Дополнение к Пособию Скрипты. Что это и с чем их едят. cent...
X3 Terran Conflict / X3 Земной конфликт
 
X3 Terran conflict  
 

На сайте онлайн (человек): 72



 



Дополнение к Пособию Скрипты. Что это и с чем их едят. cent...

Terran Conflict (X3TC) / Форум / Скрипты и моды для X3 Terran Conflict / Учимся простейшим скриптам

Учимся простейшим скриптам
(http://x3tc.net/x3_forum/?tid=672)
Автор: Malstrime
(30.04.2010 16:39:55)

 
Дополнение к Пособию "Скрипты. Что это и с чем их едят."
 

Список всех скриптовых команд. Часть 2.

  • Общие команды для объектов
     Код:
    1. <RetVar/IF> <RefObj> -> get object class
    2. <RetVar/IF> <RefObj> -> is of class <Var/Class>
    3. <RetVar> = <RefObj> -> get true owner
    4. <RetVar/IF> <RefObj> -> get owner race
    5. <RefObj> -> set owner race to <Var/Race>
    6. <RetVar/IF> <RefObj> -> get environment
    7. <RetVar/IF> <RefObj> -> get sector
    8. <RetVar/IF> <RefObj> -> get homebase
    9. <RefObj> -> set homebase to <Var/Ship/Station>
    10. <RetVar/IF> <RefObj> -> get homesector
    11. <RefObj> -> set homesector to <Var/Sector>
    12. <RetVar/IF> <RefObj> -> exists
    13. <RetVar/IF> <RefObj> -> get ware type code of object
    14. <RetVar/IF> <RefObj> -> is of type <Var/Ship Type/Station Type>
    15. <RetVar> = <RefObj> -> get ID code
    16. <RetVar/IF> <RefObj> -> get serial name of station
    17. <RefObj> -> set serial name of station to <Var/Stations Serial>
    18. <RetVar> = <RefObj> -> get name
    19. <RefObj> -> set name to <Var/String>
    20. <RetVar/IF> <RefObj> -> is known
    21. <RefObj> -> set known status to <Var/Number>
    22. <RetVar/IF> <RefObj> -> get current laser strength
    23. <RetVar/IF> <RefObj> -> get maximum laser strength
    24. <RetVar/IF> <RefObj> -> get max laser strength in turret <Var/Number>
    25. <RetVar/IF> <RefObj> -> get max. shield type that can be installed
    26. <RetVar/IF> <RefObj> -> get number of shield bays
    27. <RetVar/IF> <RefObj> -> get number of laser bays
    28. <RetVar/IF> <RefObj> -> get most destructive missile type that can be installed
    29. <RetVar/IF> <RefObj> -> get relation to object <Var/Ship/Station>
    30. <RefObj> -> set relation against <Value> to <Relation>
    31. <RefObj> -> set relations from notoriety: include player as target and race > teladi as owner=<Var/Number>
    32. <RetVar/IF> <RefObj> -> get relation to race <Var/Race>
    33. <RetVar/IF> <RefObj> -> get notoriety to race <Var/Race>
    34. <RetVar/IF> <RefObj> -> is <Var/Ship/Station> a enemy
    35. <RetVar/IF> <RefObj> -> is <Var/Ship/Station> a friend
    36. <RetVar/IF> <RefObj> -> is <Var/Ship/Station> neutral to me
    37. <RetVar/IF> get notoriety from race <Var/Race> to race <Var/Race>
    38. set notoriety of <Var/Race> -> <Var/Race> to <Var/Number> points
    39. <RetVar/IF> <RefObj> -> get shield type in bay <Var/Number>
    40. <RetVar/IF> <RefObj> -> has same environment as <Var/Ship/Station>
    41. <RetVar/IF> <RefObj> -> is in same sector as <Var/Ship/Station>
    42. <RetVar/IF> <RefObj> -> is landed
    43. <RetVar/IF> <RefObj> -> is docked
    44. <RetVar/IF> <RefObj> -> is docking possible of <Value>
    45. <RetVar/IF> <RefObj> -> is docking allowed at <Var/Ship/Station>
    46. <RetVar/IF> <RefObj> -> is in a sector
    47. <RetVar/IF> <RefObj> -> get attacker
    48. <RefObj> -> set attacker to <Var/Ship/Station>
    49. <RetVar> = get distance between <Var/Ship/Station> and <Var/Ship/Station>
    50. <RetVar> = <RefObj> -> get distance to: x=<Var/Number> y=<Var/Number> z=<Var/Number>
    51. <RetVar> = <RefObj> -> get distance to: position array=<Var/Array>
    52. <RetVar> = get distance: position array1=<Var/Array> array2=<Var/Array>
    53. <RetVar> = <RefObj> -> get x position
    54. <RetVar> = <RefObj> -> get y position
    55. <RetVar> = <RefObj> -> get z position
    56. <RetVar> = <RefObj> -> get position as array
    57. <RetVar> = get player ship
    58. <RetVar/IF> <RefObj> -> is disabled
    59. <RefObj> -> station trade and production tasks: on=<Var/Number>
    60. <RetVar/IF> <RefObj> -> is in active sector
    61. <RefObj> -> destruct: show no explosion=<Var/Number>
    62. <RefObj> -> destroy object: killer=<Value>, show no explosion=<Var/Number>
    63. <RefObj> -> set position: x=<Var/Number> y=<Var/Number> z=<Var/Number>
    64. <RefObj> -> force position: x=<Var/Number> y=<Var/Number> z=<Var/Number>
    65. <RefObj> -> set rotation: alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number>
    66. <RetVar> = <RefObj> -> get rot alpha
    67. <RetVar> = <RefObj> -> get rot beta
    68. <RetVar> = <RefObj> -> get rot gamma
    69. <RetVar> = <RefObj> -> get size of object
    70. <RetVar/IF> <RefObj> -> get max upgrades for upgrade <Var/Ware>
    71. <RetVar/IF> <RefObj> -> get max speed
    72. <RetVar> = <RefObj> -> get current max speed
    73. <RetVar> = <RefObj> -> get current speed
    74. <RefObj> -> set ship speed to <Var/Number>
    75. <RetVar/IF> <RefObj> -> get max hull
    76. <RetVar/IF> <RefObj> -> get hull
    77. <RefObj> -> set hull to <Var/Number>
    78. <RetVar/IF> <RefObj> -> get hull percent
    79. <RetVar/IF> <RefObj> -> get maximum shield strength
    80. <RetVar/IF> <RefObj> -> get current shield strength
    81. <RefObj> -> set current shield strength to <Var/Number>
    82. <RetVar/IF> <RefObj> -> get shield percent
    83. <RetVar/IF> <RefObj> -> get shield and hull percent
    84. <RetVar/IF> <RefObj> -> get max upgraded speed
    85. <RetVar/IF> <RefObj> -> get dock bay size
    86. <RetVar/IF> <RefObj> -> get number of landed ships
    87. <Var/Race> add notoriety: race=<Var/Race> value=<Var/Number>
    88. <RefObj> -> set ship disabled to <Var/Number>
    89. <RefObj> -> put into environment <RefObj>
    90. <RefObj> -> station send defend squad against ship <Var/Ship/Station>
    91. <RetVar> = get Kha'ak aggression level
    92. set Kha'ak aggression level to <Var/Number>
    93. <RetVar> = <RefObj> -> is detectable
    94. <RetVar> = <RefObj> -> is hired
    95. <RetVar> = get player name
    96. <RefObj> -> disable ship rebuild
    97. <RetVar> = order ship in next shipyard: owner=<Var/Race> sector=<Var/Sector> class=<Var/Class> optional: default shiptype for race: <Var/Race>
    98. <RetVar/IF> <RefObj> -> is hidden
    99. <RetVar/IF> <RefObj> -> is target visible <Var/Ship/Station>
    100. <RetVar> = <RefObj> -> get asteroid yield
    101. <RetVar/IF> <RefObj> -> is asteroid scanned
    102. <RefObj> -> set asteroid scanned to <Var/Number>
    103. <RetVar> = <RefObj> -> get resource waretype of asteroid
    104. <RetVar/IF> <RefObj> -> has collectible rocks
    105. <RetVar> = <RefObj> -> get flying ware count
    106. <RefObj> -> ignore collisions: <Var/Number>
    107. <RetVar/IF> player HQ has blueprints for: type=<Var/Ship Type>
    108. add blueprints to player HQ: type=<Var/Ship Type>
    109. remove blueprints from player HQ: type=<Var/Ship Type>
    110. <RetVar/IF> move player to ship <Var/Ship>: Teleport=<Var/Number>
    111. <RetVar> = get maker race: shiptype=<Value>
    112. <RetVar/IF> <RefObj> -> get maker race
    113. <RefObj> -> jump out of existence
    114. <RetVar/IF> <RefObj> -> get flight wing
    115. <RetVar/IF> <RefObj> -> is civilian ship
    116. <RetVar/IF> <RefObj> -> get number of decks on ship
    117. <RetVar/IF> <RefObj> -> get ship boarding defence level
    118. <RetVar/IF> <RefObj> -> get hacking security level
    119. <RetVar/IF> <RefObj> -> realign gate: gatenum=<Value> gate to link=<Var/Warpgate> force=<Var/Boolean>
    120. <RefObj> -> change destination gate to <Var/Warpgate>
    121. <RetVar> = <RefObj> -> get ship variation
    122. <RetVar> = get ship variation: subtype=<Var/Number>
    123. <RetVar/IF> <RefObj> -> is missile boat
    124. <RetVar/IF> <RefObj> -> is military outpost
    125. <RetVar/IF> <RefObj> -> get debris count
    126. <RetVar/IF> <RefObj> -> is invincible
    127. <RetVar/IF> <RefObj> -> find nearest military outpost
    128. <RetVar/IF> <RefObj> -> get boarding shield threshold
     


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


  • Общие команды для объектов - Пилоты
     Код:
    1. <RetVar> = <RefObj> -> get pilot name
    2. <RefObj> -> set pilot name to <Var/String>
    3. <RetVar> = get random name: race=<Var/Race>
    4. <RetVar> = get fight rank
    5. <RetVar> = get trade rank
    6. <RefObj> -> set pilot speaker: voice=<Value>, face=<Value>, Pirate subrace=<Value>, Argon female=<Var/Number>
    7. <RetVar> = <RefObj> -> get pilot fightskill
    8. <RefObj> -> set pilot fightskill to <Var/Number>
    9. <RetVar> = <RefObj> -> get pilot tradeskill
    10. <RefObj> -> set pilot tradeskill to <Var/Number>
    11. <RetVar> = <RefObj> -> get pilot morale
    12. <RefObj> -> set pilot morale: <Var/Number>
    13. <RetVar> = <RefObj> -> get pilot aggression
    14. <RefObj> -> set pilot aggression: <Var/Number>
    15. <RetVar/IF> <RefObj> -> pilot eject from ship
    16. <RetVar/IF> <RefObj> -> move pilot to ship <Var/Ship>: disable=<Var/Boolean>
    17. <RetVar> = get trade rank title: text=<Var/Boolean>
    18. <RetVar> = get fight rank title: text=<Var/Boolean>
    19. <RetVar> = get trade rank percentage
    20. <RetVar> = get fight rank percentage
    21. <RetVar> = <RefObj> -> get notoriety title to race <Var/Race>: text=<Var/Boolean>
    22. <RetVar> = <RefObj> -> get notoriety percentage to race <Var/Race>
    23. <RetVar/IF> get mission rank: name=<Var/String>
    24. set mission rank: name=<Var/String> rank=<Var/Number>
     



  • Общие команды для объектов - создание объектов
     Код:
    1. <RetVar> = create ship: type=<Var/Ship Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    2. <RetVar> = create station: type=<Var/Station Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    3. <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>
    4. <RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    5. <RetVar> = create debris: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    6. <RetVar> = create nebula: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    7. <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>
    8. <RetVar> = create planet: subtype=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    9. <RetVar> = create special: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
    10. <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>
     


  • Команды секторов и Галактики
     Код:
    1. <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>
    2. <RetVar/IF> <RefObj> -> find ship: class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxnum=<Var/Number> with homebase=<Value>
    3. <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>
    4. <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>
    5. <RetVar/IF> find nebula: sector=<Var/Sector> type=<Var/Number> effect=<Var/Number> flags=<Var/Number> refobj=<Var/Ship/Station> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
    6. <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>
    7. <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>
    8. <RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Stations Serial> max.jumps=<Var/Number>
    9. <RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Stations Serial> max.jumps=<Var/Number> num=<Var/Number>
    10. <RetVar/IF> find gate: flags=<Var/Number>, refobj=<Value>, max dist=<Var/Number>, refpos=<Var/Array>
    11. <RetVar/IF> get sector from universe index: x=<Var/Number>, y=<Var/Number>
    12. <RetVar> = get max sectors in x direction
    13. <RetVar> = get max sectors in y direction
    14. <RetVar/IF> <RefObj> -> is sector known by the player
    15. <RetVar> = <RefObj> -> get universe x index
    16. <RetVar> = <RefObj> -> get universe y index
    17. <RetVar> = <RefObj> -> get north warp gate
    18. <RetVar> = <RefObj> -> get south warp gate
    19. <RetVar> = <RefObj> -> get east warp gate
    20. <RetVar> = <RefObj> -> get west warp gate
    21. <RetVar/IF> <RefObj> -> get warp gate: gate id=<Var/Number>
    22. <RetVar> = <Var/Warpgate> get gate id
    23. <RetVar/IF> get next gate on route from <Var/Sector> to <Var/Sector>
    24. <RetVar> = <Var/Warpgate> get gate destination: return sector=<Var/Number>
    25. <RetVar/IF> get jumps from sector <Var/Sector> to sector <Var/Sector>
    26. <RetVar/IF> get next sector on route from sector <Var/Sector> to sector <Var/Sector>
    27. <RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>
    28. <RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>, security level=<Var/Number>
    29. <RetVar/IF> <RefObj> -> find all sectors within <Var/Number> jumps: Only known sectors=<Var/Number>
    30. <RetVar> = <RefObj> -> get ship array from sector/ship/station
    31. <RetVar> = <RefObj> -> get station array from sector
    32. <RetVar> = <RefObj> -> get factory array from sector
    33. <RetVar> = <RefObj> -> get dock array from sector
    34. <RetVar> = <RefObj> -> get player owned ship array from sector
    35. <RetVar> = <RefObj> -> get player owned station array from sector
    36. <RetVar> = <RefObj> -> get asteroid array from sector
    37. <RetVar/IF> <RefObj> -> get owned ships: class/type=<Value>
    38. <RetVar> = get ship array: of race <Var/Race> class/type=<Value>
    39. <RetVar> = get station array: of race <Var/Race> class/type=<Value>
    40. <RetVar> = get station array: product=<Var/Ware> include empty=<Var/Boolean>
    41. <RetVar> = get station array: resource=<Var/Ware> include empty=<Var/Boolean>
    42. <RetVar/IF> player has police licence for race <Var/Race>
    43. player loses police licence for race <Var/Race>
    44. <RetVar/IF> <RefObj> -> is core sector
    45. <RefObj> -> set sector to core security <Var/Boolean>
    46. <RetVar> = get ship type array: maker race=<Var/Race> class=<Value>
    47. <RetVar/IF> <RefObj> -> get planet array
    48. set discovered status: type=<Value> status=<Var/Boolean>
    49. <RetVar/IF> has <Value> been discovered
    50. <RetVar/IF> <RefObj> -> get all stationary objects: include asteroids=<Var/Boolean>
    51. <RetVar/IF> <RefObj> -> get buyable wares in sector. Include player factories: <Var/Number> Include shipyards: <Var/Number> Include docks: <Var/Number>
     


  • Прочее
     Код:
    1. <RetVar/IF> <RefObj> -> get user input: type=<Script Reference Type>, title=<Var/String>
    2. <RetVar/IF> open custom menu: title=<Var/String> description=<Var/String> option array=<Var/Array>
    3. <RetVar/IF> open custom info menu: title=<Var/String> description=<Var/String> option array=<Var/Array> maxoptions=<Var/Number>
    4. <RetVar> = create custom menu array
    5. <RetVar> = create custom menu array: heading=<Var/String>
    6. <RetVar> = create custom menu array, info lines=<Var/String>, <Var/String>, <Var/String>, <Var/String>, <Var/String>
    7. add custom menu item to array <Value>: text=<Var/String> returnvalue=<Value>
    8. add custom menu heading to array <Value>: title=<Var/String>
    9. add custom menu info line to array <Value>: text=<Var/String>
    10. capture screen
    11. 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>
    12. add section to custom menu: <Var/Array>
    13. <RetVar> = create text for custom menu, left=<Var/String>, right=<Var/String>
    14. add value selection to menu: <Var/Array>, text=<Var/String>, value array=<Var/Array>, default=<Var/Number>, return id=<Var/String>
    15. <RetVar/IF> <RefObj> -> get user input without sector: type=<Script Reference Type>, title=<Var/String>
    16. <RetVar/IF> <RefObj> -> get user input type=<Script Reference Type>, title=<Var/String>, sector=<Var/Sector>
    17. 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>
    18. 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>
    19. 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>
    20. 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>
    21. remove encyclopedia custom article: id=<Var/String>
    22. set encyclopedia custom article sectors: id=<Var/String>, sector array=<Value>
     


  • Прочее - NPC
     Код:
    1. <RetVar> = get random NPC
    2. <RetVar> = <RefObj> -> get NPC personal ship
    3. <RefObj> -> NPC send voice message: id=<Var/Number>
    4. <RefObj> -> release NPC personal ship
    5. <RefObj> -> release NPC
    6. <RetVar> = <RefObj> -> NPC wants to bail
    7. <RetVar> = <RefObj> -> NPC is aggressive
    8. <RefObj> -> spawn NPC personal ship: rank=<Var/Number>
    9. <RefObj> -> spawn NPC fleet: rank=<Var/Number>
    10. <RetVar> = <RefObj> -> get NPC fleet
     


  • Прочее - События
     Код:
    1. <RetVar/IF> display news article: page=<Var/Number> newsid=<Var/Number> occurrences=<Var/Number> maxoffertime=<Var/Number> maxtime=<Var/Number> placeholder:race1=<Var/Number> race2=<Var/Number> customarray=<Var/Array>
    2. change event news availability: <Var/Number> race=<Var/Race> sector=<Var/Sector> jumps=<Var/Number>
    3. register god event: script=<Script Name> mask=<Var/Number>
    4. abort god event: <Var/Quest>
    5. finish god event: <Var/Quest>
     


  • Прочее - AL Engine
     Код:
    1. al engine: register script=<Script Name>
    2. al engine: unregister script=<Script Name>
    3. al engine: set plugin <Var/String> description to <Var/String>
    4. al engine: set plugin <Var/String> timer interval to <Var/Number> s
     
  • дерево темы → Учимся простейшим скриптам Учимся простейшим скриптам »
    Список игр