number of secondary resources
  52. x <RetVar/IF><RefObj> get max trade jumps
  53. x <RefObj> set max trade jumps <Var/Number>
  54. x <RetVar/IF><RefObj> only player own ships can trade with
  55. x <RetVar> = <RefObj> get tradeable ware array from station
  56. x <RetVar/IF><RefObj> get products
  57. x <RetVar/IF><RefObj> uses ware <Var/Ware> as product
  58. x <RetVar> = <RefObj> get production cycle time: account for secondary resources=<Var/Number>
  59. x <RetVar> = <RefObj> get remaining production cycle time
  60. x <RetVar> = <RefObj> get number of products per cycle of ware <Var/Ware>
  61. x <RetVar> = <RefObj> get production status: as percentage=<Var/Number>
  62. x <RefObj> add product to factory or dock: <Var/Ware>
  63. x <RefObj> add primary resource to factory: <Var/Ware>
  64. x <RefObj> add secondary resource to factory: <Var/Ware>
  65. x <RefObj> remove product to factory or dock: <Var/Ware>
  66. x <RefObj> remove primary resource to factory: <Var/Ware>
  67. x <RefObj> remove secondary resource to factory: <Var/Ware>
  68. x <RefObj> factory production task: on=<Var/Number>
  69. x <RetVar/IF><RefObj> get repair cost of ship <Var/Ship>
  70. x <RefObj> add default wares to station/dock

  71. »» for Ships and Stations
  72. <RetVar/IF><RefObj> get money
  73. <RefObj> add money: <Var/Number>
  74. <RetVar/IF><RefObj> get amount of ware <Var/Ware> in cargo bay
  75. <RetVar/IF><RefObj> get true amount of ware <Var/Ware> in cargo bay
  76. <RetVar/IF><RefObj> get free amount of ware <Var/Ware> in cargo bay
  77. <RetVar/IF><RefObj> get max amount of ware <Var/Ware> in cargo bay
  78. <RetVar/IF><RefObj> get ware storage percentage: ware <Var/Ware> in cargo bay

  79. »» Merchants
  80. add merchant <Var/String> base=<RefObj> wanted wares=<Var/Array> owned wares=<Var/Array> cash=<Var/Number>
  81. <RetVar> = <RefObj> get merchants
  82. remove merchant <Var/String>
  83. x 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
  84. x <RetVar> = get data for merchant <Var/String>: item number=<Var/Number>

  85. »» Passengers
  86. x <RetVar/IF><RefObj> create passenger in ship: name=<Var/String> race=<Var/Race> voice=<Var/Number> face=<Var/String>?
  87. x <RetVar/IF><RefObj> add pilot of ship <Var/Ship> as passenger: disable ship=<Var/Boolean>
  88. x <RetVar/IF><RefObj> get passenger array
  89. x <RetVar/IF><RefObj> move passenger to ship <Var/Ship>: set passenger as pilot=<Var/Boolean>
  90. x <RetVar/IF><RefObj> eject passenger
  91. x <RetVar/IF><RefObj> enslave passenger
  92. x <RetVar/IF><RefObj> destroy passenger
  93. x <RefObj> train passenger to marine
  94. x <RefObj> create marine from passenger: fighting=<Var/Number> hacking=<Var/Number> mechanical=<Var/Number> engineering=<Var/Number>
  95. x <RefObj> set marine skill: fighting=<Var/Number>
  96. x <RefObj> set marine skill: hacking=<Var/Number>
  97. x <RefObj> set marine skill: mechanical=<Var/Number>
  98. x <RefObj> set marine skill: engineering=<Var/Number>
  99. x <RetVar/IF> is marine: passenger/astronaut=<Var/Passenger>
  100. x <RetVar/IF><RefObj> can transport passenger:=<Var/Passenger>
  101. x <RetVar/IF><RefObj> can launch marines
  102. x <RetVar/IF><RefObj> is ship boardable
  103. x <RetVar/IF><RefObj> get marines array
  104. x <RetVar/IF><RefObj> free space for marines
  105. x <RefObj> set passenger transport, destination=<Var/Station>, payment=<Var/Number>
  106. x <RetVar/IF><RefObj> is passenger to be transported
  107. x <RetVar/IF><RefObj> get passenger transport destination
  108. x <RetVar/IF><RefObj> get passenger transport payment
  109. x <RetVar/IF><RefObj> get marine buy price
  110. x <RetVar/IF><RefObj> get number of marines can board
  111. x <RetVar/IF><RefObj> get maximum number of marines
  112. x <RetVar/IF><RefObj> get number of marines attacking
  113. x <RetVar/IF><RefObj> add marine <Var/Passenger> to attack group on ship
  114. x <RetVar/IF><RefObj> get incoming marines
  115. x <RefObj> stop incoming marines
  116. x <RetVar/IF><RefObj> get marine fighting skill
  117. x <RetVar/IF><RefObj> get marine mechanical skill
  118. x <RetVar/IF><RefObj> get marine hacking skill
  119. x <RetVar/IF><RefObj> get marine engineering skill
  120. x <RetVar/IF><RefObj> get marine overall skill
  121. x @<RetVar/IF><RefObj> move marine to board: <Value>, timeout=<Var/Number>


  122. <RetVar/IF> get player money
  123. add money to player: <Var/Number>
  124. <RetVar/IF><RefObj> add <Var/Number> units of <Var/Ware>
  125. <RetVar/IF><RefObj> install <Var/Number> units of <Var/Ware>
  126. <RetVar> = get volume of ware <Var/Ware>
  127. <RetVar> = get transport class of ware <Var/Ware>
  128. <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/String>, exclude array=<Value>
  129. <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/String>, exclude array=<Value>
  130. <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/String>, exclude array=<Value>
  131. <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/String>, exclude array=<Value>
  132. <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/String>, exclude array=<Value>
  133. <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/String>, exclude array=<Value>
  134. <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/String>, exclude array=<Value>
  135. <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/String>, exclude array=<Value>
  136. <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/String>, exclude array=<Value>
  137. <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/String>, exclude array=<Value>
  138. <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/String>, exclude array=<Value>
  139. <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/String>, exclude array=<Value>
  140. <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/String>, exclude array=<Value>
  141. <RetVar/IF> find station: resource <Var/Ware> with best price depend on jumps: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
  142. <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/String>, exclude array=<Value>
  143. <RetVar> = get average price of ware <Var/Ware>
  144. <RetVar> = get max price of ware <Var/Ware>
  145. <RetVar> = get min price of ware <Var/Ware>
  146. <RetVar> = get max price of ware <Var/Ware> as secondary resource
  147. <RetVar> = get min price of ware <Var/Ware> as secondary resource
  148. <RetVar/IF> is ware <Var/Ware> illegal in <Var/Race> sectors
  149. <RetVar> = get maintype of ware <Var/Ware>
  150. <RetVar> = get subtype of ware <Var/Ware>
  151. <RetVar> = get ware from maintype <Var/Number> and subtype <Var/Number>
  152. <RetVar> = get number of subtypes of maintype <Var/Number>
  153. <RetVar> = <RefObj> get maintype
  154. <RetVar> = <RefObj> get subtype
  155. x <RetVar> = get relvalue of <Var/Ware>
  156. <RetVar> = get notority required to buy ware: <Var/Ware>
  157. <RetVar/IF> = is equipment: ware=<Var/Ware>
  158. <RetVar/IF> = is upgrade: ware=<Var/Ware>
  159. <RetVar/IF> = is inventory: ware=<Var/Ware>
复制代码
 楼主| 发表于 2011-1-23 05:24:33 | 显示全部楼层

  1. »» General Object Commands
  2. »» Weapon Information
  3. x <RetVar> = get power generator of ship/station type <Var/Ware>
  4. x <RetVar> = <RefObj> get power generator
  5. x <RetVar/IF><RefObj> fits laser <Var/Ware> into turret <Var/Number>
  6. x <RetVar/IF><RefObj> get max. number of lasers in turret <Var/Number>
  7. x <RetVar> = <RefObj> get laser type in turret <Var/Number> at slot <Var/Number>
  8. x <RetVar/IF><RefObj> get laser type in bay <Var/Number>
  9. x <RetVar> = <RefObj> get number of turrets
  10. x <RetVar/IF><RefObj> turret <Var/Number> can use <Var/Ware>
  11. x <RetVar> = get range of laser <Var/Ware>
  12. x <RetVar> = get shield damage of laser <Var/Ware>
  13. x <RetVar> = get hull damage of laser <Var/Ware>
  14. x <RetVar/IF> get ammunition of laser <Var/Ware>
  15. x <RetVar> = get bullet speed of laser <Var/Ware>
  16. x <RetVar/IF><RefObj> can missile <Var/Ware> be installed
  17. x <RetVar> = get range of missile type <Var/Ware>
  18. x <RetVar> = get missile max damage of <Var/Ware>
  19. x <RetVar> = get default launch time difference for missile type: <Var/Ware>
  20. x <RetVar> = get missile flags of <Var/Ware>
  21. x <RefObj> set laser energy to <Var/Ware>
  22. x <RetVar> = <RefObj> get compatible laser array: turret=<Var/Ware>
  23. x <RetVar/IF><RefObj> can turret <Var/Number> fire missiles
  24. x <RetVar/IF><RefObj> get compatible missile array
  25. x <RetVar/IF><RefObj> get maximum laser range: turret <Var/Number>
  26. x <RetVar/IF><RefObj> get minimum laser range: turret <Var/Number>
  27. x <RetVar/IF><RefObj> get compatible missile array from cargobay

  28. »» Pilots
  29. x <RetVar> = <RefObj> get pilot name
  30. x <RefObj> set pilot name to <Var/String>
  31. x <RetVar> = get random name: race=<Var/Race>
  32. <RetVar> = get fight rank
  33. <RetVar> = get trade rank
  34. x <RefObj> set pilot speaker: voice=<Value>, face=<Value>, Pirate subrace=<Value>, Argon female=<Value>
  35. x <RetVar> = <RefObj> get pilot fight skill
  36. x <RefObj> set pilot fightskill to <Var/Number>
  37. x <RetVar> = <RefObj> get pilot tradeskill
  38. x <RefObj> set pilot tradeskill to <Var/Number>
  39. x <RetVar> = <RefObj> get pilot morale
  40. x <RefObj> set pilot morale: <Var/Number>
  41. x <RetVar> = <RefObj> get pilot aggression
  42. x <RefObj> set pilot aggression: <Var/Number>
  43. x <RetVar/IF><RefObj> pilot eject from ship
  44. x <RetVar/IF><RefObj> move pilot to ship <Var/Ship>: disable=<Var/Boolean>
  45. x <RetVar> = get trade rank title: text=<Var/Boolean>
  46. x <RetVar> = get fight rank title: text=<Var/Boolean>
  47. x <RetVar> = get trade rank percentage
  48. x <RetVar> = get fight rank percentage
  49. x <RetVar> = <RefObj> get notoriety title to race <Var/Race>: text=<Var/Boolean>
  50. x <RetVar> = <RefObj> get notoriety percentage to race <Var/Race>
  51. x <RetVar/IF> get mission rank: name=<Var/String>
  52. x set mission rank: name=<Var/String> rank=<Var/Number>

  53. »» Create Objects
  54. <RetVar> = create ship: type=<Var/Ship> owner= <Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  55. x <RetVar> = create station: type=<Var/Station Type> owner=<Var/Race> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  56. x <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>
  57. x <RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  58. x <RetVar> = create debris: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  59. x <RetVar> = create nebula: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  60. x <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>
  61. x <RetVar> = create planet: subtype=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  62. x <RetVar> = create special: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
  63. x <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>

  64. <RetVar/IF><RefObj> get object class
  65. <RetVar/IF><RefObj> is of class <Var/class>
  66. <RetVar> = <RefObj> get true owner
  67. <RetVar/IF><RefObj> get owner race
  68. <RefObj> set owner race to <Var/Race>
  69. WiP <RetVar/IF><RefObj> get environment
  70. <RetVar/IF><RefObj> get sector
  71. <RetVar/IF><RefObj> get homebase
  72. <RefObj> set homebase to <Var/Ship/Station>
  73. <RetVar/IF><RefObj> get homesector
  74. <RefObj> set homesector to <Var/Sector>
  75. <RetVar/IF><RefObj> exists
  76. <RetVar/IF><RefObj> get ware type code of object
  77. x <RetVar/IF><RefObj> is of type <Var/Ship Type/Station Type>
  78. x <RetVar> = <RefObj> get ID code
  79. x <RetVar/IF><RefObj> get serial name of station
  80. x <RefObj> set serial name of station to <Var/Stations Serial>
  81. <RetVar> = <RefObj> get name
  82. x <RefObj> set name to <Var/String>
  83. x <RetVar/IF><RefObj> is known
  84. x <RefObj> set known status to <Var/Number>
  85. x <RetVar/IF><RefObj> get current laser strength
  86. x <RetVar/IF><RefObj> get maximum laser strength
  87. x <RetVar/IF><RefObj> get max laser strength in turret <Var/Number>
  88. x <RetVar/IF><RefObj> get max. shield type that can be installed
  89. x <RetVar/IF><RefObj> get number of shield bays
  90. x <RetVar/IF><RefObj> get number of laser bays
  91. x <RetVar/IF><RefObj> get most destructive missle type that can be installed
  92. <RetVar/IF><RefObj> get relation to object <Var/Ship/Station>
  93. x <RefObj> set relation against <Value> to <Relation>
  94. x <RefObj> set relations from notoriety: include player as target and race > teladi as owner=<Var/Number>
  95. x <RetVar/IF><RefObj> get relation to race <Var/Race>
  96. x <RetVar/IF><RefObj> is <Var/Ship/Station> a enemy
  97. x <RetVar/IF><RefObj> is <Var/Ship/Station> a friend
  98. x <RetVar/IF><RefObj> is <Var/Ship/Station> neutral to me
  99. x <RetVar/IF><RefObj> get notoriety to race <Var/Race>
  100. x <RetVar/IF> get notoriety from race <Var/Race> to race <Var/Race>
  101. x set notoriety of <Var/Race> -> <Var/Race> to <Var/Number> points
  102. x <RetVar/IF><RefObj> get shield type in bay <Var/Number>
  103. x <RetVar/IF><RefObj> has same environment as <Var/Ship/Station>
  104. x <RetVar/IF><RefObj> is in same sector as <Var/Ship/Station>
  105. x <RetVar/IF><RefObj> is landed
  106. x <RetVar/IF><RefObj> is docked
  107. x <RetVar/IF><RefObj> is docking possible of <Value>
  108. x <RetVar/IF><RefObj> is docking allowed at <Var/Ship/Station>
  109. x <RetVar/IF><RefObj> is in a sector
  110. x <RetVar/IF><RefObj> get attacker
  111. x <RefObj> set attacker to <Var/Ship/Station>
  112. x <RetVar> = get distance between <Var/Ship/Station> and <Var/Ship/Station>
  113. x <RetVar> = <RefObj> get distance to: x=<Var/Number> y=<Var/Number> z=<Var/Number>
  114. WiP <RetVar> = <RefObj> get distance to: position array=<Var/Array>
  115. WiP <RetVar> = get distance: position array1=<Var/Array> array2=<Var/Array>
  116. WiP <RetVar> = <RefObj> get x position
  117. <RetVar> = <RefObj> get y position
  118. <RetVar> = <RefObj> get z position
  119. WiP <RetVar> = <RefObj> get position as array
  120. <RetVar> = get player ship
  121. x <RetVar/IF><RefObj> is disabled
  122. x <RefObj> station trade and production tasks: on=<Var/Number>
  123. <RetVar/IF><RefObj> is in active sector
  124. <RefObj> destruct: show no explosion=<Var/Number>
  125. <RefObj> destroy object: killer=<Value>, show no explosion =<Var/Number>
  126. WiP <RefObj> set position: x =<Var/Number> y =<Var/Number> z =<Var/Number>
  127. <RefObj> force position: x =<Var/Number> y =<Var/Number> z =<Var/Number>
  128. x <RefObj> set rotation: alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number>
  129. WiP <RetVar> = <RefObj> get rot alpha
  130. WiP <RetVar> = <RefObj> get rot beta
  131. WiP <RetVar> = <RefObj> get rot gamma
  132. x <RetVar> = <RefObj> get size of object
  133. x <RetVar/IF><RefObj> get max upgrades for upgrade <Var/Ware>
  134. x <RetVar/IF><RefObj> get max speed
  135. <RetVar> = <RefObj> get current max speed
  136. <RetVar> = <RefObj> get current speed
  137. <RefObj> set ship speed to <Var/Number>
  138. x <RetVar/IF><RefObj> get max hull
  139. <RetVar/IF><RefObj> get hull
  140. x <RefObj> set hull to <Var/Number>
  141. <RetVar/IF><RefObj> get hull percent
  142. <RetVar/IF><RefObj> get maximum shield strength
  143. <RetVar/IF><RefObj> get current shield strength
  144. x <RefObj> set current shield strength to <Var/Number>
  145. <RetVar/IF><RefObj> get shield percent
  146. x <RetVar/IF><RefObj> get shield and hull percent
  147. x <RetVar/IF><RefObj> get max upgraded speed
  148. <RetVar/IF><RefObj> get dock bay size
  149. <RetVar/IF><RefObj> get number of landed ships
  150. x <Var/Race> add notoriety: race=<Var/Race> value=<Var/Number>
  151. WiP <RefObj> set ship disabled to <Var/Number>
  152. x <RefObj> put into environment <RefObj>
  153. x <RefObj> station send defend squad againts ship <Var/Ship/Station>
  154. WiP <RetVar> get Kha'ak aggression level
  155. WiP set Kha'ak aggression level to <Var/Number>
  156. x <RetVar> = <RefObj> is detectable
  157. x <RetVar> = <RefObj> is hired
  158. <RetVar> = get player name
  159. WiP <RefObj> disable ship rebuild
  160. x <RetVar> = order ship in next shipyard: owner=<Var/Race> sector=<Var/Sector> class=<Var/Class> optional: default shiptype for race:<Var/Race>
  161. x <RetVar/IF><RefObj> is hidden
  162. x <RetVar/IF><RefObj> is target visable <Var/Ship/Station>
  163. x <RetVar> = <RefObj> get asteriod yield
  164. x <RetVar/IF><RefObj> is asteriod scanned
  165. x <RefObj> set asteriod scanned to <Var/Number>
  166. x <RetVar> = <RefObj> get resource waretype of asteriod
  167. x <RetVar/IF><RefObj> has collectible rocks
  168. x <RetVar> = <RefObj> get flying ware count
  169. WiP <RefObj> ignore collisions: <Var/Number>
  170. x <RetVar/IF> player HQ has blueprints for: type=<Var/Ship/Station>
  171. x add blueprints to player HQ: type=<Var/Ship/Station>
  172. x remove blueprints from player HQ: type=<Var/Ship/Station>
  173. x <RetVar/IF> move player to ship <Var/Ship>: Teleport=<Var/Number>
  174. x <RetVar> = get maker race: shiptype=<Value>
  175. x <RetVar> = <RefObj> get maker race
  176. <RefObj> jump out of existance
  177. x <RetVar/IF><RefObj> get flight wing
  178. x <RetVar/IF><RefObj> is civilian ship
  179. x <RetVar/IF><RefObj> get number of decks on ship
  180. x <RetVar/IF><RefObj> get ship boarding defence level
  181. x <RetVar/IF><RefObj> get hacking security level
  182. x <RetVar/IF><RefObj> realign gate: gatenum=<Value> gate to link=<Var/Warpgate> force=<Var/Boolean>
  183. x <RetVar> = <RefObj> get ship variation
  184. x <RetVar> get ship variation: subtype=<Var/Number>
  185. x <RetVar/IF><RefObj> is missile boat
  186. x <RetVar/IF><RefObj> is military outpost
  187. x <RetVar/IF><RefObj> get debris count
  188. x <RetVar/IF><RefObj> is invincible
  189. x <RetVar/IF><RefObj> find nearest military outpost
  190. x <RetVar/IF><RefObj> get boarding shield threshold
复制代码
 楼主| 发表于 2011-1-23 05:25:00 | 显示全部楼层
  1. »» Universe and Sector Commands
  2. x <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>
  3. x <RetVar/IF><RefObj> find ship: class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxnum=<Var/Number> with homebase=<Var/Homebase>
  4. x <RetVar/IF> find asteroid: sector=<Var/Sector> resourcetype=<Var/Ware> min.yield=<Var/Number> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
  5. x <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>
  6. x <RetVar/IF> find nebula: sector=<Var/Sector> type=<Var/Number> effect=<Var/Number> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
  7. x <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>
  8. x <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>
  9. x <RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Serial> max.jumps=<Var/Number>
  10. x <RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Var/Number> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Serial> max.jumps=<Var/Number> num=<Var/Number>
  11. x <RetVar/IF> find gate: flags=<Var/Number>, refobj=<Value>, max dist=<Var/Number>, refpos=<Var/Array>
  12. <RetVar/IF> get sector from universe index: x=<Var/Number>, y=<Var/Number>
  13. x <RetVar> = get max sectors in x direction
  14. x <RetVar> = get max sectors in y direction
  15. x <RetVar/IF><RefObj> is sector known by the player
  16. x <RetVar> = <RefObj> get universe x index
  17. x <RetVar> = <RefObj> get universe y index
  18. x <RetVar> = <RefObj> get north warp gate
  19. x <RetVar> = <RefObj> get south warp gate
  20. x <RetVar> = <RefObj> get east warp gate
  21. x <RetVar> = <RefObj> get west warp gate
  22. x <RetVar> = <RefObj> get warp gate: id=<Var/Number>
  23. x <RetVar> = <Var/Warpgate> get gate id
  24. x <RetVar/IF> get next gate on route from <Var/Sector> to <Var/Sector>
  25. x <RetVar> = <Var/Warpgate> get gate destination: return sector=<Var/number>
  26. x <RetVar/IF> get jumps from sector <Var/Sector> to sector <Var/Sector>
  27. x <RetVar/IF> get next sector on route from sector <Var/Sector> to sector <Var/Sector>
  28. x <RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>
  29. x <RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>, security level=<Var/Number>
  30. x <RetVar/IF><RefObj> find all sector within <Var/Number> jumps: Only known sectors=<Var/Number>
  31. x <RetVar> = <RefObj> get ship array from sector/ship/station
  32. x <RetVar> = <RefObj> get station array from sector
  33. x <RetVar> = <RefObj> get factory array from sector
  34. x <RetVar> = <RefObj> get dock array from sector
  35. x <RetVar> = <RefObj> get player owned ship array from sector
  36. x <RetVar> = <RefObj> get player owned station array from sector
  37. x <RetVar> = <RefObj> get asteriod array from sector
  38. x <RetVar/IF><RefObj> get owned ships: class/type=<Value>
  39. x <RetVar> = get ship array: of race <Var/Race> class/type=<Value>
  40. x <RetVar> = get station array: of race <Var/Race> class/type=<Value>
  41. x <RetVar> = get station array: product=<Var/Ware> include empty=<Var/Boolean>
  42. x <RetVar> = get station array: resource=<Var/Ware> include empty=<Var/Boolean>
  43. x <RetVar/IF> player has police licence for race <Var/Race> player loses police licence for race <Var/Race>
  44. x <RetVar/IF><RefObj> is core sector
  45. x <RefObj> set sector to core security <Var/Boolean>
  46. x <RetVar> = get ship type array: maker race=<Var/Race> class=<Value>
  47. x <RetVar/IF><RefObj> get planet array
  48. x set discovered status: type=<Value> status=<Var/Boolean>
  49. x <RetVar/IF> has <Value> been discovered
  50. x <RetVar/IF><RefObj> get all stationary objects: include asteriods=<Var/Boolean>
  51. x <RetVar/IF><RefObj> get buyable wares in sector: include playerfacts=<Var/Number> include shipyards=<Var/Number> include docks=<Var/Number>
复制代码
 楼主| 发表于 2011-1-23 05:25:24 | 显示全部楼层
  1. »» Other
  2. »» NPCs
  3. x <RetVar> = get random NPC
  4. x <RetVar> = <RefObj> get NPC personal ship
  5. x <RefObj> NPC send voice message: id =<Var/Number>
  6. x <RefObj> release NPC personal ship
  7. x <RefObj> release NPC
  8. x <RetVar> = <RefObj> NPC wants to bail
  9. x <RetVar> = <RefObj> NPC is aggressive
  10. x <RefObj> spawn NPC personal ship: rank =<Var/Number>
  11. x <RefObj> spawn NPC fleet: rank =<Var/Number>
  12. x <RetVar> = <RefObj> get NPC fleet

  13. »» Events
  14. x <RetVar/IF> display news article: page=<Var/Number> newsid=<Var/Number> occurrences=<Var/Number> maxoffertime=<Var/Number> maxtime=<Var/Number> placeholder: race1=<Var/Race> race2=<Var/Race> customarray=<Var/Array>
  15. x change event news availibility: <Var/Number> race=<Var/Race> sector=<Var/Sector> jumps=<Var/Number>
  16. x register god event: script=<Script Name> mask=<Var/Number>
  17. x abort god event: <Var/Quest>
  18. x finish god event: <Var/Quest>

  19. »» AL Engine
  20. x al engine: register script =<Script Name>
  21. x al engine: unregister script <Script Name>
  22. x al engine: set plugin <Var/String> description to <Var/String>
  23. x al engine: set plugin <Var/String> timer interval to <Var/String> s

  24. x <RetVar/IF><RefObj> get user input: type=<Script Reference Type>, title=<Var/String>
  25. WiP <RetVar/IF> open custom menu: title=<Var/String> description=<Var/String> option array=<Var/Array>
  26. x <RetVar/IF> open custom info menu: title=<Var/String> description=<Var/String> option array=<Var/Array> maxoptions=<Var/Number>
  27. x <RetVar> = create custom menu array
  28. x <RetVar> = create custom menu array: heading=<Var/String>
  29. x <RetVar> = create custom menu array: info lines=<Var/String>, <Var/String>, <Var/String>, <Var/String>, <Var/String>
  30. x add custom menu item to array <Value>: text=<Var/String> returnvalue=<Value>
  31. x add custom menu heading to array <Value>: text=<Var/String>
  32. x add custom menu info line to array <Value>: text=<Var/String>
  33. x capture screen
  34. x 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>
  35. x add section to custom menu: <Var/Array>
  36. x <RetVar> = create text for custom menu, left=<Var/String>, right=<Var/String>
  37. x add value selection to menu: <Var/Array>, text=<Var/String>, value array=<Var/Array>, default=<Var/Number>, return id=<Var/String>
  38. x <RetVar/IF><RefObj> get user input without sector: type=<Script Reference Type>, title=<Var/String>
  39. x <RetVar/IF><RefObj> get user input type=<Script Reference Type>, title=<Var/String>, sector=<Var/Sector>
  40. x 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>
  41. x 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>
  42. x 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>
  43. x 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>
  44. x remove encyclopedia custom article: id=<Var/String>
  45. x set encyclopedia custom article sectors: id=<Var/String>, sector array=<Value>
复制代码
 楼主| 发表于 2011-1-24 09:52:57 | 显示全部楼层
有人看得懂么- -
发表于 2011-1-24 10:05:57 | 显示全部楼层
话说太长了----
看懂应该不是问题,但是很需要耐心......
我没这个耐心,所以看不懂
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