Function Index: Difference between revisions

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== Functions ==
#REDIRECT [[API Index]]
Page moved.


=== AbortMission ===
see [[API_Index]]
'''Definition:'''<br>
AbortMission() -> nil
<br><br>
'''Description:''' <br>
Abort the currently running mission.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== Article ===
'''Definition:'''<br>
Article(string '''word''') -> string '''out'''
<br><br>
'''Description:'''<br>
prepends the appropriate article to the string '''word'''
<br><br>
'''Arguments:''' <br>
'''word''' string to prepend an article to.
<br><br>
'''Returns:''' <br>
'''out''' the string with an article prepended.
<br><br>
'''Example''':<br>
Article("apple") -> "an apple"<br>
<br>
 
=== CanUseAddon ===
'''Definition:''' <br>
CanUseAddon(string '''itemid''') -> bool '''ret1''' {string l1 ..}
<br><br>
'''Description:'''<br>
check if the player can equip the addon '''itemid'''
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of addon to check
<br><br>
'''Returns:'''<br>
'''ret1''' true or false depending on equipability<br>
'''l1''' license requirements of the item at the current station (1-5) (only returned for local addons and if the player is docked with the station)<br>
 
'''Example:'''<br>
CanUseAddon(12345) -> true {1, 2, 2, 2, 2}<br>
<br>
 
=== CanUseMerchandise ===
'''Definition:'''
<br><br>
'''Description:'''
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== CancelPurchaseShipLayout ===
'''Definition:'''
<br><br>
'''Description:'''
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ClearGeneralChatLog ===
'''Definition:'''
<br><br>
'''Description:'''<br>
doesn't seem to do anything ...
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ClearLastShipLoadout ===
'''Definition:'''<br>
ClearLastShipLoadout() -> nil
<br><br>
'''Description:''' <br>
clear last shiploadout. prevents client from asking to rebuy ship after destruction
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ClearMissionChatLog ===
'''Definition:'''
<br><br>
'''Description:''' <br>
does nothing..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ClearProximityCache ===
'''Definition:'''
<br><br>
'''Description:'''<br>
I guess it clears the proximity cache?
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ClearStationChatLog ===
'''Definition:'''
<br><br>
'''Description:'''<br>
does nothing...
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ConfigureMultipleWeaponGroups ===
'''Definition:''' ConfigureMultipleWeaponGroups{table group1key1, table group1key2 ... table group1key6, table group2key1, table group2key2...}
<br><br>
'''Description:'''<br>
configures weapon groups according to given tables
<br><br>
'''Arguments:'''<br>
'''group*key*''' each table seems to represent one group key to which a group of ports can be assigned. Members of the tables contain boolean values where each index represents a port. the first index seems to switch the whole group on or off depending on its value. that kind of works for the first table at least ..
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
ConfigureMultipleWeaponGroups
<br><br>
 
 
=== ConfigureWeaponGroup ===
'''Definition:'''
<br><br>
'''Description:'''
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== ConnectAddon ===
'''Definition:'''<br>
ConnectAddon(int portid, int itemid) -> bool canconnect
<br><br>
'''Description:'''<br>
Attaches the addon '''itemid''' to the active ship in port '''portid'''
<br><br>
'''Arguments:'''<br>
'''portid''' portid of the the port<br>
1 = battery<br>
2-n = s-ports<br>
n+1-m = l-ports<br>
'''itemid''' itemid of the addon
<br><br>
'''Returns:'''<br>
'''canconnect''' returns true if the player is docked and has an active ship otherwise nil
<br><br>
'''Example:'''<br>
ConnectAddon(2, 123) -> true<br>
put the addon 123 into port 2 while the player is docked to a station
<br><br>
 
 
=== CreateCharacter ===
'''Definition:'''<br>
CreateCharacter(int name, int nation) -> nil
<br><br>
'''Description:'''<br>
Creates the character of the given nation
<br><br>
'''Arguments:'''<br>
'''name''' name of character<br>
'''nation''' nation of character
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== DeleteCharacter ===
'''Definition:'''<br>
DeleteCharacter(int slot) -> nil
<br><br>
'''Description:'''<br>
Deletes the character in the character slot '''slot'''
<br><br>
'''Arguments:'''<br>
'''slot''' which character to delete
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== DisableProximityWarning ===
'''Definition:'''<br>
DisableProximityWarning() -> nil
<br><br>
'''Description:'''<br>
disable the proximity warning ...
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== DisconnectAddon ===
'''Definition:'''<br>
DisconnectAddon(int '''itemid''') -> bool ret1
<br><br>
'''Description:'''<br>
detaches the addon '''itemid''' and stores it in the station<br>
Note: detached items will likely have a different itemid in the station
<br><br>
'''Arguments:'''<br>
'''itemid''' id of the item to detach
<br><br>
'''Returns:'''<br>
'''ret1''' returns true if the player is docked and has an active ship otherwise nil
<br><br>
'''Example:'''<br>
DisconnectAddon(123) -> true
remove the item 123 from the active ship while the player is docked to a station
<br><br>
 
 
=== DisconnectAllAddons ===
'''Definition:'''
DisconnectAllAddons() -> nil
<br><br>
'''Description:'''<br>
Detach all addons from the active ship and store them in the current station
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== EnableProximityWarning ===
'''Definition:'''<br>
DisableProximityWarning() -> nil
<br><br>
'''Description:'''<br>
enable the proximity warning ...
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== FindAndReplaceTags ===
'''Definition:'''<br>
FindAndReplaceTags(string text, table matches) -> string ret1
<br><br>
'''Description:'''<br>
Replaces all occurances of with &lt; and &gt; enclosed substrings in '''text''' with matching values from the provided table
<br><br>
'''Arguments:'''<br>
'''test''' string to replace tags in<br>
'''matches''' table with tags/replacement pairs
<br><br>
'''Returns:'''<br>
'''ret1''': converted text
<br><br>
'''Example:'''<br>
FindAndReplaceTags("hi this is a &lt;br&gt; linebreak", {br="\n"})<br>
-> "hi this is a<br>
linebreak"
<br><br>
 
 
=== FindAndReplaceTagsCB ===
'''Definition:'''
<br><br>
'''Description:'''
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== FindMissionByID ===
'''Definition:'''
<br><br>
'''Description:'''
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== ForEachBuddy ===
'''Definition:'''<br>
ForEachBuddy(function func(string name, bool isonline, int sectorid)) -> nil
<br><br>
'''Description:'''<br>
calls '''func''' with the name, if the player is online for each of your buddies as well as his position if the player is currently online
<br><br>
'''Arguments:'''<br>
'''func''' gets called for each buddy<br>
'''name''' name of the buddy<br>
'''isonline''' true if the player is online else false<br>
'''sectorid''' location of player as [[sectorid]]
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
ForEachBuddy(function (name, isonline, pos) print(name .." "..tostring(isonline).." "..tostring(pos)) end)<br>
prints a list with your buddies and their status
<br><br>
 
=== ForEachPlayer ===
'''Definition:'''<br>
ForEachPlayer(function func(int charid)) -> nil
<br><br>
'''Description:'''<br>
calls '''func''' with the character id of each player in the sector. that includes bots and the sector thingy itself
<br><br>
This function is called by the toplist when you open it.
<br><br>
'''Arguments:'''<br>
'''func''' gets called for each buddy<br>
'''ncharid''' character id <br>
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
ForEachPlayer(function (id) print(id) end)<br>
prints a list with all players in the sector
<br><br>
 
=== GetAccomplishmentLevels ===
'''Definition:'''<br>
GetAccomplishmentLevels(int accomid) -> int curlevel int reqlevel
<br><br>
'''Description:'''<br>
returns the current and the required level for the selected accomplishment
<br><br>
'''Arguments:'''<br>
'''accomid''' id of the accomplishment
<br><br>
'''Returns:'''<br>
'''curlevel''' current level of the accomplishment<br>
'''reqlevel''' what is required to get the accomplishment<br>
<br><br>
'''Example:'''
GetAccomplishmentLevels(9) -> 34 50<br>
assuming 9 is busskills this player has 34 kills of the 500 required
<br><br>
 
 
=== GetAccomplishmentType ===
'''Definition:'''<br>
GetAccomplishmentType(int accomid) -> int ret1 int ret2
<br><br>
'''Description:'''<br>
returns some numbers..
<br><br>
'''Arguments:'''<br>
'''accomid''' id of the accomplishment
<br><br>
'''Returns:'''<br>
'''ret1''' same as '''accomid'''?<br>
'''ret2''' some number. possibly if it's of the combat/economic class<br>
<br><br>
'''Example:'''
<br><br>
 
 
=== GetActiveChatChannel ===
'''Definition:'''<br>
GetActiveChatChannel() -> int channel
<br><br>
'''Description:'''<br>
returns the active channel
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''channel''' active chat channel
<br><br>
'''Example:'''
GetActiveChatChannel() -> 1<br>
you are currently in channel 1
<br><br>
 
=== GetActiveMissionInfo ===
'''Definition:'''<br>
GetActiveMissionInfo(int num) -> string mname table mmsg int itemid
<br><br>
'''Description:'''<br>
Get information about the selcted active mission
<br><br>
'''Arguments:'''<br>
'''num''' index of active mission (always 1)
<br><br>
'''Returns:'''<br>
'''mname''' string containing name of active mission<br>
'''mmsg''' array where each index contains a mission log entry + optional interface elements and their properties<br>
'''itemid''' itemid of the mission
<br><br>
'''Example:'''
GetActiveMissionInfo(1) -> "awesome mission" {1={"awesome mission question" 2={0="button" 1="awesome button text" action=1}}} 1234<br>
The active mission is called "awesome mission" and the first mission log entry contains the text "awesome mission question" with a button labaled "awesome button text" which triggers the action 1. item id for this mission is 1234
<br><br>
 
 
=== GetActiveShipCargoCount ===
'''Definition:'''<br>
GetActiveChatChannel() -> int cargocount
<br><br>
'''Description:'''<br>
returns amount of cargo in the ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''cargocount''' amount of cargo in the ship
<br><br>
'''Example:'''
<br><br>
 
=== GetActiveShipEnergy ===
'''Definition:'''<br>
GetActiveShipEnergy() -> float eng fraction
<br><br>
'''Description:'''<br>
returns the energy level of the active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''eng''' energy level in game units 0-<battery capacacity>
'''fraction''' energy level as float from 0.0-1.0
<br><br>
'''Example:'''
GetActiveShipEnergy() -> 150.0 0.5<br>
the battery of this ship is half empty and has a capacity of 300
<br><br>
 
 
=== GetActiveShipHealth ===
'''Definition:'''<br>
GetActiveShipHealth() -> int d1 d2 d3 d4 d5 d6 dmg max
<br><br>
'''Description:'''<br>
returns information about the active ships health
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''d?''' damage to subsection 0 = no damage
'''dmg''' accumulated damage of subsections
'''max''' max health of ship
<br><br>
'''Example:'''
GetActiveShipHealth() -> 500 10 10 0 0 0 520 10000<br>
ship has 500 damagei n frontal region 520 dmg overall and a max health of 10000
<br><br>
 
 
 
=== GetActiveShipID ===
'''Definition:'''<br>
GetActiveShipID() -> int itemid
<br><br>
'''Description:'''<br>
returns itemid of active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''itemid''' item id of active ship
<br><br>
'''Example:'''
<br><br>
 
 
=== GetActiveShipItemIDAtPort ===
'''Definition:'''<br>
GetActiveShipItemIDAtPort(int portid) -> int itemid
<br><br>
'''Description:'''<br>
returns itemid of addon in selected port
<br><br>
'''Arguments:'''<br>
'''portid''' id of port
<br><br>
'''Returns:'''<br>
'''itemid''' itemid of addon in port
<br><br>
'''Example:'''
GetActiveChatChannel(1) -> 1234<br>
addon in port 1 has itemid 1234
<br><br>
 
 
=== GetActiveShipMass ===
'''Definition:'''<br>
GetActiveShipMass() -> int mass
<br><br>
'''Description:'''<br>
returns mass of active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''mass''' mass of active ship
<br><br>
'''Example:'''
GetActiveShipMAss() -> 15.0000<br>
ship weights 15000kg
<br><br>
 
 
=== GetActiveShipMaxCargo ===
'''Definition:'''<br>
GetActiveShipMaxCargo() -> int cargo
<br><br>
'''Description:'''<br>
returns amount of cargo space of the active ship in cu
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''cargo''' cargospace
<br><br>
'''Example:'''
<br><br>
 
 
=== GetActiveShipMaxSpeed ===
'''Definition:'''<br>
GetActiveShipMaxSpeed() -> int speed
<br><br>
'''Description:'''<br>
returns max nonturbo speed of active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''speed''' ...
<br><br>
'''Example:'''
<br><br>
 
 
=== GetActiveShipName ===
'''Definition:'''<br>
GetActiveShipName() -> string name
<br><br>
'''Description:'''<br>
returns a string with the active ships name
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''name''' ...
<br><br>
'''Example:'''
<br><br>
 
 
=== GetActiveShipNumAddonPorts ===
'''Definition:'''<br>
GetActiveShipNumAddonPorts() -> int ports
<br><br>
'''Description:'''<br>
returns number of ports in active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''ports''' number of ports, including engine and battery
<br><br>
'''Example:'''
GetActiveShipNumAddonPorts() -> 4
this ship has 3 ports
<br><br>
 
 
=== GetActiveShipPortIDOfItem ===
'''Definition:'''<br>
GetActiveShipPortIDOfItem(int itemid) -> int portid
<br><br>
'''Description:'''<br>
returns port if of the given addon in active ship
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of an addon
<br><br>
'''Returns:'''<br>
'''portid''' portid of selected addon
<br><br>
'''Example:'''
<br><br>
 
=== GetActiveShipPortInfo ===
'''Definition:'''<br>
GetActiveShipPortInfo(int portid) -> table portinfo
<br><br>
'''Description:'''<br>
returns information about the given port
<br><br>
'''Arguments:'''<br>
'''portid''' a port of the active ship
<br><br>
'''Returns:'''<br>
'''portinfo''' table with port info <br>
fields include:<br>
type: int holding the type of port<br>
name string describing port<br>
position: vector with port position on ship<br>
orientation: quaternion holding orientation of port<br>
<br><br>
'''Example:'''
GetActiveShipPortInfo(1) -> {type=4 name="PowerCell" position=(0, 0, 0) orientation=(0.000 0.000 0.000 1.000)}
portinfo of a ragnaroks battery port
<br><br>
 
 
=== GetActiveShipSelectedWeaponGroupIDs ===
'''Definition:'''<br>
GetActiveShipSelectedWeaponGroupIDs() -> int id1 id2 id3
<br><br>
'''Description:'''<br>
returns ids of the selected weapon groups ...
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''id?''' id's of weapon groups. Probably mapping to those key buttons.
<br><br>
'''Example:'''
GetActiveShipSelectedWeaponGroupIDs() -> 0 6 12
default mapping
<br><br>
 
=== GetActiveShipSpeed ===
'''Definition:'''<br>
GetActiveShipSpeed() -> int speed
<br><br>
'''Description:'''<br>
returns current speed of active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''speed''' ...
<br><br>
'''Example:'''
<br><br>
 
=== GetActiveShipWeaponGroup ===
'''Definition:'''<br>
GetActiveShipWeaponGroup(int id) -> table group
<br><br>
'''Description:'''<br>
return which ports are enabled in the provided group
<br><br>
'''Arguments:'''<br>
'''id''' id of weapon group correspondents to group key[0-5] + (trigger group[0-2] * 6)
<br><br>
'''Returns:'''<br>
'''port''' table where the indexes are the port ids and values bools that are true when the port is active
<br><br>
'''Example:'''<br>
GetActiveShipWeaponGroup(6) -> {2=true 3=true}
6 -> 6 % 6 = 1 R 0 thus 6 represents first group key and and second trigger group. port 2 and 3 are active for example this could be the 2 s ports on a vult
<br><br>
 
 
=== GetAddonItemInfo ===
'''Definition:'''<br>
GetAddonItemInfo(int itemid) -> int ret1 ret2
<br><br>
'''Description:'''<br>
returns some numbers ..
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of an addon(?)
<br><br>
'''Returns:'''<br>
'''ret?''' -1 if a valid itemid is passed to it(?)
<br><br>
'''Example:'''
<br><br>
 
 
=== GetAvailableMissionInfo ===
'''Definition:'''<br>
GetAvailableMissionInfo(int midx) -> {int itemtype, string name, bool active, string icon, string desc}
<br><br>
'''Description:'''<br>
Returns information about the mission with the provided index
<br><br>
'''Arguments:'''<br>
'''midx''' index of mission in missionlist
<br><br>
'''Returns:'''<br>
'''itemtype''' no idea<br>
'''name''' name of mission<br>
'''active''' is this mission active<br>
'''icon''' path to icon<br>
'''desc''' mission description
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetBarPatrons ===
'''Definition:'''<br>
GetBarPatrons() -> {[charid1], [charid2]...}
<br><br>
'''Description:'''<br>
get people in the current station bar
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''charid?''' index of returned table are charids of characters in the bar
<br><br>
'''Example:'''
<br><br>
 
 
=== GetBuddyInfo ===
'''Definition:'''<br>
GetBuddyInfo() -> ???
<br><br>
'''Description:'''<br>
not figured out yet
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetCharacterDescription ===
'''Definition:'''<br>
GetCharacterDescription() -> string desc
<br><br>
'''Description:'''<br>
Get the character description for your and possibly other chars. It just returns an empty string when an argument is passed to it, which suggests that it accepts one or more unknown arguments.
<br><br>
'''Arguments:'''<br>
???
<br><br>
'''Returns:'''<br>
'''desc''' your character description text whne no argument is provided
<br><br>
'''Example:'''
<br><br>
 
 
=== GetCharacterID ===
'''Definition:'''<br>
GetCharacterID(int nodeid) -> int charid
<br><br>
'''Description:'''<br>
returns character id of the provided node id
<br><br>
'''Arguments:'''<br>
'''nodeid''' node id of one of the characters in the sector
<br><br>
'''Returns:'''<br>
'''charid''' character id of the given node if a valid nodeid is valid otherwise the players charid
<br><br>
'''Example:'''
<br><br>
 
 
=== GetCharacterIDByName ===
'''Definition:'''<br>
GetCharacterIDByName(string name) -> int charid
<br><br>
'''Description:'''<br>
get character id by name
<br><br>
'''Arguments:'''<br>
'''name''' name of a character
<br><br>
'''Returns:'''<br>
'''charid''' a character id or nil
<br><br>
'''Example:'''
<br><br>
 
 
=== GetCharacterInfo ===
'''Definition:'''<br>
GetCharacterInfo(int cslot) -> string name faction int money kills deaths loc home cl ll hl tl ml
<br><br>
'''Description:'''<br>
Get information about your characters
<br><br>
'''Arguments:'''<br>
'''cslot''' a character slot (1-6)
<br><br>
'''Returns:'''<br>
'''name'''<br>
'''faction'''<br>
'''money'''<br>
'''kills''' all kills<br>
'''deaths'''<br>
'''loc''' [[sectorid]] of current location<br>
'''home''' [[sectorid]] of characters homestation<br>
'''cl''' combat level<br>
'''ll''' light weapon level<br>
'''hl''' heavy weapon level<br>
'''tl''' trade level<br>
'''ml''' mining level
<br><br>
'''Example:'''<br>
GetCharacterInfo(1) -> "Dude" "Corvus" 10000 10 100 4444 4444 1 1 1 0 0<br>
This players first character is called "Dude" is of the "Corvus" faction has 10000c killed 10 things died 100 times is in sector 4444, homed in 4444 and has level 1/1/1/0/0
<br><br>
 
=== GetCharacterKillDeaths ===
'''Definition:'''<br>
GetCharacterKillDeaths(int charid) -> int kills deaths pks
<br><br>
'''Description:'''<br>
get info about kills and deaths. returns your own info if no charid given or a lua error if an invalid one ...
<br><br>
'''Arguments:'''<br>
'''charid''' character id or nil
<br><br>
'''Returns:'''<br>
'''kills''' total kills
'''deaths''' total deaths
'''pks''' player kills
<br><br>
'''Example:'''
<br><br>
 
 
=== GetCurrentChatTab ===
'''Definition:'''
<br><br>
'''Description:'''<br>
no idea maybe unused. always returns 2 here
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== GetCurrentSectorid ===
'''Definition:'''
GetCurrentSectorid() -> int sectorid
<br><br>
'''Description:'''<br>
get current sector id
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''sectorid''' [[sectorid]] of current sector
<br><br>
'''Example:'''
<br><br>
 
=== GetCurrentStationType ===
'''Definition:'''
GetCurrentStationType() -> int type
<br><br>
'''Description:'''<br>
return the current station type..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''type''' current station type. seems be usually 0 except when docked to a capship then 1
<br><br>
'''Example:'''
<br><br>
 
=== GetCurrentSystemid ===
'''Definition:'''
GetCurrentSystemid() -> int systemid
<br><br>
'''Description:'''<br>
get current system id..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''systemid''' id of current system
<br><br>
'''Example:'''
<br><br>
 
=== GetEULA ===
'''Definition:'''
GetEULA() -> string eula
<br><br>
'''Description:'''<br>
return eula
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''eula''' string containing the eula
<br><br>
'''Example:'''
<br><br>
 
=== GetFactionInfo ===
'''Definition:'''
GetFactionInfo(int faction) -> string info
<br><br>
'''Description:'''<br>
get faction info text for the provided faction
<br><br>
'''Arguments:'''<br>
'''faction''' id of a faction
<br><br>
'''Returns:'''<br>
'''info''' string containing faction info
<br><br>
'''Example:'''
<br><br>
 
=== GetFinishedMissionInfo ===
'''Definition:'''
GetFinishedMissionInfo() -> string name table msg int itemid
<br><br>
'''Description:'''<br>
see GetActiveMissionInfo
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetFullPath ===
'''Definition:'''
<br><br>
'''Description:'''<br>
sounds obvious but it isn't
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetGeneralChatLog ===
'''Definition:'''
GetGeneralChatLog() -> table log
<br><br>
'''Description:'''<br>
returns the chatlog
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''log''' table containing chatlog
<br><br>
'''Example:'''
<br><br>
 
=== GetGroupMemberID ===
'''Definition:'''
GetGroupMemberID(int index) -> int charid
<br><br>
'''Description:'''<br>
get charid of group member with given index
<br><br>
'''Arguments:'''<br>
'''index''' group member index (1-8)
<br><br>
'''Returns:'''<br>
'''charid''' character id
<br><br>
'''Example:'''
<br><br>
 
 
=== GetGroupMemberLocation ===
'''Definition:'''
GetGroupMemberLocation(int charid) -> int loc
<br><br>
'''Description:'''<br>
get location of a groupmember
<br><br>
'''Arguments:'''<br>
'''charid''' character ids of a groupmember
<br><br>
'''Returns:'''<br>
'''loc''' [[sectorid]] of groupmember or 0 for yourself
<br><br>
'''Example:'''
<br><br>
 
=== GetGroupOwnerID ===
'''Definition:'''
GetGroupOwnerID() -> int charid
<br><br>
'''Description:'''<br>
get charid of group owner
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''charid''' character id
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== GetGuildAcronym ===
'''Definition:'''<br>
GetGuildAcronym() -> string acronym
<br><br>
'''Description:'''<br>
get your guilds acronym
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''acronym''' string containing guild acronym
<br><br>
'''Example:'''
<br><br>
 
 
=== GetGuildMOTD ===
'''Definition:'''<br>
GetGuildMOTD() -> string motd
<br><br>
'''Description:'''<br>
get your guilds message of the day
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''motd''' string containing the motd
<br><br>
'''Example:'''
<br><br>
 
 
=== GetGuildMemberInfo ===
'''Definition:'''
GetGuildMemberInfo(int index) -> int charid ret1 string name
<br><br>
'''Description:'''<br>
get information about the guildmember of the given index
<br><br>
'''Arguments:'''<br>
'''index''' index of online guildmembers 1-n
<br><br>
'''Returns:'''<br>
'''charid''' character id
'''ret1''' maybe the rank?
'''name''' name of member
<br><br>
'''Example:'''
<br><br>
 
 
=== GetGuildMemberInfobyCharID ===
'''Definition:'''
GetGuildMemberInfoByCharID(int charid) -> int charid ret1 string name
<br><br>
'''Description:'''<br>
get information about the guildmember of the given index
<br><br>
'''Arguments:'''<br>
'''charid''' charid of online guildmember
<br><br>
'''Returns:'''<br>
'''charid''' character id
'''ret1''' maybe the rank?
'''name''' name of member
<br><br>
'''Example:'''
<br><br>
 
 
 
 
 
=== GetGuildName ===
'''Definition:'''
GetGuildName() -> string name
<br><br>
'''Description:'''<br>
get guild name
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''name''' string containing guild name
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetGuildTag ===
'''Definition:'''
GetGuildTag(int charid) -> sring tag
<br><br>
'''Description:'''<br>
get guild tag of another character. not 100% sure about this
<br><br>
'''Arguments:'''<br>
'''charid''' character id(?)
<br><br>
'''Returns:'''<br>
'''tag''' string containing guild tag or empty string if character not known
<br><br>
'''Example:'''
<br><br>
 
 
=== GetHomeStation ===
'''Definition:'''
GetHomeStation() -> int sectorid
<br><br>
'''Description:'''<br>
get sector id of home station
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''sectorid''' [[sectorid]] of home station 
<br><br>
'''Example:'''
<br><br>
 
=== GetInventoryItemClassSubType ===
'''Definition:'''
GetInventoryItemClassSubType(int itemid) -> int subtype
<br><br>
'''Description:'''<br>
get subclass of an item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''subtype''' sub type of item<br>
known types:<br>
0 = light weapon or ship<br>
1 = heavy weapon<br>
3 = engine<br>
4 = battery<br>
10 = trade goods
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemClassType ===
'''Definition:'''
GetInventoryItemClassType(int itemid) -> int type
<br><br>
'''Description:'''<br>
get class of an item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''type''' type of item<br>
known types:<br>
0 = trade goods<br>
1 = ship<br>
3 = addon
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemContainerID ===
'''Definition:'''
GetInventoryItemContainerID(int itemid) -> int container
<br><br>
'''Description:'''<br>
get container of item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''container''' itemid of container of or null if it's not in one (a ship)
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemExtendedDesc ===
'''Definition:'''
GetInventoryItemExtendedDesc(int itemid) -> string desc
<br><br>
'''Description:'''<br>
get description of item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''desc''' item description text.
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemIcon ===
'''Definition:'''
GetInventoryItemIcon(int itemid) -> string path
<br><br>
'''Description:'''<br>
get path to icon of inventory item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''path''' path to icon
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemInfo ===
'''Definition:'''
GetInventoryItemInfo(int itemid) -> string ipath name int quant float mass string sdesc desc1 desc2 int container class subtype
<br><br>
'''Description:'''<br>
get most info about inventory item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''ipath''' icon path<br>
'''name''' name or item<br>
'''quant''' amount of items<br>
'''mass''' per item mass as float in tons<br>
'''sdesc''' short description<br>
'''desc1''' long description<br>
'''desc2''' long description again, sometimes omitted don't know what's the difference<br>
'''container''' itemid of container this item is in<br>
'''class''' type of item (see GetInventoryItemClassType)<br>
'''subtype''' subtype of item (see GetInventoryItemClassSubType)
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemMass ===
'''Definition:'''
GetInventoryItemMass(int itemid) -> float mass
<br><br>
'''Description:'''<br>
get mass of inventory item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''path''' mass of item as float in tons
<br><br>
'''Example:'''<br>
GetInventoryItemMass(1234) -> 4.000<br>
the mass of item 1234 is 4000kg
<br><br>
 
 
=== GetInventoryItemName ===
'''Definition:'''
GetInventoryItemName(int itemid) -> string name
<br><br>
'''Description:'''<br>
get name of inventory item
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''name''' name
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemQuantity ===
'''Definition:'''
GetInventoryItemQuantity(int itemid) -> int quant
<br><br>
'''Description:'''<br>
get quantity of inventory item..
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''quant''' quantity
<br><br>
'''Example:'''
<br><br>
 
 
=== GetInventoryItemType ===
'''Definition:'''
GetInventoryItemType(int itemid) -> int type
<br><br>
'''Description:'''<br>
get item type
<br><br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''type''' type
<br><br>
'''Example:'''
<br><br>
 
 
=== GetLastAggressor ===
'''Definition:'''
GetLastAggressor(int itemid) -> int nodeid ret1
<br><br>
'''Description:'''<br>
get node id of last aggressor and some number
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''nodeid''' node id of last aggressor
'''ret1''' no clue
<br><br>
'''Example:'''
<br><br>
 
 
=== GetLastPrivateSpeaker ===
'''Definition:'''
GetLastPrivateSpeaker(int itemid) -> string name
<br><br>
'''Description:'''<br>
get name of last character that pmed you
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''name''' last messager
<br><br>
'''Example:'''
<br><br>
 
 
=== GetLastShipLoadout ===
'''Definition:'''
GetLastShipLoadout() -> {groups = {1 = group1 .. 18 = group18}, int ship, ports= {1 = port1 ..}, int shipcolor}
<br><br>
'''Description:'''<br>
get last ship loadout, color and weapon groups. this function only works in space
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''groups''' table containing the weapon group setup
'''group?''' group information. array indices correspondent to ports, is the value of an index set to true the port is enabled
'''ship''' type of ship
'''ports''' array indices correspondent to ports, value of index is the type of addon
'''shipcolor''' ship color 1-255(?)
<br><br>
'''Example:'''
<br><br>
 
 
=== GetLastShipLoadoutPurchaseCost ===
'''Definition:'''
GetLastShipLoadoutPurchaseCost() -> int cost
<br><br>
'''Description:'''<br>
what you payed for your last ship(?)
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''cost'''
<br><br>
'''Example:'''
<br><br>
 
=== GetLicenseLevel ===
'''Definition:'''
GetLicenseLevel(int type) -> int level
<br><br>
'''Description:'''<br>
get the level of the provided license
<br><br>
'''Arguments:'''<be>
'''type''' type of license (1-5)
<br><br>
'''Returns:'''<br>
'''level''' license level or 0 if invalid type given
<br><br>
'''Example:'''
<br><br>
 
 
=== GetLicenseRequirement ===
'''Definition:'''
GetLicenseRequirement(int level) -> int xp
<br><br>
'''Description:'''<br>
get xp required for given level
<br><br>
'''Arguments:'''<be>
'''level''' license level
<br><br>
'''Returns:'''<br>
'''xp'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetMaxRadarDistance ===
'''Definition:'''
GetMaxRadarDistance() -> int dist
<br><br>
'''Description:'''<br>
get current(?) max radar range
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''dist''' max radar range
<br><br>
'''Example:'''
<br><br>
 
 
=== GetMinJumpDistance ===
'''Definition:'''
GetMinJumpDistance() -> int dist
<br><br>
'''Description:'''<br>
get minimum distance from large objects to jump
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''dist''' min jump distance
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetMissionChatLog ===
'''Definition:'''
GetMissionChatLog() -> {bool updated, string 1.. }
<br><br>
'''Description:'''<br>
get advancement log
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''1-n''' advancement log
'''updated''' no clue
<br><br>
'''Example:'''
<br><br>
 
 
=== GetMissionTimers ===
'''Definition:'''
GetMissionTimers() -> int time
<br><br>
'''Description:'''<br>
get time left on the current mission. may have some functionality for multiple missions
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''time''' time left on this timer in 1000th seconds
<br><br>
'''Example:'''
<br><br>
 
 
=== GetMoney ===
'''Definition:'''
GetMoney() -> int money
<br><br>
'''Description:'''<br>
get how many credits you own
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''money'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNationKills ===
'''Definition:'''
GetNationKills(int nation) -> int kills
<br><br>
'''Description:'''<br>
get number of player kills for the given nation
<br><br>
'''Arguments:'''<br>
'''nation''' id of nation (1-3)
<br><br>
'''Returns:'''<br>
'''kills''' number of player kills or 0 if invalid nation
<br><br>
'''Example:'''
<br><br>
 
=== GetNewsHeadline ===
'''Definition:'''
GetNewsHeadline(int index) -> string title int time ret1
<br><br>
'''Description:'''<br>
get headline, post time and some number
<br><br>
'''Arguments:'''<br>
'''index''' index of headline newest is 1
<br><br>
'''Returns:'''<br>
'''title''' the headline
'''time''' post date in unix time
'''ret1''' no clue, always 1
<br><br>
'''Example:'''
<br><br>
 
=== GetNumAccomplishments ===
'''Definition:'''
GetNumAccomplishments(int charid) -> int accomplishments
<br><br>
'''Description:'''<br>
get number of accomplishmeants for given character(?). not well tested, may require caching of the char info
<br><br>
'''Arguments:'''<br>
'''charid''' character id (?)
<br><br>
'''Returns:'''<br>
'''accomplishments''' number of accomplishments
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumAvailableMissions ===
'''Definition:'''
GetNumAvailableMissions() -> int missions
<br><br>
'''Description:'''<br>
get number of available missions
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''missions'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumCharacters ===
'''Definition:'''
GetNumCharacters() -> int chars
<br><br>
'''Description:'''<br>
get number of characters you have defined
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''chars'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumCompletedMissions ===
'''Definition:'''
GetNumCompletedMissions() -> int missions
<br><br>
'''Description:'''<br>
get number of missions you'Ve completed
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''missions'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumGroupMembers ===
'''Definition:'''
GetNumCharacters() -> int chars
<br><br>
'''Description:'''<br>
get number of characters in your group
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''chars''' number of characters in your group or 0 if player is not in group
<br><br>
'''Example:'''
<br><br>
 
=== GetNumGuildMembers ===
'''Definition:'''
GetNumGuidMembers() -> int chars
<br><br>
'''Description:'''<br>
get number of online guildmembers
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''chars''' number of guildmembers currently online or 0 if player is not in a guild
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumNewsHeadlines ===
'''Definition:'''
GetNumNewsHeadlines() -> int num
<br><br>
'''Description:'''<br>
get number of news headlines..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumStationAmmo ===
'''Definition:'''
GetNumStationAmmo() -> int ret1
<br><br>
'''Description:'''<br>
returns a number 
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''ret1''' ??
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumStationDesiredItems ===
'''Definition:'''
GetNumStationAmmo() -> int num
<br><br>
'''Description:'''<br>
get number of items this station desires
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num'''
<br><br>
'''Example:'''
<br><br>
 
=== GetNumStationMerch ===
'''Definition:'''
GetNumStationMerch() -> int num
<br><br>
'''Description:'''<br>
get number of addons, ships an cargo this station sells
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumStationSellableInventory ===
'''Definition:'''
GetNumStationSellableInventory() -> int num
<br><br>
'''Description:'''<br>
get number of items from your inventory that can be sold at this station
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num'''
<br><br>
'''Example:'''
<br><br>
 
=== GetNumStationTurrets ===
'''Definition:'''
GetNumStationTurrets() -> int num
<br><br>
'''Description:'''<br>
get number of turrets on this station or ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num''' number of turrets attached to this station or ship. 0 if not docked
<br><br>
'''Example:'''
<br><br>
 
 
=== GetNumTips ===
'''Definition:'''
GetNumTips() -> int num
<br><br>
'''Description:'''<br>
get size of load screen tips pool
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetParentHealth ===
'''Definition:'''
GetParentHealth() -> float ret1 ret2
<br><br>
'''Description:'''<br>
get health of object this one is attached to (turret to capship). untested!
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''ret1''' health in percent(?)
'''ret2''' health as float (1-0)(?)
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetPlayerDistance ===
'''Definition:'''
GetPlayerDistance(int charid) -> float distance
<br><br>
'''Description:'''<br>
get distance to another character
<br><br>
'''Arguments:'''<br>
'''charid''' character id of another character in this sector
<br><br>
'''Returns:'''<br>
'''distance''' distance to character in m
<br><br>
'''Example:'''
<br><br>
 
 
=== GetPlayerFaction ===
'''Definition:'''
GetPlayerFaction(int charid) -> int factionid
<br><br>
'''Description:'''<br>
get nation of a player
<br><br>
'''Arguments:'''<br>
'''charid''' character id or nil
<br><br>
'''Returns:'''<br>
'''factionid''' number representing the faction (1-9)(?)
<br><br>
'''Example:'''
<br><br>
 
=== GetPlayerFactionStanding ===
'''Definition:'''
GetPlayerFactionStanding(int factionid) -> int standing
<br><br>
'''Description:'''<br>
get your standing with provided faction
<br><br>
'''Arguments:'''<br>
'''factionid''' number representing a faction
<br><br>
'''Returns:'''<br>
'''standing''' number representing faction standing 0-65535
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== GetPlayerHealth ===
'''Definition:'''
GetPlayerHealth(int charid) -> float health
<br><br>
'''Description:'''<br>
get health of provided character
<br><br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''health''' health of character in percent or -1 if character is not in the current sector
<br><br>
'''Example:'''
<br><br>
 
 
=== GetPlayerName ===
'''Definition:'''
GetPlayerName(int charid) -> string name
<br><br>
'''Description:'''<br>
get name of character
<br><br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''name'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetPrimaryShipIDOfPlayer ===
'''Definition:'''
GetPrimaryShipIDOfPlayer(int charid) -> int shipid
<br><br>
'''Description:'''<br>
get shipid of a character (= objectid?)
<br><br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''shipid'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetPrimaryShipNameOfPlayer ===
'''Definition:'''
GetPrimaryShipNameOfPlayer(int charid) -> string name
<br><br>
'''Description:'''<br>
get ship name (type) of provided character
<br><br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''name'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetProximityWarningDistance ===
'''Definition:'''
GetProximityWarningDistance() -> int dist
<br><br>
'''Description:'''<br>
get proxy warnign distance<br>
Note: even returns the distance when proxy warning is disabled
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''dist''' proxy distance.
<br><br>
'''Example:'''
<br><br>
 
 
=== GetSectorAlignment ===
'''Definition:'''
GetSectorAlignment() -> int alignment
<br><br>
'''Description:'''<br>
returns the alignment of the current sector<br>
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''alignment''' int representing alignment of the current sector. see: [[FactionName]]
<br><br>
'''Example:'''
<br><br>
 
 
 
 
 
=== GetSectorMonitoredStatus ===
'''Definition:'''
GetSectorMonitoredStatus() -> int monitor
<br><br>
'''Description:'''<br>
returns the monitor status of the current sector (Unmonitored, Guarded ...) see: [[FactionMonitor]] and [[FactionMonitorStr]] <br>
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''monitor''' monitor status
<br><br>
'''Example:'''
<br><br>
 
 
=== GetShipCargoCount ===
'''Definition:'''
GetShipCargoCount(int itemid) -> int num
<br><br>
'''Description:'''<br>
get amount of cargo in the ship
<br><br>
'''Arguments:'''<br>
'''itemid''' item id of a ship
<br><br>
'''Returns:'''<br>
'''num''' amount of argo in ship in cu
<br><br>
'''Example:'''
<br><br>
 
 
=== GetShipInventory ===
'''Definition:'''
GetShipInventory(int itemid) -> {cargo = {int cargoitemid ..}, addons = {int addonitemid ..}}
<br><br>
'''Description:'''<br>
get itemids of items attached to a ship
<br><br>
'''Arguments:'''<br>
'''itemid''' item id of a ship
<br><br>
'''Returns:'''<br>
'''cargo''' array with cargo items<br>
'''addons''' array with addons<br>
'''cargoitemid''' itemids of cargo items
'''addonitemid''' itemids of addons
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetShipList ===
'''Definition:'''
GetShipList() -> {int itemid ..}
<br><br>
'''Description:'''<br>
get list of your ships in the current station. produces error when called outside station..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''itemid''' itemid of a ship
<br><br>
'''Example:'''
<br><br>
 
 
=== GetShipPortIDOfItem ===
'''Definition:'''
GetShipPortIDOfItem(int itemid1, int itemid2) -> int portid
<br><br>
'''Description:'''<br>
get port of weapon in one of your ships
<br><br>
'''Arguments:'''<br>
'''itemid1''' itemid of one of your ships
'''itemid2''' itemid of a weapon or nil
<br><br>
'''Returns:'''<br>
'''portid''' port of a wweapon or first free port if itemid2 is nil
<br><br>
'''Example:'''
<br><br>
 
=== GetShipPurchaseColor ===
'''Definition:'''
GetShipPurchaseColor() -> int color
<br><br>
'''Description:'''<br>
get selected color from the color picker
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''colorid''' number representing color (0-255)
<br><br>
'''Example:'''
<br><br>
 
 
=== GetSkillLevel ===
'''Definition:'''
GetSkillLevel(int licenseid) -> int current next
<br><br>
'''Description:'''<br>
get current and required xp for next level or provided skill
<br><br>
'''Arguments:'''<br>
'''licenseid''' type of license (1-5)
<br><br>
'''Returns:'''<br>
'''current''' current xp
'''next''' xp required for next level
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationAmmoInfo ===
'''Definition:'''
GetStationAmmoInfo(int index) -> {bool is_ammorepair, string type, int unitcost, int price, string longdesc, string desc,  bool locallyproduced, int itemid, string icon}
<br><br>
'''Description:'''<br>
get info about ammo based weapons by station inventory index (i think)
<br><br>
'''Arguments:'''<br>
'''index''' index of ammo based weapons in the station, includes weapons on ships
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationAmmoInfoByID ===
'''Definition:'''
GetStationAmmoByID(int itemid) -> {bool is_ammorepair, string type, int unitcost, int price, string longdesc, string desc,  bool locallyproduced, int itemid, string icon}
<br><br>
'''Description:'''<br>
get info about ammo based weapons in the station by item id
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetStationCargoList ===
'''Definition:'''
GetStationCargoList() -> {int itemid ..}
<br><br>
'''Description:'''<br>
get list of cargo items in the current station. produces error when called outside station..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''itemid''' itemid of a trade item
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetStationChatLog ===
'''Definition:'''
GetStationChatLog() -> {string msg ..}
<br><br>
'''Description:'''<br>
get table with messages in the station chat
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''msg''' chat message
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationCurrentCargo ===
'''Definition:'''
GetStationCurrentCargo() -> int cargo
<br><br>
'''Description:'''<br>
get amount of cargo currently in this station. including cargo, equipment, ships ..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''cargo''' amount of cargo in cu
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== GetStationDesiredItem ===
'''Definition:'''
GetStationDesiredItem(int index) -> string ditem
<br><br>
'''Description:'''<br>
get item that this station desires ...
<br><br>
'''Arguments:'''<br>
'''index''' index in list of strings
<br><br>
'''Returns:'''<br>
'''ditems''' desired item
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetStationFaction ===
'''Definition:'''
GetStationFaction() -> int factionid
<br><br>
'''Description:'''<br>
get faction of current station. if an argument is supplied it returns 0 which may suggest that the faction of other stations can be queried too
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''factionid''' daction of current station
<br><br>
'''Example:'''
<br><br>
 
=== GetStationLocation ===
'''Definition:'''
GetStationLocation() -> int ret1
<br><br>
'''Description:'''<br>
returns a number!
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''ret1'''
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== GetStationMaxCargo ===
'''Definition:'''
GetStationMaxCargo() -> int cargo
<br><br>
'''Description:'''<br>
return amount of cargo this station can hold.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''cargo''' amount of cargo in cu
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetStationMerchInfo ===
'''Definition:'''
GetStationMerchInfo(int merchid) -> { neededlevels = {int l1 .. l5}, int price, string longdesc, float mass, string sortgroup, int volume, string extendeddesc, string type, string meshfile, bool usable, int itemid, string icon }
<br><br>
'''Description:'''<br>
get info about items this station sells
<br><br>
'''Arguments:'''<br>
'''merchid''' id of sold items (1-n)
<br><br>
'''Returns:'''<br>
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationMerchInfoByID ===
'''Definition:'''
GetStationMerchInfoByID(int itemid) -> { neededlevels = {int l1 .. l5}, int price, string longdesc, float mass, string sortgroup, int volume, string extendeddesc, string type, string meshfile, bool usable, int itemid, string icon }
<br><br>
'''Description:'''<br>
get info about items this station sells by itemid
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of sold items
<br><br>
'''Returns:'''<br>
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== GetStationMerchPriceByID ===
'''Definition:'''
GetStationMerchInfoByID(int itemid) -> int price
<br><br>
'''Description:'''<br>
get price of an item this station sells
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of sold items
<br><br>
'''Returns:'''<br>
'''price''' price of an item or 0 if this item isn't sold
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationSellableInventoryInfo ===
'''Definition:'''
GetStationSellableInventoryInfo() -> {bool is_ammorepair, string type, int unitcost, int price, string longdesc, string desc, string name, bool locallyproduced, neededlevels =  {string l1 .. l5}, int itemid, string icon }
<br><br>
'''Description:'''<br>
get info about sellable inventory by index 1-n
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationSellableInventoryInfoByID ===
'''Definition:'''
GetStationSellableInventoryInfoByID() -> {bool is_ammorepair, string type, int unitcost, int price, string longdesc, string desc, string name, bool locallyproduced, neededlevels =  {string l1 .. l5}, int itemid, string icon }
<br><br>
'''Description:'''<br>
get sellable inventory info by id ...
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationShipList ===
'''Definition:'''
GetStationShipList(int itemid) -> {int itemid1 ..}
<br><br>
'''Description:'''<br>
get array of your ships in the current station
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''itemid?''' itemid of ship in the current station
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationTurretInfo ===
'''Definition:'''
GetStationTurretInfo(int turretid) -> {int objectid, int nodeid, float armorpercent, int itemid}
<br><br>
'''Description:'''<br>
get information about a stations or ships turrets
<br><br>
'''Arguments:'''<br>
''turretid''' id of a turret
<br><br>
'''Returns:'''<br>
'''objectid'''<br>
'''nodeid'''<br>
'''armorpercent''' armor level<br>
'''itemid'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStationType ===
'''Definition:'''
GetStationType() -> string stype
<br><br>
'''Description:'''<br>
get station type
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''stype''' station type. returns "frigate" when docked to a cruiser otherwise nil
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetStorageItemInfo ===
'''Definition:'''
GetStorageItemInfo() -> ??
<br><br>
'''Description:'''<br>
no clue. can't make it return anything
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== GetStorageLocationSector ===
'''Definition:'''
GetStorageLocationSector(int arg1) -> int ret1
<br><br>
'''Description:'''<br>
returns some number when fed with an itemid
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== GetSurveyChoices ===
'''Definition:'''
GetSurveyChoices() -> {}
<br><br>
'''Description:'''<br>
returns an empty table!
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetSurveyChoices ===
'''Definition:'''
GetSurveyChoices() -> {}
<br><br>
'''Description:'''<br>
returns an empty table!
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetSurveyQuestion ===
'''Definition:'''
GetSurveyQuestion() -> string ret1
<br><br>
'''Description:'''<br>
returns an empty string!
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''ret1''' an empty string!
<br><br>
'''Example:'''
<br><br>
 
 
 
=== GetTargetDistance ===
'''Definition:'''
GetTargetDistance() -> float dist
<br><br>
'''Description:'''<br>
get distance to target
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''dist''' distance to target in m
<br><br>
'''Example:'''
<br><br>
 
 
=== GetTargetFriendlyStatus ===
'''Definition:'''
GetTargetFriendlyStatus() -> int fstatus
<br><br>
'''Description:'''<br>
get friendlyness of target
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''fstatus''' Returns 0 to 3. Target is friendly if 3, unfriendly otherwise
<br><br>
'''Example:'''
<br><br>
 
=== GetTargetInfo ===
'''Definition:'''
GetTargetInfo() -> string name float health dist int factionid string guild ship
<br><br>
'''Description:'''<br>
get info about target
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''name'''<br>
'''health''' health in percent<br>
'''dist''' distance in m<br>
'''factionid''' faction of target<br>
'''guild''' guild tag of target<br>
'''ship''' name of targets ship
<br><br>
'''Example:'''
<br><br>
 
=== GetTip ===
'''Definition:'''
GetTip(int tipid) -> string tip
<br><br>
'''Description:'''<br>
get loading screen with given index
<br><br>
'''Arguments:'''<br>
'''tipid''' tip id (1-n)
<br><br>
'''Returns:'''<br>
'''tip''' loading screen tip
<br><br>
'''Example:'''
<br><br>
 
=== GetTurretNameByStationType ===
'''Definition:'''
GetTurretNameByStationType(string stype) -> {string tur1 ..}
<br><br>
'''Description:'''<br>
get turret name of provided station type
<br><br>
'''Arguments:'''<br>
'''stype''' station type
<br><br>
'''Returns:'''<br>
'''tur1''' turret name (2-n)(?)
<br><br>
'''Example:'''<br>
GetTurretNameByStationType("frigate") -> {2 = "LeftAft", 3 = "Left Front", 4 = "Left Lower Fin" ..}
<br><br>
 
 
=== GetTutorialLevel ===
'''Definition:'''
GetTutorialLevel() -> int num
<br><br>
'''Description:'''<br>
return if the player has done the tutorial(?)
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''num''' 0 if tutorial wasn'T done -1 if it was, I think ...
<br><br>
'''Example:'''
<br><br>
 
 
=== GiveMoney ===
'''Definition:'''
GiveMoney(string char, int amount) -> nil
<br><br>
'''Description:'''<br>
transfer money to a character
<br><br>
'''Arguments:'''<br>
'''char''' name of a character within the sector<br>
'''amount''' amount of money to transfer
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== HasActiveShip ===
'''Definition:'''
HasActiveShip() -> bool aship
<br><br>
'''Description:'''<br>
return true if the player has an active ship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''aship''' true if the player has an activer ship otherwise false
<br><br>
'''Example:'''
<br><br>
 
=== HasLastShipLoadout ===
'''Definition:'''
HasLastShipLoadout() -> bool loadout
<br><br>
'''Description:'''<br>
return true if the player has a last ship loadout saved. (see ClearLastShipLoadout)
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''loadout''' true if the player has a last shiploadout saved otherwise false
<br><br>
'''Example:'''
<br><br>
 
=== IsConnected ===
'''Definition:'''
IsConnected() -> bool connected
<br><br>
'''Description:'''<br>
return true if the player is connected to the game
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''connected''' true if the player is connected otherwise false
<br><br>
'''Example:'''
<br><br>
 
=== IsEnemy ===
'''Definition:'''
IsEnemy(charid) -> bool enemy
<br><br>
'''Description:'''<br>
Part of the base radar functionality. Used in conjunction with GetFriendlyStatus.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''enemy''' returns true if someone is an enemy, otherwise false. Totally unreliable.
<br><br>
'''Example:'''
<br><br>
 
=== IsGroupMember ===
'''Definition:'''
IsGroupMember(int charid) -> bool grmember
<br><br>
'''Description:'''<br>
tell if the provided character is a group member
<br><br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''grmember''' true if character is a groupmember false if not or you aren't member of a group
<br><br>
'''Example:'''
<br><br>
 
 
=== IsGuildMember ===
'''Definition:'''
IsGuildMember(int charid) -> bool gumember
<br><br>
'''Description:'''<br>
tell if the provided character is a guild member
<br><br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''gumember''' true if character is a guildmember false if not or you aren't member of a guild
<br><br>
'''Example:'''
<br><br>
 
 
=== IsInDuel ===
'''Definition:'''
IsInDuel(charid) -> bool
<br><br>
'''Description:'''<br>
Returns true if charid is in a duel, otherwise false.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== IsPlayerRequestingBuddy ===
'''Definition:'''
IsPlayerRequestingBuddy(?) -> ?
<br><br>
'''Description:'''<br>
not tried. sounds obvious though
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== IsPlayerRequestingDuel ===
'''Definition:'''
IsPlayerRequestingDuel(?) -> ?
<br><br>
'''Description:'''<br>
not tried. sounds obvious though
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== IsPlayerRequestingGroupInvite ===
'''Definition:'''
IsPlayerRequestingGroupInvite(?) -> ?
<br><br>
'''Description:'''<br>
not tried. sounds obvious though
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== IsProximityWarningEnabled ===
'''Definition:'''
IsProximityWarningEnabled() -> bool isproxy
<br><br>
'''Description:'''<br>
tell if proximity warning is enabled
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''isproxy''' true if proximity warning is enabled otherwise false
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== IsStormPresent ===
'''Definition:'''
IsStormPresent() -> bool isstorm
<br><br>
'''Description:'''<br>
tell if there's a storm in the current sector
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''isstorm''' true if storm is present otherwise false
<br><br>
'''Example:'''
<br><br>
 
 
 
=== JettisonAll ===
'''Definition:'''
JettisonAll() -> nil
<br><br>
'''Description:'''<br>
Jettison all of your ships cargo
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== JettisonMultiple ===
'''Definition:'''
JettisonMultiple{item1 = {int id, int quantity} ..} -> nil
<br><br>
'''Description:'''<br>
Jettison cargo items and quantitiss according to the provided table
<br><br>
'''Arguments:'''<br>
'''item1''' table containing quantity and itemid of cargo to jettison
'''id''' itemid of cargo item
'''quantity''' amount of this cargo to jettison
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
JettisonMultiple{{id=1234, quantity=2}, {id=1235, quantity=3}}<br>
jettison 2 untis of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>
 
 
 
 
 
=== JettisonSingle ===
'''Definition:'''
JettisonSingle(int itemid, int quantity) -> nil
<br><br>
'''Description:'''<br>
Jettison provided type and amount of cargo
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of cargo item
'''quantity''' amount of cargo to jettison
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
JettisonMultiple(1234, 2)<br>
jettison 2 units of the cargo with the itemid 1234
<br><br>
 
 
=== JoinChannel ===
'''Definition:'''
JoinChannel{channelid1 ..} -> nil
<br><br>
'''Description:'''<br>
join the provided channels without leaving existing channels
<br><br>
'''Arguments:'''<br>
'''channelid1''' channel number (1 - 2^32) the last index is the active channel
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== LeaveChannel ===
'''Definition:'''
LeaveChannel{channelid1 ..} -> nil
<br><br>
'''Description:'''<br>
leave the provided channels
<br><br>
'''Arguments:'''<br>
'''channelid1''' channel number (1 - 2^32)
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== ListChannels ===
'''Definition:'''
ListChannels() -> nil
<br><br>
'''Description:'''<br>
print list of currently joined channels and usage info to the chatarea
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== LoadCargo ===
'''Definition:'''
LoadCargo{item1 = {int itemid, int quantity} ..} -> nil
<br><br>
'''Description:'''<br>
Load cargo items and quantitiss according to the provided table
<br><br>
'''Arguments:'''<br>
'''item1''' table containing quantity and itemid of cargo
'''itemid''' itemid of cargo item
'''quantity''' amount of this cargo to load
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
LoadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}<br>
load 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>
 
 
=== LoadChannels ===
'''Definition:'''
LoadChannels() -> nil
<br><br>
'''Description:'''<br>
restore chat channels from config file(?)
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== LoadNotes ===
'''Definition:'''
LoadNotes() -> string notes
<br><br>
'''Description:'''<br>
read and return players notes from playernotes.txt
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''notes''' mission notes text
<br><br>
'''Example:'''
<br><br>
 
 
=== LoadNavpath ===
'''Definition:'''
LoadNavpath(string navpath) -> {int sectorid1 ..}
<br><br>
'''Description:'''<br>
load navroute by name and return array with hops
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''sectorid1''' [[sectorid]] of a hop on this navroute first index is first hop (1-n)
<br><br>
'''Example:'''
<br><br>
 
=== LocationStr ===
'''Definition:'''
LocationStr(int sectorid) -> string sname
<br><br>
'''Description:'''<br>
translate a sectorid into a sector name. error if no argument provided
<br><br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''sname''' sector name
<br><br>
'''Example:'''<br>
LocationStr(5000) -> "Sedina System, Sector H-9"
<br><br>
 
=== Login ===
'''Definition:'''
Login(string username, string password) -> nil
<br><br>
'''Description:'''<br>
Login to the game. crashes game when arguments are missing...
<br><br>
'''Arguments:'''<br>
'''username''' vendetta account name<br>
'''password''' password
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== Logout ===
'''Definition:'''
Logout() -> nil
<br><br>
'''Description:'''<br>
Inititate logout sequence.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== MakeBotName ===
'''Definition:'''
MakeBotName(string arg1, int arg2) -> string bname
<br><br>
'''Description:'''<br>
no clue. returns the string that's passed to it and requires an int as second argument
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== NPlural ===
'''Definition:'''
NPlural(string arg1, string arg2) -> string pstring
<br><br>
'''Description:'''<br>
concaterates the two provided strings together and pluralizes the result
<br><br>
'''Arguments:'''<br>
'''arg1''' first substring<br>
'''arg2''' second substring<br>
<br><br>
'''Returns:'''<br>
'''pstring''' concaterated and pluralized string
<br><br>
'''Example:'''<br>
NPlural("Serco", "Cookie") -> "Serco Cookies"
<br><br>
 
 
 
=== ParseXML ===
'''Definition:'''
ParseXML(string xmlstring) -> {dom}
<br><br>
'''Description:'''<br>
returns the provided string as a collection of substrings and nodes as subtables ..see example
<br><br>
'''Arguments:'''<br>
'''xmlstring''' string containing xml tags
<br><br>
'''Returns:'''<br>
'''dom''' table with xml nodes and substrings
<br><br>
'''Example:'''<br>
ParseXML("a <xml>test</xml>woohoo<tag>subtext<bla>subsubtext</bla></tag>") -> {"a ", {"test", "xml"}, "woohoo", {"subtext", {"subsubtext", "bla" }, "tag"}}
<br><br>
 
 
=== PlayerInStation ===
'''Definition:'''
PlayerInStation() -> bool instation
<br><br>
'''Description:'''<br>
tell if the player is in a station or capship
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''instation''' true if the player is in a station otherwise false
<br><br>
'''Example:'''
<br><br>
 
 
=== PlayerInventoryIterator ===
'''Definition:'''
PlayerInventoryIterator() -> func ret1
<br><br>
'''Description:'''<br>
returns a function. otherwise no clue
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== PrintJoinUsage ===
'''Definition:'''
PrintJoinUsage() -> nil
<br><br>
'''Description:'''<br>
prints how to use /join to the chatarea
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== PrintLeaveUsage ===
'''Definition:'''
PrintLeaveUsage() -> nil
<br><br>
'''Description:'''<br>
prints how to use /leave to the chatarea
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ProcessEvent ===
'''Definition:'''
ProcessEvent(string eventtype, data) -> nil
<br><br>
'''Description:'''<br>
Processes various events. Trigger a with [[Function_Index#RegisterEvent]] defined event
<br><br>
'''Arguments:'''<br>
'''eventtype''' [[eventtype]]<br>
'''data''' varies depending on eventtype. Sometimes it's a table, sometimes it's a string.
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
 
<br><br>
 
=== PurchaseMerchandiseItem ===
'''Definition:'''
PurchaseMerchandiseItem(int itemid, int amount) -> nil
<br><br>
'''Description:'''<br>
buy the provided item
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of cargo merch item
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== PurchaseMerchandiseItem ===
'''Definition:'''
PurchaseMerchandiseItem(int itemid, int amount) -> nil
<br><br>
'''Description:'''<br>
buy the provided item
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of merch item
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== PurchaseShipLoadout ===
'''Definition:'''
PurchaseShipLoadout(func arg1) -> ??
<br><br>
'''Description:'''<br>
no clue takes function as first argument
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
 
=== RegisterEvent ===
'''Definition:'''
RegisterEvent({func OnEvent}, string eventtype) -> nil
<br><br>
'''Description:'''<br>
hook up object to event
<br><br>
'''Arguments:'''<br>
'''OnEvent''' function to run when event is triggered<br>
'''eventtype''' [[eventtype]]
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
===RegisterUserCommand===
'''Definition:'''
RegisterUserCommand(string commandname, func callback(dataarg, {arguments1, ..}), data) -> nil
<br><br>
'''Description:'''<br>
hook up object to command
<br><br>
'''Arguments:'''<br>
'''commandname''' string containing the command<br>
'''callback''' function accepting two arguments to run when command is executed<br>
'''dataarg''' see '''data'''<br>
'''arguments1''' arguments of the command (Note: if there are no arguments the table is nil not an empty table.)<br>
'''data''' data to pass callback
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
RegisterUserCommand("printsomething", function(data, args) print(data..tostring(args or {})[1]) end, "test")<br>
Registers the command "printsomething" that runs a function that prints the text "test" and the first argument appended<br>
<br><br>
 
=== ReloadInterface ===
'''Definition:'''
ReloadInterface() -> nil
<br><br>
'''Description:'''<br>
Reloads everything related to the interface that isn't a texture. This means VO lua scripts as well as scripts in the /addons directory.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== RepairShip ===
'''Definition:'''
RepairShip() -> ??
<br><br>
'''Description:'''<br>
not tested
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ReplenishAll ===
'''Definition:'''
ReplenishAll(int itemid, func cb) -> nil
<br><br>
'''Description:'''<br>
replenish all weapons on provided ship
<br><br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of ship<br>
'''cb''' function to be called once the transaction is complete
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ReplenishWeapon ===
'''Definition:'''
ReplenishWeapon() -> ??
<br><br>
'''Description:'''<br>
not tested
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== RequestCharacterStats ===
'''Definition:'''
RequestCharacterStats() -> nil
<br><br>
'''Description:'''<br>
no clue
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== RequestLaunch ===
'''Definition:'''
RequestLaunch() -> bool ret
<br><br>
'''Description:'''<br>
Launches from the station. Any issues preventing launch are reported via pop-up window. Otherwise, the player's ship undocks.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''ret''' always true (?)
<br><br>
'''Example:'''
<br><br>
 
=== RequestMissionDetails ===
'''Definition:'''
RequestMissionDetails(int missionid) -> nil
<br><br>
'''Description:'''<br>
Request information about the given mission (aka the info button) and pop up the info dialog if id is valid
<br><br>
'''Arguments:'''<br>
'''missionid''' mission id (1-n)
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== RequestMissionList ===
'''Definition:'''
RequestMissionList() -> nil
<br><br>
'''Description:'''<br>
no clue. maybe used by /updatestation
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== RequestNewsArticle ===
'''Definition:'''
RequestNewsArticle() -> nil
<br><br>
'''Description:'''<br>
ask server for news item?
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== RequestNewsHeadlines ===
'''Definition:'''
RequestNewsHeadlines() -> nil
<br><br>
'''Description:'''<br>
ask server for news item list?
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== RequestTargetStats ===
'''Definition:'''
RequestTargetStats() -> int charid
<br><br>
'''Description:'''<br>
get character id of target (considreing the name maybe more?)
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''charid''' character id of torgat or yours if no target selected
<br><br>
'''Example:'''
<br><br>
 
=== ResetTutorial ===
'''Definition:'''
ResetTutorial() -> nil
<br><br>
'''Description:'''<br>
Reset the tutorial flag. the player will have to go through it again after docking.
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== SaveChannels ===
'''Definition:'''
SaveChannels() -> nil
<br><br>
'''Description:'''<br>
Save joined channels(?). Kinda useless since trhat's done as soon as you join one
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== SaveMissionNotes ===
'''Definition:'''
SaveMissionNotes(string notes) -> nil
<br><br>
'''Description:'''<br>
Save the provided string to the characters mission notes file.
<br><br>
'''Arguments:'''<br>
'''notes''' text to be saved in the notes file
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== SaveNavpath ===
'''Definition:'''
SaveNavpath({int sectorid1 ..}, string name) -> nil
<br><br>
'''Description:'''<br>
Save the provided navroute
<br><br>
'''Arguments:'''<br>
'''sectorid1''' [[sectorid]] of each hop<br>
'''name''' name of this route
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
SaveNavpath({5000, 5001, 5002}, "sedina") -> nil<br>
a route that hops around in sedina called "sedina"
<br><br>
 
=== SaveShipLoadout ===
'''Definition:'''
SaveShipLoadout() -> ??
<br><br>
'''Description:'''<br>
save shiploadout? after a ClearLastShipLoadout() this function causes the buy back dialog to pop up again but the ship won't be rebought.. maybe it needs a loadout as arg
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br><br>
 
=== SelectActiveShip ===
'''Definition:'''
SelectActiveShip(int itemid) -> nil
<br><br>
'''Description:'''<br>
Set the given ship active
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of  ship in the current station
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br><br>
 
 
=== SelectCharacter ===
'''Definition:'''
SelectCharacter(int charslot) -> nil
<br><br>
'''Description:'''<br>
Select characteri in given slot and enter the game with it (only "works" when you haven'T one selected yet)
<br><br>
'''Arguments:'''<br>
'''charslot''' a character slot (1-5)
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== SellInventoryItem ===
'''Definition:'''
SellInventoryItem(int itemid, int amount) -> nil
<br><br>
'''Description:'''<br>
Sell the provided amount of an inventory item from the current station or ship when docked to a station
<br><br>
'''Arguments:'''<br>
'''itemid''' itemid of an item at the current station<br>
'''amount''' how many to sell
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br><br>
 
 
=== SendChat ===
'''Definition:'''
SendChat(string msg, string dst, string char) -> nil
<br><br>
'''Description:'''<br>
Send a message to the provided destination.
<br><br>
'''Arguments:'''<br>
'''msg''' the message<br>
'''dst''' destination<br>
known destinations:<br>
"SAY" sector chat<br>
"SECTOR" sector chat<br>
"PRIVATE" private chat. requires char parameter<br>
"CHANNEL" chat chat<br>
"SYSTEM" system chat<br>
"GROUP" group chat<br>
"GUILD" guild chat<br>
"MISSION" mission chat. to activate reply buttons in the mission log send numbers. where 1 correspondends to the top most button<br>
'''char''' in case of dst = PRIVATE, the player to send the message
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
SendChat("Hi", "PRIVATE", "dude") -> nil<br>
send the message "Hi" to player dude
<br><br>
 
=== SendMissionQuestionReply ===
'''Definition:'''
SendMissionQuestionReply(int num) -> nil
<br><br>
'''Description:'''<br>
called by the initial info dialog 1 = accept, 0 = decline
<br><br>
'''Arguments:'''<br>
'''num''' 1 or 0
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== SetCurrentChatTab ===
'''Definition:'''
SetCurrentChatTab() -> ??
<br><br>
'''Description:'''<br>
does nothing. maybe a leftover from the general/mission chat system
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== SetHomeStation ===
'''Definition:'''
SetHomeStation() -> nil
<br><br>
'''Description:'''<br>
set current station as your home station
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== SetProximityWarningDistance ===
'''Definition:'''
SetProximityWarningDistance(int dist) -> nil
<br><br>
'''Description:'''<br>
set proximity warning distance ..
<br><br>
'''Arguments:'''<br>
'''dist''' proximity distance
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== SetShipPurchaseColor ===
'''Definition:'''
SetShipPurchaseColor(int color) -> nil
<br><br>
'''Description:'''<br>
color of the next ship the player will buy
<br><br>
'''Arguments:'''<br>
'''color''' color value (0-255)
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== SetShipPurchaseColor ===
'''Definition:'''
SetShipPurchaseColor(int color) -> nil
<br><br>
'''Description:'''<br>
color of the next ship the player will buy
<br><br>
'''Arguments:'''<br>
'''color''' color value (0-255)
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== ShortLocationStr ===
'''Definition:'''
ShortLocationStr(int sectorid) -> string loc
<br><br>
'''Description:'''<br>
string representing the provided sector
<br><br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''loc''' short sector description
<br><br>
'''Example:'''<br>
ShortLocationStr(5000) -> "Sedina H-9"
<br><br>
 
=== SetShipPurchaseColor ===
'''Definition:'''
SetShipPurchaseColor(int color) -> nil
<br><br>
'''Description:'''<br>
color of the next ship the player will buy
<br><br>
'''Arguments:'''<br>
'''color''' color value (0-255)
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== ShouldTutorialRun ===
'''Definition:'''
ShouldTutorialRun() -> bool tut
<br><br>
'''Description:'''<br>
tell if the player has done the tutorial
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''<br>
'''tut''' true if the player still has to do the tutorial otherwise false
<br><br>
'''Example:'''
<br><br>
 
 
 
 
 
 
=== SplitSectorID ===
'''Definition:'''
SplitSectorID(int sectorid) -> int systemid sectorh sectorv
<br><br>
'''Description:'''<br>
split up a sectorid into systemid and axis on the system grid
<br><br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''systemid'''<br>
'''sectorh''' horizonatal axis<br>
'''sectorv''' vertical axis
<br><br>
'''Example:'''<br>
SplitSectorID(5000) -> 20 8 9<br>
Sedina h9
<br><br>
 
=== SplitStationID ===
'''Definition:'''
SplitStationID(int stationid) -> int systemidl sectorhv
<br><br>
'''Description:'''<br>
split up a stationid into systemid -1 and sector in system. this may be totally wrong
<br><br>
'''Arguments:'''<br>
'''stationid''' a stationid
<br><br>
'''Returns:'''<br>
'''systemidl''' systemid - 1<br>
'''secttorhv''' sector in system
<br><br>
'''Example:'''
<br><br>
 
 
=== StopTutorial ===
'''Definition:'''
StopTutorial() -> nil
<br><br>
'''Description:'''<br>
does nothing..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== StrTable ===
'''Definition:'''
StopTutorial() -> nil
<br><br>
'''Description:'''<br>
seems to be another serialisation function. similar (the same?) to splickle
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== SubmitSurvey ===
'''Definition:'''
SubmitSurvey() -> nil
<br><br>
'''Description:'''<br>
does nothing..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
 
===TabCompleteName===
'''Definition:'''
TabCompleteName(string name) -> string completename
<br><br>
'''Description:'''<br>
Attempts to fill out name with the best match the client has seen since startup. If TabCompleteName cannot find a match for name it returns nil, otherwise, completename will be a string containing the best match completed name.
<br><br>
'''Arguments:'''<br>
'''name''' name to be completed
<br><br>
'''Returns:'''<br>
'''completename''' completed name
<br><br>
'''Example:'''
<br><br>
 
=== UnloadCargo ===
'''Definition:'''
UnloadCargo{item1 = {int itemid, int quantity} ..} -> nil
<br><br>
'''Description:'''<br>
Unload cargo items and quantities according to the provided table
<br><br>
'''Arguments:'''<br>
'''item1''' table containing quantity and itemid of cargo
'''itemid''' itemid of cargo item
'''quantity''' amount of this cargo to unload
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
UnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}<br>
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>
 
 
=== UnloadSellCargo ===
'''Definition:'''
UnloadSellCargo{item1 = {int itemid, int quantity} ..} -> nil
<br><br>
'''Description:'''<br>
Unload and sell cargo items and quantities according to the provided table
<br><br>
'''Arguments:'''<br>
'''item1''' table containing quantity and itemid of cargo
'''itemid''' itemid of cargo item
'''quantity''' amount of this cargo to unload and sell
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
UnloadSellCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}<br>
unload and sell 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>
 
 
 
 
=== UnregisterEvent ===
'''Definition:'''
UnregisterEvent({func OnEvent}, string eventtype) -> nil
<br><br>
'''Description:'''<br>
Unregister an event registered with [[Function_index#RegisterEvent]]
<br><br>
'''Arguments:'''<br>
'''OnEvent''' function to run when event is triggered<br>
'''eventtype''' [[eventtype]]
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
<br><br>
 
 
 
=== UnregisterUserCommand ===
'''Definition:'''
UnregisterUserCommand(string command) -> nil
<br><br>
'''Description:'''<br>
Unregister a command registered with [[Function_index#RegisterUserCommand]]
<br><br>
'''Arguments:'''<br>
'''command''' command to unregister
<br><br>
'''Returns:'''
<br><br>
'''Example:'''<br>
<br><br>
 
 
 
=== XMLTagToString ===
'''Definition:'''
XMLTagToString() -> nil
<br><br>
'''Description:'''<br>
might the reverse of ParseXML
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== _ERRORMESSAGE ===
'''Definition:'''
_ERRORMESSAGE(string msg) -> nil
<br><br>
'''Description:'''<br>
creates an error message with the provided string. probably more
<br><br>
'''Arguments:'''<br>
'''msg''' a message
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== clearscene ===
'''Definition:'''
clearscene() -> nil
<br><br>
'''Description:'''<br>
removes al objects from the game world
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== collectgarbage ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== debugprint ===
'''Definition:'''
debugprint() -> ??
<br><br>
'''Description:'''<br>
does nothing..
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== declare ===
'''Definition:'''
declare(string name, value) -> nil
<br><br>
'''Description:'''<br>
declare a variable and assign a value
<br><br>
'''Arguments:'''<br>
'''name''' name of the variable<br>
'''value''' it's value. can be any type
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== dostuff ===
'''Definition:'''
dostuff() -> ??
<br><br>
'''Description:'''<br>
no clue.  tries to open a nonexistant file
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== filter_colorcodes ===
'''Definition:'''
filter_colorcodes(string in) -> string out
<br><br>
'''Description:'''<br>
strips colorcodes from the provided string
<br><br>
'''Arguments:'''<br>
'''in''' inputstring
<br><br>
'''Returns:'''<br>
'''out''' outputstring
<br><br>
'''Example:'''
<br><br>
 
 
 
=== format_time ===
'''Definition:'''
format_time(int msecs) -> string tstring
<br><br>
'''Description:'''<br>
get string representation of the provided time
<br><br>
'''Arguments:'''<br>
'''msecs''' time in microseconds
<br><br>
'''Returns:'''<br>
'''tstring''' time string
<br><br>
'''Example:'''<br>
format_time(60001) -> "01:00.001"
<br><br>
 
 
 
=== gcinfo ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== ipairs ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== loadscene ===
'''Definition:'''
loadscene(string scene) -> ??
<br><br>
'''Description:'''<br>
load a scene(?). don't know how it works though
<br><br>
'''Arguments:'''<br>
'''scene''' filename of a scene
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== log_print ===
'''Definition:'''
loadscene(string str) -> nil
<br><br>
'''Description:'''<br>
Writes string to the errors.log
<br><br>
'''Arguments:'''<br>
'''str''' string to write to log
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== next ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== oper ===
'''Definition:'''
<br><br>
'''Description:'''<br>
not gonna bother
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== pairs ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== printtable ===
'''Definition:'''
printtable{in} -> nil
<br><br>
'''Description:'''<br>
print contents of a table to the console
<br><br>
'''Arguments:'''<br>
'''in''' table to print
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
=== rawget ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== rawset ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
=== roper ===
'''Definition:'''
<br><br>
'''Description:'''<br>
not gonna bother
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== strip_whitespace ===
'''Definition:'''
strip_whitespace(string in) -> string out
<br><br>
'''Description:'''<br>
strip whitespace from beginning and end of string
<br><br>
'''Arguments:'''<br>
'''int''' input string
<br><br>
'''Returns:'''<br>
'''out''' output string
<br><br>
'''Example:'''
<br><br>
 
 
=== substitute_vars ===
'''Definition:'''
substitute_vars(string in) -> string out
<br><br>
'''Description:'''<br>
replace variables like %target% in input with their corresponding value
<br><br>
'''Arguments:'''<br>
'''int''' input string
<br><br>
'''Returns:'''<br>
'''out''' output string
<br><br>
'''Example:'''
<br><br>
 
 
=== type ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
 
 
 
 
=== spickle ===
'''Definition:'''
spickle(table intab) -> string
<br><br>
'''Description:'''<br>
Converts a table into a string roughly of the format "value","value",{"tablevalue","tablevalue";tablekey="value"};key="value",key="value"
<br><br>
'''Arguments:'''<br>
'''intab''' input table
<br><br>
'''Returns:'''<br>
The spickled string
<br><br>
'''Example:'''<br>
Given table blah with index 1 and 3 containing strings, index 2 containing an empty table, key "apple" containing the string "orange", and key fulltable containing a table with two ints and a string<br>
spickle(blah) returns "string1",{},"string2";apple="orange",fulltable={3,4,"string3"}
<br><br>
 
 
 
=== tonumber ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
 
 
=== tostring ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
 
=== unpack ===
'''Definition:'''
<br><br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br><br>
'''Arguments:'''
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
 
 
=== undeclare ===
'''Definition:'''
undeclare(string name) -> nil
<br><br>
'''Description:'''<br>
undeclare a variable created with [[Function_Index#declare]]
<br><br>
'''Arguments:'''<br>
'''name''' name of a variable
<br><br>
'''Returns:'''
<br><br>
'''Example:'''
<br><br>
 
 
=== unspickle ===
'''Definition:'''
unspickle(string in) ->  table outtab
<br><br>
'''Description:'''<br>
Converts a spickled string into a table
<br><br>
'''Arguments:'''<br>
'''in''' input string
<br><br>
'''Returns:'''<br>
'''outtab''' The unspickled table
<br><br>
'''Example:'''
<br><br>
 
== Tables ==
 
=== Buddy ===
'''Description:'''<br>
functions to manipulate the characters buddylist
 
 
'''Details:'''<br>
[[Buddy]]
 
 
=== Duel ===
'''Description:'''<br>
Duel related methods
 
 
'''Details:'''<br>
[[Duel]]
 
 
=== FactionColor ===
'''Description:'''<br>
table with faction colors. indices represent [[factionid]]
 
 
'''Details:'''<br>
[[FactionColor]]
 
 
=== FactionMonitor ===
'''Description:'''<br>
table with monitoring types. indices represent numeric monitoring types and values, string representations of that type
 
 
'''Details:'''<br>
[[FactionMontor]]
 
 
 
=== FactionMonitorStr ===
'''Description:'''<br>
table with monitoring types. values represent numeric monitoring types and indices, string representations of that type
 
 
'''Details:'''<br>
[[FactionMontorStr]]
 
 
 
 
=== FactionName ===
'''Description:'''<br>
Array with short names of the ingame faction
 
 
'''Details:'''<br>
[[FactionName]]
 
 
=== FactionNameLong ===
'''Description:'''<br>
Array with long names of the ingame faction
 
 
'''Details:'''<br>
[[FactionNameLong]]
 
 
=== Game ===
'''Description:'''<br>
functions to control a few game features ..
 
 
'''Details:'''<br>
[[Game]]
 
 
=== Group ===
'''Description:'''<br>
Group related functions
 
 
'''Details:'''<br>
[[Group]]
 
 
=== Guild ===
'''Description:'''<br>
Guild related functions
 
 
'''Details:'''<br>
[[Guild]]
 
 
=== Ignore ===
'''Description:'''<br>
Ignorelist related functions
 
 
'''Details:'''<br>
[[Ignore]]
 
 
=== InvManager ===
'''Description:'''<br>
functions to get information about inventory items
 
 
'''Details:'''<br>
[[InvManager]]
 
 
=== Mentor ===
'''Description:'''<br>
Mentor related functions
 
 
'''Details:'''<br>
[[Mentor]]
 
 
=== NavRoute ===
'''Description:'''<br>
functions to manipulate your NavRoute
 
 
'''Details:'''<br>
[[NavRoute]]
 
 
=== ShipPalette ===
'''Description:'''<br>
table to map palette color values to rgb values
 
 
'''Details:'''<br>
[[ShipPalette]]
 
 
=== ShipOrder ===
'''Description:'''<br>
table containing the ordering of ships in lists(?)
 
 
'''Details:'''<br>
[[ShipOrder]]
 
 
=== Skills ===
'''Description:'''<br>
table to translate skillid's into skill names and back
 
 
'''Details:'''<br>
[[Skills]]
 
 
 
=== SystemNames ===
'''Description:'''<br>
table to translate systemid's into system names and back
 
 
'''Details:'''<br>
[[SystemNames]]
 
 
=== Timer ===
'''Description:'''<br>
Timer class
 
 
'''Details:'''<br>
[[Timer]]
 
=== Vote ===
'''Description:'''<br>
functions to use the voteing feature
 
 
'''Details:'''<br>
[[Vote]]
 
 
=== coroutine ===
'''Description:'''<br>
coroutine class
 
 
'''Details:'''<br>
[[coroutine]]
 
 
 
=== debug ===
'''Description:'''<br>
debugging helpers
 
 
'''Details:'''<br>
[[debug]]
 
 
=== gkini ===
'''Description:'''<br>
functions to manipulate the games config file
 
 
'''Details:'''<br>
[[gkini]]
 
 
=== gkinterface ===
'''Description:'''<br>
interface related functions..
 
 
'''Details:'''<br>
[[gkinterface]]
 
=== gkmisc ===
'''Description:'''<br>
misc functions ..
 
 
'''Details:'''<br>
[[gkmisc]]
 
 
=== gknet ===
'''Description:'''<br>
network related functions
 
 
'''Details:'''<br>
[[gknet]]
 
 
=== gksound ===
'''Description:'''<br>
audio related functions
 
 
'''Details:'''<br>
[[gksound]]
 
 
=== gvector ===
'''Description:'''<br>
gvector class. to create and manipulate vectors
 
 
'''Details:'''<br>
[[gvector]]
 
 
=== iup ===
'''Description:'''<br>
functions realted to iup. create and manipulate ui elements
 
 
'''Details:'''<br>
[[iup]]
 
 
=== joystick ===
'''Description:'''<br>
functions to change joystick settings
 
 
'''Details:'''<br>
[[joystick]]
 
 
=== math3d ===
'''Description:'''<br>
functions to do some vector math
 
 
'''Details:'''<br>
[[math3d]]
 
 
 
=== math ===
'''Description:'''<br>
standard math library
 
 
'''Details:'''<br>
[[math]]
 
 
 
=== os ===
'''Description:'''<br>
functions to interface with the operating system
 
 
'''Details:'''<br>
[[os]]
 
 
=== quaternion ===
'''Description:'''<br>
quaternion class. to create and manipulate quats
 
 
'''Details:'''<br>
[[quaternion]]
 
 
=== radar ===
'''Description:'''<br>
functions to query and set radar parameters
 
 
'''Details:'''<br>
[[radar]]
 
 
=== string ===
'''Description:'''<br>
string manipulation functions
 
 
'''Details:'''<br>
[[string]]
 
 
=== table ===
'''Description:'''<br>
the standard table library
 
 
'''Details:'''<br>
[[table]]
 
 
== sandbox ==
 
ColorName: true
ShowBarUpdateNotification: false
ShowTooltips: true
UseFontScaling: false
AccomplishmentTemplate: function
AccomplishmentTemplate2: function
ChatLogTemplate: function
CreateBig3DViewMenu: function
CreateCancelLoadoutMenu: function
CreateCapShipChatTab: function
CreateCapShipFactionInfo: function
CreateCapShipPDATab: function
CreateCapShipRepairTab: function
CreateCapShipTacticalTab: function
CreateCapShipTurretTab: function
CreateCharCreateFailedMenu: function
CreateCharCreateMenu: function
CreateCharSelectFailedMenu: function
CreateCharSelectMenu: function
CreateCharacterPDATab: function
CreateCommPDATab: function
CreateConnectingMenu: function
CreateEULAMenu: function
CreateInvalidAmountMenu: function
CreateInventoryPDATab: function
CreateKilledByPDATab: function
CreateKilledPDATab: function
CreateLoadingMenu: function
CreateMissionAbortMenu: function
CreateMissionPromptMenu: function
CreateMissionsPDATab: function
CreateNavigationPDATab: function
CreateNearbyShipsPDATab: function
CreateNewsMenu: function
CreateNotEnoughStorageMenu: function
CreateNotificationMenu: function
CreateOptionsMenu: function
CreatePDA: function
CreatePDATab1: function
CreateSensorPDATab: function
CreateShipCargoPDATab: function
CreateShipPDATab: function
CreateStation: function
CreateStationBlankTab: function
CreateStationChatTab: function
CreateStationCommerceTab: function
CreateStationCommoditiesBuyTab: function
CreateStationCommoditiesLoadTab: function
CreateStationCommoditiesSellTab: function
CreateStationCommoditiesTab: function
CreateStationEquipmentBuyTab: function
CreateStationEquipmentManageTab: function
CreateStationEquipmentSellTab: function
CreateStationEquipmentTab: function
CreateStationFactionInfo: function
CreateStationHelpMenu: function
CreateStationMissionBuyTab: function
CreateStationPDATab: function
CreateStationPortConfigTab: function
CreateStationShipPurchaseTab: function
CreateStationShipSelectionTab: function
CreateStationShipStatusTab: function
CreateStationVisitsPDATab: function
CreateStationWelcomeTab: function
CreateSurveyMenu: function
CreateTargetInfo: function
FactionStandingTemplate: function
FactionStandingWithInfoTemplate: function
FadeControl: function
FadeLookup: function
FadeStop: function
FillInObjectInfo: function
FillInPlayerInfo: function
GetAccomplishmentBigSize: function
GetAccomplishmentBigTexture: function
GetAccomplishmentBigUV: function
GetAccomplishmentCategory: function
GetAccomplishmentDescription: function
GetAccomplishmentName: function
GetAccomplishmentSize: function
GetAccomplishmentTexture: function
GetAccomplishmentTitle: function
GetAccomplishmentUV: function
GetCargoValue: function
GetChatLogReadState: function
GetFriendlyStatus: function
GetItemFullDesc: function
GetItemPartialDesc: function
GetMissionLogReadState: function
GetProfitColor: function
GetProfitHexColor: function
GetShipAmmoPrices: function
GetStationLogReadState: function
HelpCharAccom: function
HelpCharFaction: function
HelpCharGuild: function
HelpCharInventory: function
HelpCharStats: function
HelpCommoditiesAction: function
HelpLargeAddonsAction: function
HelpOtherAddonsAction: function
HelpPDAAdvancementLog: function
HelpPDAJettison: function
HelpPDAKilledByList: function
HelpPDAKilledList: function
HelpPDAMissionLog: function
HelpPDAMissionNotes: function
HelpPDANearbyShips: function
HelpPDAStationVisitsList: function
HelpSellAction: function
HelpSellAddons: function
HelpSellCommodities: function
HelpShipAmmo: function
HelpShipCargo: function
HelpShipEquip: function
HelpShipGroup: function
HelpShipPurchase: function
HelpShipSelect: function
HelpShipStatus: function
HelpSmallAddonsAction: function
HelpStationAddonEquip: function
HelpStationAddonGroups: function
HelpStationBuddies: function
HelpStationMission: function
HelpStationNav: function
HelpStationNews: function
HelpStationWelcome: function
HideAllDialogs: function
HideDialog: function
HideTooltip: function
LoadShipPresets: function
MakeBuyBackQuestionDlg: function
OnIdle: function
OpenStation: function
OverlapPrevention: function
PopupDialog: function
PrintPurchaseTransaction: function
ReinitIconPositions: function
RunTutorial: function
SaveShipPresets: function
SetChatLogRead: function
SetChatLogReceiver: function
SetMissionLogRead: function
SetMissionLogReceiver: function
SetStationLogRead: function
SetStationLogReceiver: function
SetViewObject: function
ShowDialog: function
ShowTooltip: function
StationSellItem: function
TutorialEnd: function
TutorialPart1: function
TutorialPart10: function
TutorialPart11: function
TutorialPart12: function
TutorialPart13: function
TutorialPart2: function
TutorialPart3: function
TutorialPart4: function
TutorialPart5: function
TutorialPart6: function
TutorialPart7: function
TutorialPart8: function
TutorialPart9: function
UpdateFade: function
calc_health_color: function
chatareatemplate: function
chatareatemplate2: function
clear_accomlistbox: function
clear_listbox: function
create_char_guild_tab: function
create_char_inventory_tab: function
create_jettison_control: function
create_ship_group_template: function
dofile: function
factioncontroltemplate3: function
factionfriendlyness: function
factionfriendlynesscolor: function
factionfriendlynessrange: function
fill_accomlistbox: function
fill_listbox: function
generalprint: function
get_itemdlg: function
get_jettisonitemdlg: function
getheight: function
getwidth: function
loadfile: function
log_chat: function
msgdlgtemplate1: function
msgdlgtemplate1a: function
msgdlgtemplate1aDone: function
msgdlgtemplate1aNext: function
msgdlgtemplate2: function
msgpromptdlgtemplate2: function
navmenu_template: function
print: function
purchaseprint: function
require: function
sectorprint: function
setup_accomrow: function
singletab_template: function
sort_commodities: function
sort_sellable_commodities: function
storagelocationcompare: function
store_itemdlg: function
store_jettisonitemdlg: function
test_list: function
testsurvey: function
DAMP: 0.5
DEFAULT_LICENSE_WATCH: 2
FontScale: 0.89
G: 100000
HUD_SCALE: 1
K: 15
K2: 100
M: 1
MAX_ACCOMICON2_COLUMNS: 4
MAX_ACCOMICONS: 20
MAX_ACCOMICON_COLUMNS: 5
IMAGE_DIR: "ihatechange/"
UserName: ""
defaulttutorialbgcolor: "0 0 0 64 *"
tabseltextcolor: "1 241 255"
tabunseltextcolor: "0 185 199"
CapShipLog: table
FactionColor_RGB: table
FadeControls: table
Font: table
Font1: table
Font2: table
GeneralChatPanel: table
HUD: table
InterfaceManager: table
MissionLogPanel: table
ShipPalette_string: table
ShipPresets: table
StationLog: table
StationLogPanel: table
_generalchatlog: table
_missionlog: table
_stationlog: table
accomthing: table
chatreceiver: table
command_pretty_names: table
reloadthingy: table
Big3DViewDialog: userdata
BuybackQuestionPrompt: userdata
CancelLoadoutPurchaseDialog: userdata
CapShipChatArea: userdata
CapShipChatTab: userdata
CapShipCurrentLocationInfo: userdata
CapShipDialog: userdata
CapShipFactionIcon: userdata
CapShipFactionInfo: userdata
CapShipFactionLabel: userdata
CapShipLaunchButton: userdata
CapShipNameLabel: userdata
CapShipOptionsButton: userdata
CapShipPDACharacterStatsTab: userdata
CapShipPDACharacterTab: userdata
CapShipPDACommTab: userdata
CapShipPDAInventoryInventoryTab: userdata
CapShipPDAInventoryJettisonTab: userdata
CapShipPDAInventoryTab: userdata
CapShipPDAMissionAdvancementTab: userdata
CapShipPDAMissionBoardTab: userdata
CapShipPDAMissionBoardTabInfoButton: userdata
CapShipPDAMissionLogTab: userdata
CapShipPDAMissionNotesTab: userdata
CapShipPDAMissionsTab: userdata
CapShipPDASensorNearbyTab: userdata
CapShipPDASensorTab: userdata
CapShipPDAShipNavigationTab: userdata
CapShipPDAShipTab: userdata
CapShipRepairTab: userdata
CapShipSecondaryInfo: userdata
CapShipTabPDA: userdata
CapShipTabs: userdata
CapShipTacticalTab: userdata
CapShipTurretTab: userdata
CapShipTypeIcon: userdata
CharCreateDialog: userdata
CharCreateFailedDialog: userdata
CharDeleteVerifierConfirmButton: userdata
CharDeleteVerifierDialog: userdata
CharDeleteVerifierEditbox: userdata
CharInfoMenu: userdata
CharSelectDialog: userdata
CharSelectFailedDialog: userdata
ConnectingDialog: userdata
CreditsDialog: userdata
EULADialog: userdata
HUDHelpMenu: userdata
HUDInterfaceOptionsDialog: userdata
InterfaceOptionsDialog: userdata
InvalidAmountDialog: userdata
LoadingDialog: userdata
LoginDialog: userdata
LoginHelpDialog: userdata
MaximizedCapShipChat: userdata
MaximizedSpaceChat: userdata
MaximizedStationChat: userdata
MissionAbortDialog: userdata
MissionPromptDialog: userdata
NewsDialog: userdata
NotEnoughStorageDialog: userdata
NotificationDialog: userdata
OptionsDialog: userdata
PDACharacterAccomTab: userdata
PDACharacterFactionTab: userdata
PDACharacterStatsTab: userdata
PDACharacterTab: userdata
PDAChatArea: userdata
PDACloseButton: userdata
PDACommTab: userdata
PDACurrentLocationInfo: userdata
PDADialog: userdata
PDAInventoryInventoryTab: userdata
PDAInventoryJettisonTab: userdata
PDAInventoryTab: userdata
PDAMissionAdvancementTab: userdata
PDAMissionBoardTab: userdata
PDAMissionBoardTabInfoButton: userdata
PDAMissionLogTab: userdata
PDAMissionNotesTab: userdata
PDAMissionsTab: userdata
PDASecondaryInfo: userdata
PDASensorNearbyTab: userdata
PDASensorTab: userdata
PDAShipNavigationTab: userdata
PDAShipTab: userdata
PDATab1: userdata
PDATabs: userdata
PDATargetInfo: userdata
QuestionDialog: userdata
StationChatArea: userdata
StationChatTab: userdata
StationCommerceCommoditiesTab: userdata
StationCommerceTab: userdata
StationCommerceWelcomeTab: userdata
StationCommoditiesBuyTab: userdata
StationCommoditiesLoadTab: userdata
StationCommoditiesSellTab: userdata
StationCurrentLocationInfo: userdata
StationDialog: userdata
StationEquipmentBuyLargeTab: userdata
StationEquipmentBuyOtherPurchaseButton: userdata
StationEquipmentBuyOtherTab: userdata
StationEquipmentBuyShipPurchaseButton: userdata
StationEquipmentBuyShipTab: userdata
StationEquipmentBuySmallPurchaseButton: userdata
StationEquipmentBuySmallTab: userdata
StationEquipmentBuyTab: userdata
StationEquipmentManagePortConfigTab: userdata
StationEquipmentManageShipSelectionTab: userdata
StationEquipmentManageTab: userdata
StationEquipmentSellTab: userdata
StationEquipmentTab: userdata
StationFactionIcon: userdata
StationFactionInfo: userdata
StationFactionLabel: userdata
StationHelpDialog: userdata
StationHomeButton: userdata
StationLaunchButton: userdata
StationNameLabel: userdata
StationOptionsButton: userdata
StationPDACharacterStatsTab: userdata
StationPDACharacterTab: userdata
StationPDACommTab: userdata
StationPDAInventoryInventoryTab: userdata
StationPDAInventoryJettisonTab: userdata
StationPDAInventoryTab: userdata
StationPDAMissionAdvancementTab: userdata
StationPDAMissionBoardTab: userdata
StationPDAMissionBoardTabInfoButton: userdata
StationPDAMissionLogTab: userdata
StationPDAMissionNotesTab: userdata
StationPDAMissionsTab: userdata
StationPDASensorNearbyTab: userdata
StationPDASensorTab: userdata
StationPDAShipNavigationTab: userdata
StationPDAShipTab: userdata
StationSecondaryInfo: userdata
StationTabPDA: userdata
StationTabs: userdata
StationTypeIcon: userdata
SurveyDialog: userdata
ToolTip: userdata
accombox: userdata
container: userdata
loadquantityedit: userdata
option17: userdata
option18: userdata
shipcargolabel: userdata
unloadquantityedit: userdata
unloadsellquantityedit: userdata

Latest revision as of 17:05, 2 February 2008

Redirect to:

Page moved.

see API_Index