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Дополнение к Пособию Скрипты. Что это и с чем их едят. cent... |  |
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Terran Conflict (X3TC) / Форум / Скрипты и моды для X3 Terran Conflict / Учимся простейшим скриптам
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Список всех скриптовых команд. Часть 2. Общие команды для объектов
Общие команды для объектов - Информация об оружии
| Код:- <RetVar> = get power generator of ship/station type <Var/Ware>
- <RetVar> = <RefObj> -> get power generator
- <RetVar/IF> <RefObj> -> fits laser <Var/Ware> into turret <Var/Number>
- <RetVar/IF> <RefObj> -> get max. number of lasers in turret <Var/Number>
- <RetVar> = <RefObj> -> get laser type in turret <Var/Number> at slot <Var/Number>
- <RetVar/IF> <RefObj> -> get laser type in bay <Var/Number>
- <RetVar> = <RefObj> -> get number of turrets
- <RetVar/IF> <RefObj> -> turret <Var/Number> can use laser <Var/Ware>
- <RetVar> = get range of laser <Var/Ware>
- <RetVar> = get shield damage of laser <Var/Ware>
- <RetVar> = get hull damage of laser <Var/Ware>
- <RetVar/IF> get ammunition of laser <Var/Ware>
- <RetVar> = get bullet speed of laser <Var/Ware>
- <RetVar/IF> <RefObj> -> can missile <Var/Ware> be installed
- <RetVar> = get range of missile type <Var/Ware>
- <Var/Ware> = get missile max damage of <Var/Ware>
- <RetVar> = get default launch time difference for missile type: <Var/Ware>
- <RetVar> = get missile flags of <Var/Ware>
- <RefObj> -> set laser energy to <Var/Number>
- <RetVar> = <RefObj> -> get compatible laser array: turret=<Var/Number>
- <RetVar/IF> <RefObj> -> can turret <Var/Number> fire missiles
- <RetVar/IF> <RefObj> -> get compatible missile array
- <RetVar/IF> <RefObj> -> get maximum laser range: turret=<Var/Number>
- <RetVar/IF> <RefObj> -> get minimum laser range: turret=<Var/Number>
- <RetVar/IF> <RefObj> -> get compatible missile array from cargobay
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Общие команды для объектов - Пилоты
| Код:- <RetVar> = <RefObj> -> get pilot name
- <RefObj> -> set pilot name to <Var/String>
- <RetVar> = get random name: race=<Var/Race>
- <RetVar> = get fight rank
- <RetVar> = get trade rank
- <RefObj> -> set pilot speaker: voice=<Value>, face=<Value>, Pirate subrace=<Value>, Argon female=<Var/Number>
- <RetVar> = <RefObj> -> get pilot fightskill
- <RefObj> -> set pilot fightskill to <Var/Number>
- <RetVar> = <RefObj> -> get pilot tradeskill
- <RefObj> -> set pilot tradeskill to <Var/Number>
- <RetVar> = <RefObj> -> get pilot morale
- <RefObj> -> set pilot morale: <Var/Number>
- <RetVar> = <RefObj> -> get pilot aggression
- <RefObj> -> set pilot aggression: <Var/Number>
- <RetVar/IF> <RefObj> -> pilot eject from ship
- <RetVar/IF> <RefObj> -> move pilot to ship <Var/Ship>: disable=<Var/Boolean>
- <RetVar> = get trade rank title: text=<Var/Boolean>
- <RetVar> = get fight rank title: text=<Var/Boolean>
- <RetVar> = get trade rank percentage
- <RetVar> = get fight rank percentage
- <RetVar> = <RefObj> -> get notoriety title to race <Var/Race>: text=<Var/Boolean>
- <RetVar> = <RefObj> -> get notoriety percentage to race <Var/Race>
- <RetVar/IF> get mission rank: name=<Var/String>
- set mission rank: name=<Var/String> rank=<Var/Number>
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Общие команды для объектов - создание объектов
| Код:- <RetVar> = create ship: type=<Var/Ship Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create station: type=<Var/Station Type> owner=<Var/Race> addto=<Value> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create gate: type=<Var/Number> addto=<Var/Sector> gateid=<Var/Number> dstsecx=<Var/Number> dstsecy=<Var/Number> dstgateid=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create asteroid: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create debris: type=<Var/Number> addto=<Var/Sector> resource=<Var/Number> yield=<Var/Number> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create nebula: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create sun: subtype=<Var/Number> r=<Var/Number> g=<Var/Number> b=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create planet: subtype=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create special: type=<Var/Number> addto=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number>
- <RetVar> = create flying ware: maintype=<Var/Number> subtype=<Var/Number> count=<Var/Number> sector=<Var/Sector> x=<Var/Number> y=<Var/Number> z=<Var/Number> selfdestruct=<Var/Number>
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Команды секторов и Галактики
| Код:- <RetVar/IF> find ship: sector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
- <RetVar/IF> <RefObj> -> find ship: class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxnum=<Var/Number> with homebase=<Value>
- <RetVar/IF> find asteroid: sector=<Var/Sector> resourcetype=<Var/Number> min.yield=<Var/Number> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
- <RetVar/IF> find debris: sector=<Var/Sector> resource=<Var/Ware> min yield=<Var/Number> flags=<Var/Number> refobj=<Value> num=<Var/Number> max distance=<Var/Number> refpos=<Var/Array>
- <RetVar/IF> find nebula: sector=<Var/Sector> type=<Var/Number> effect=<Var/Number> flags=<Var/Number> refobj=<Var/Ship/Station> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
- <RetVar/IF> find flying ware: sector=<Var/Sector> maintype=<Var/Number> subtype=<Var/Number> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
- <RetVar/IF> find station: sector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> maxdist=<Var/Number> maxnum=<Var/Number> refpos=<Var/Array>
- <RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Stations Serial> max.jumps=<Var/Number>
- <RetVar/IF> find station in galaxy: startsector=<Var/Sector> class or type=<Value> race=<Var/Race> flags=<Var/Number> refobj=<Value> serial=<Var/Stations Serial> max.jumps=<Var/Number> num=<Var/Number>
- <RetVar/IF> find gate: flags=<Var/Number>, refobj=<Value>, max dist=<Var/Number>, refpos=<Var/Array>
- <RetVar/IF> get sector from universe index: x=<Var/Number>, y=<Var/Number>
- <RetVar> = get max sectors in x direction
- <RetVar> = get max sectors in y direction
- <RetVar/IF> <RefObj> -> is sector known by the player
- <RetVar> = <RefObj> -> get universe x index
- <RetVar> = <RefObj> -> get universe y index
- <RetVar> = <RefObj> -> get north warp gate
- <RetVar> = <RefObj> -> get south warp gate
- <RetVar> = <RefObj> -> get east warp gate
- <RetVar> = <RefObj> -> get west warp gate
- <RetVar/IF> <RefObj> -> get warp gate: gate id=<Var/Number>
- <RetVar> = <Var/Warpgate> get gate id
- <RetVar/IF> get next gate on route from <Var/Sector> to <Var/Sector>
- <RetVar> = <Var/Warpgate> get gate destination: return sector=<Var/Number>
- <RetVar/IF> get jumps from sector <Var/Sector> to sector <Var/Sector>
- <RetVar/IF> get next sector on route from sector <Var/Sector> to sector <Var/Sector>
- <RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>
- <RetVar> = find a random sector: startsector=<Var/Sector>, jumps=<Var/Number>, owner=<Var/Race>, security level=<Var/Number>
- <RetVar/IF> <RefObj> -> find all sectors within <Var/Number> jumps: Only known sectors=<Var/Number>
- <RetVar> = <RefObj> -> get ship array from sector/ship/station
- <RetVar> = <RefObj> -> get station array from sector
- <RetVar> = <RefObj> -> get factory array from sector
- <RetVar> = <RefObj> -> get dock array from sector
- <RetVar> = <RefObj> -> get player owned ship array from sector
- <RetVar> = <RefObj> -> get player owned station array from sector
- <RetVar> = <RefObj> -> get asteroid array from sector
- <RetVar/IF> <RefObj> -> get owned ships: class/type=<Value>
- <RetVar> = get ship array: of race <Var/Race> class/type=<Value>
- <RetVar> = get station array: of race <Var/Race> class/type=<Value>
- <RetVar> = get station array: product=<Var/Ware> include empty=<Var/Boolean>
- <RetVar> = get station array: resource=<Var/Ware> include empty=<Var/Boolean>
- <RetVar/IF> player has police licence for race <Var/Race>
- player loses police licence for race <Var/Race>
- <RetVar/IF> <RefObj> -> is core sector
- <RefObj> -> set sector to core security <Var/Boolean>
- <RetVar> = get ship type array: maker race=<Var/Race> class=<Value>
- <RetVar/IF> <RefObj> -> get planet array
- set discovered status: type=<Value> status=<Var/Boolean>
- <RetVar/IF> has <Value> been discovered
- <RetVar/IF> <RefObj> -> get all stationary objects: include asteroids=<Var/Boolean>
- <RetVar/IF> <RefObj> -> get buyable wares in sector. Include player factories: <Var/Number> Include shipyards: <Var/Number> Include docks: <Var/Number>
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Прочее
| Код:- <RetVar/IF> <RefObj> -> get user input: type=<Script Reference Type>, title=<Var/String>
- <RetVar/IF> open custom menu: title=<Var/String> description=<Var/String> option array=<Var/Array>
- <RetVar/IF> open custom info menu: title=<Var/String> description=<Var/String> option array=<Var/Array> maxoptions=<Var/Number>
- <RetVar> = create custom menu array
- <RetVar> = create custom menu array: heading=<Var/String>
- <RetVar> = create custom menu array, info lines=<Var/String>, <Var/String>, <Var/String>, <Var/String>, <Var/String>
- add custom menu item to array <Value>: text=<Var/String> returnvalue=<Value>
- add custom menu heading to array <Value>: title=<Var/String>
- add custom menu info line to array <Value>: text=<Var/String>
- capture screen
- set monitor mode and viewpoint: monitor=<Var/Number> cockpit=<Var/Number> mode=<Var/Number> alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number> range=<Var/Number>
- add section to custom menu: <Var/Array>
- <RetVar> = create text for custom menu, left=<Var/String>, right=<Var/String>
- add value selection to menu: <Var/Array>, text=<Var/String>, value array=<Var/Array>, default=<Var/Number>, return id=<Var/String>
- <RetVar/IF> <RefObj> -> get user input without sector: type=<Script Reference Type>, title=<Var/String>
- <RetVar/IF> <RefObj> -> get user input type=<Script Reference Type>, title=<Var/String>, sector=<Var/Sector>
- add encyclopedia custom article: News, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
- add encyclopedia custom article: Information, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
- add encyclopedia custom article: History, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
- add encyclopedia custom article: Stories, id=<Var/String>, title page=<Var/Number>, title id=<Var/Number>, text page=<Var/Number>, text id=<Var/Number>, timeout=<Var/Number>
- remove encyclopedia custom article: id=<Var/String>
- set encyclopedia custom article sectors: id=<Var/String>, sector array=<Value>
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Прочее - NPC
| Код:- <RetVar> = get random NPC
- <RetVar> = <RefObj> -> get NPC personal ship
- <RefObj> -> NPC send voice message: id=<Var/Number>
- <RefObj> -> release NPC personal ship
- <RefObj> -> release NPC
- <RetVar> = <RefObj> -> NPC wants to bail
- <RetVar> = <RefObj> -> NPC is aggressive
- <RefObj> -> spawn NPC personal ship: rank=<Var/Number>
- <RefObj> -> spawn NPC fleet: rank=<Var/Number>
- <RetVar> = <RefObj> -> get NPC fleet
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Прочее - События
| Код:- <RetVar/IF> display news article: page=<Var/Number> newsid=<Var/Number> occurrences=<Var/Number> maxoffertime=<Var/Number> maxtime=<Var/Number> placeholder:race1=<Var/Number> race2=<Var/Number> customarray=<Var/Array>
- change event news availability: <Var/Number> race=<Var/Race> sector=<Var/Sector> jumps=<Var/Number>
- register god event: script=<Script Name> mask=<Var/Number>
- abort god event: <Var/Quest>
- finish god event: <Var/Quest>
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Прочее - AL Engine
| Код:- al engine: register script=<Script Name>
- al engine: unregister script=<Script Name>
- al engine: set plugin <Var/String> description to <Var/String>
- al engine: set plugin <Var/String> timer interval to <Var/Number> s
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