API Index: Difference between revisions

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too much hassle to keep them in sync by hand. gonna periodically rebuild it from index2 at some point
 
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'''WARNING: This index is is mostly based on guesswork and experimentation. A lot of entries may be incomplete or inaccurate.'''
'''WARNING: This index is is mostly based on guesswork and experimentation. A lot of entries may be incomplete or inaccurate.'''


 
'''Somewhat out of date. See [[API_Index2]] for current descriptions.'''
 


== Functions ==
== Functions ==
Line 9: Line 8:
'''Definition:'''<br>
'''Definition:'''<br>
AbbrLocationStr(int sectorid) -> string name
AbbrLocationStr(int sectorid) -> string name
<br><br>
<br>
'''Description:''' <br>
'''Description:''' <br>
Get abbreviated sector name for sectorid
Get abbreviated sector name for sectorid
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
''sectorid'' [[sectorid]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name''' shortened sector name
''name'' shortened sector name
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">AbbrLocationStr(5000) -> "Sed H9"</source><br>
<source lang="lua">AbbrLocationStr(5000) -> "Sed H9"</source><br>
<br><br>
<br>


=== AbortMission ===
=== AbortMission ===
'''Definition:'''<br>
'''Definition:'''<br>
AbortMission(int itemid) -> nil
AbortMission(int itemid) -> nil
<br><br>
<br>
'''Description:''' <br>
'''Description:''' <br>
Abort a mission
Abort a mission
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of mission (optional)
''itemid'' [[itemid]] of mission (optional)
<br><br>
<br>


=== AccomplishmentTemplate ===
=== AccomplishmentTemplate ===
'''Definition:'''<br>
'''Definition:'''<br>
AccomplishmentTemplate(function cb(string desc)) -> userdate box
AccomplishmentTemplate(function cb(string desc)) -> userdate box
<br><br>
<br>
'''Description:''' <br>
'''Description:''' <br>
Create box with accomplishment icons (targetinfo dialog). see: [[AccomplishmentTemplate]]
Create box with accomplishment icons (targetinfo dialog). see: [[AccomplishmentTemplate]]
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''cb''' function to call when clicking<br>
''cb'' function to call when clicking<br>
'''desc''' description of clicked accomplishment
''desc'' description of clicked accomplishment
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' [[AccomplishmentTemplate]]
''box'' [[AccomplishmentTemplate]]
<br><br>
<br>


=== AccomplishmentTemplate2 ===
=== AccomplishmentTemplate2 ===
'''Definition:'''<br>
'''Definition:'''<br>
AccomplishmentTemplate2(function cb(string desc, int type, level)) -> userdate box
AccomplishmentTemplate2(function cb(string desc, int type, level)) -> userdate box
<br><br>
<br>
'''Description:''' <br>
'''Description:''' <br>
Create list with accomplishment icons (pda playerinfo dialog). see: [[AccomplishmentTemplate]]
Create list with accomplishment icons (pda playerinfo dialog). see: [[AccomplishmentTemplate]]
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''cb''' function to call when clicking icons<br>
''cb'' function to call when clicking icons<br>
'''desc''' description of clicked accomplishment<br>
''desc'' description of clicked accomplishment<br>
'''type''' type of clicked accomplishment<br>
''type'' type of clicked accomplishment<br>
'''level''' level of clicked accomplishment
''level'' level of clicked accomplishment
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' [[AccomplishmentTemplate]]
''box'' [[AccomplishmentTemplate]]
<br><br>
<br>


=== Article ===
=== Article ===
'''Definition:'''<br>
'''Definition:'''<br>
Article(string '''word''') -> string '''out'''
Article(string ''word'') -> string ''out''
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
prepends the appropriate article to the string '''word'''
prepends the appropriate article to the string ''word''
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''word''' string to prepend an article to.
''word'' string to prepend an article to.
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''out''' the string with an article prepended.
''out'' the string with an article prepended.
<br><br>
<br>
'''Example''':<br>
'''Example''':<br>
<source lang="lua">Article("apple") -> "an apple"</source><br>
<source lang="lua">Article("apple") -> "an apple"</source><br>
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=== CanUseAddon ===
=== CanUseAddon ===
'''Definition:''' <br>
'''Definition:''' <br>
CanUseAddon(int '''itemid''') -> bool '''ret1''', {string l1 ..}
CanUseAddon(int ''itemid'') -> bool ''ret1'', {string l1 ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
check if the player can equip the addon '''itemid'''
check if the player can equip the addon ''itemid''
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of addon to check
''itemid'' [[itemid]] of addon to check
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ret1''' can use<br>
''ret1'' can use<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 a station)<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 a station)<br>


'''Example:'''<br>
'''Example:'''<br>
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=== CanUseMerchandise ===
=== CanUseMerchandise ===
'''Definition:''' <br>
'''Definition:''' <br>
CanUseMerchandise(table '''iteminfo''') -> bool '''ret1''', {string l1 ..}
CanUseMerchandise(table ''iteminfo'') -> bool ''ret1'', {string l1 ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
check if the player can use the item '''iteminfo'''
check if the player can use the item ''iteminfo''
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''iteminfo''' iteminfo of item to check
''iteminfo'' iteminfo of item to check
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ret1''' can use<br>
''ret1'' can use<br>
'''l1''' license requirements of the item<br>
''l1'' license requirements of the item<br>
<br>
<br>


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'''Definition:'''<br>
'''Definition:'''<br>
CancelPurchaseShipLoadout() -> nil
CancelPurchaseShipLoadout() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Interrupt purchase of ship loadout
Interrupt purchase of ship loadout
<br><br>
<br>


=== ChatLogTemplate  ===
=== ChatLogTemplate  ===
'''Definition:'''<br>
'''Definition:'''<br>
ChatLogTemplate(string bg, string scrolledbg, function updatecb, string editbg, bool clickable) -> table container
ChatLogTemplate(string bg, string scrolledbg, function updatecb, string editbg, bool clickable) -> table container
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create rudimentary chet container. See [[ChatLogTemplate]]
Create rudimentary chet container. See [[ChatLogTemplate]]
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''bg''' [[iupcolor]] of background<br>
''bg'' [[iupcolor]] of background<br>
'''scrolledbg''' [[iupcolor]] of background when scrolled up<br>
''scrolledbg'' [[iupcolor]] of background when scrolled up<br>
'''updatecb''' function called whenever contents of the container changes<br>
''updatecb'' function called whenever contents of the container changes<br>
'''editbg''' image for background of entry<br>
''editbg'' image for background of entry<br>
'''clickable''' if true the container will respond to mouse clicks
''clickable'' if true the container will respond to mouse clicks
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''container''' [[ChatLogTemplate]]
''container'' [[ChatLogTemplate]]
<br><br>
<br>


=== CheckCharProximity ===
=== CheckCharProximity ===
'''Definition:'''<br>
'''Definition:'''<br>
CheckCharProximity(int dist, charid) -> bool inrange
CheckCharProximity(int dist, charid) -> bool inrange
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Tell if a character at a given distance is within proximity range. The function only returns true once for every character in radar proximity range. Any further checks will return false until the character leaves the range.
Tell if a character at a given distance is within proximity range. The function only returns true once for every character in radar proximity range. Any further checks will return false until the character leaves the range.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''dist''' distance of character<br>
''dist'' distance of character<br>
'''charid''' [[charid]]
''charid'' [[charid]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''inrange''' true if a character is within proximity range and hasn't left it since the last check
''inrange'' true if a character is within proximity range and hasn't left it since the last check
<br><br>
<br>


=== CheckProximityWarning ===
=== CheckProximityWarning ===
'''Definition:'''<br>
'''Definition:'''<br>
CheckProximityWarning() -> nil
CheckProximityWarning() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Trigger the PROXIMITY_ALERT event if a character, that hasn't been before, is within proximity range
Trigger the PROXIMITY_ALERT event if a character, that hasn't been before, is within proximity range
<br><br>
<br>


=== CheckStorageAndUnloadCargo ===
=== CheckStorageAndUnloadCargo ===
'''Definition:'''
'''Definition:'''
CheckStorageAndUnloadCargo({{int itemid, int quantity} ..}, function cb) -> nil
CheckStorageAndUnloadCargo({{int itemid, int quantity} ..}, function cb) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Unload cargo items and quantities according to the provided table also checks station storage and pops up a dialog if not enough available
Unload cargo items and quantities according to the provided table also checks station storage and pops up a dialog if not enough available
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of cargo item<br>
''itemid'' [[itemid]] of cargo item<br>
'''quantity''' amount of this cargo to unload<br>
''quantity'' amount of this cargo to unload<br>
'''cb''' optional function to call on success
''cb'' optional function to call on success
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">CheckStorageAndUnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
<source lang="lua">CheckStorageAndUnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>
<br>


=== ClearGeneralChatLog ===
=== ClearGeneralChatLog ===
'''Definition:'''<br>
'''Definition:'''<br>
ClearGeneralChatLog() -> nil
ClearGeneralChatLog() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
clears general chat log..
clears general chat log..
<br><br>
<br>


=== ClearLastShipLoadout ===
=== ClearLastShipLoadout ===
'''Definition:'''<br>
'''Definition:'''<br>
ClearLastShipLoadout() -> nil
ClearLastShipLoadout() -> nil
<br><br>
<br>
'''Description:''' <br>
'''Description:''' <br>
clear last shiploadout. prevents client from asking to rebuy ship after destruction
clear last shiploadout. prevents client from asking to rebuy ship after destruction
<br><br>
<br>


=== ClearMissionChatLog ===
=== ClearMissionChatLog ===
'''Definition:'''<br>
'''Definition:'''<br>
ClearMissionChatLog() -> nil
ClearMissionChatLog() -> nil
<br><br>
<br>
'''Description:''' <br>
'''Description:''' <br>
clears mission log..
clears mission log..
<br><br>
<br>


=== ClearProximityCache ===
=== ClearProximityCache ===
'''Definition:'''<br>
'''Definition:'''<br>
ClearProximityCache() -> nil  
ClearProximityCache() -> nil  
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Clear list of characters in proximity range. Stops [[API_Index#CheckCharProximity|CheckCharProximity]] and [[API_Index#CheckProximityWarning|CheckProximityWarning]] from ignoring them.
Clear list of characters in proximity range. Stops [[API_Index#CheckCharProximity|CheckCharProximity]] and [[API_Index#CheckProximityWarning|CheckProximityWarning]] from ignoring them.
<br><br>
<br>


=== ClearStationChatLog ===
=== ClearStationChatLog ===
'''Definition:'''<br>
'''Definition:'''<br>
ClearStationChatLog() -> nil
ClearStationChatLog() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
clears station log (bar)..
clears station log (bar)..
<br><br>
<br>


=== ConfigureMultipleWeaponGroups ===
=== ConfigureMultipleWeaponGroups ===
'''Definition:'''<br>
'''Definition:'''<br>
ConfigureMultipleWeaponGroups({table group1key1, table group1key2 ... table group1key6, table group2key1, table group2key2...}, function cb) -> nil
ConfigureMultipleWeaponGroups({table group1key1, table group1key2 ... table group1key6, table group2key1, table group2key2...}, function cb) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
configures weapon groups according to given tables.
configures weapon groups according to given tables.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''group*key*''' Each table represents one group key. Key 1-6 map to the primary trigger, 7-12 secondary and 13-18 tertiary.  Each index in the tables represents a port. Weapon ports start at index 2. Valid values for each port are nil or true.<br>
''group*key*'' Each table represents one group key. Key 1-6 map to the primary trigger, 7-12 secondary and 13-18 tertiary.  Each index in the tables represents a port. Weapon ports start at index 2. Valid values for each port are nil or true.<br>
'''cb''' function to call on completition (optional)
''cb'' function to call on completition (optional)
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang=lua>
<source lang=lua>
Line 243: Line 242:
'''Definition:'''<br>
'''Definition:'''<br>
ConfigureWeaponGroup(int id, table port_ids, function cb) -> nil
ConfigureWeaponGroup(int id, table port_ids, function cb) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Configures one weapon group
Configures one weapon group
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''id''' is number of group. 0-5 primary, 6-11 secondary and 12-17 tertiary trigger<br>
''id'' is number of group. 0-5 primary, 6-11 secondary and 12-17 tertiary trigger<br>
'''ports_ids''' is list of ports active for that group (2-numweaponports)<br>
''ports_ids'' is list of ports active for that group (2-numweaponports)<br>
'''cb''' function to call on completition (optional)
''cb'' function to call on completition (optional)
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang=lua>
<source lang=lua>
Line 261: Line 260:
'''Definition:'''<br>
'''Definition:'''<br>
ConnectAddon(int portid, int itemid, function cb) -> bool canconnect
ConnectAddon(int portid, int itemid, function cb) -> bool canconnect
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Attaches the addon '''itemid''' to the active ship in port '''portid'''
Attaches the addon ''itemid'' to the active ship in port ''portid''
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''portid''' [[portid]] of the the port<br>
''portid'' [[portid]] of the the port<br>
'''itemid''' itemid of the addon<br>
''itemid'' itemid of the addon<br>
'''cb''' function to call on completition (optional)
''cb'' function to call on completition (optional)
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''canconnect''' returns true if the player is docked and has an active ship otherwise nil
''canconnect'' returns true if the player is docked and has an active ship otherwise nil
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">
<source lang="lua">
Line 282: Line 281:
'''Definition:'''<br>
'''Definition:'''<br>
CreateBig3DViewMenu() -> userdata dialog
CreateBig3DViewMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create [[API_Index#Big3DViewDialog|Big3DViewDialog]] a [[Big3DViewDialog]]
Create [[API_Index#Big3DViewDialog|Big3DViewDialog]] a [[Big3DViewDialog]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[Big3DViewDialog]]
''dialog'' [[Big3DViewDialog]]
<br><br>
<br>


=== CreateCancelLoadoutMenu ===
=== CreateCancelLoadoutMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCancelLoadoutMenu() -> userdata dialog
CreateCancelLoadoutMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[MessageDialog]]
''dialog'' [[MessageDialog]]
<br><br>
<br>


=== CreateCapShipChatTab ===
=== CreateCapShipChatTab ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCapShipChatTab() -> userdata box
CreateCapShipChatTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create box with "Ship Com" tab. See [[ChatLogTemplate]]
Create box with "Ship Com" tab. See [[ChatLogTemplate]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' box with "Ship Com" tab
''box'' box with "Ship Com" tab
<br><br>
<br>


=== CreateCapShipFactionInfo ===
=== CreateCapShipFactionInfo ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCapShipFactionInfo() -> userdata box
CreateCapShipFactionInfo() -> userdata box
<br><br>
<br>
'''Description:'''<br>
Create [[CapShipFactionInfo]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' [[CapShipFactionInfo]]
''box'' [[CapShipFactionInfo]]
<br><br>
<br>


=== CreateCapShipPDATab ===
=== CreateCapShipPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCapShipPDATab() -> userdata box
CreateCapShipPDATab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
Create [[CapShipTabPDA]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' [[CapShipTabPDA]]
''box'' [[CapShipTabPDA]]
<br><br>
<br>


=== CreateCapShipRepairTab ===
=== CreateCapShipRepairTab ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCapShipRepairTab() -> userdata box
CreateCapShipRepairTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<br>
Create [[CapShipRepairTab]]
''box'' [[CapShipRepairTab]]
<br><br>
<br>
 
=== CreateCapShipTacticalTab ===
'''Definition:'''<br>
CreateCapShipTacticalTab() -> userdata box
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' [[CapShipRepairTab]]
''box'' [[CapShipTacticalTab]]
<br><br>
<br>


=== CreateCapShipTurretTab ===
=== CreateCapShipTurretTab ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCapShipTurretTab() -> userdata box, button
CreateCapShipTurretTab() -> userdata box, button
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create [[CapShipTurretTab]] and the select button
Create [[CapShipTurretTab]] and the select button
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''box''' [[CapShipRepairTab]]
''box'' [[CapShipTurretTab]]<br>
'''button''' select button
''button'' select button
<br><br>
<br>


=== CreateCharCreateFailedMenu ===
=== CreateCharCreateFailedMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCharCreateFailedMenu() -> userdata dialog
CreateCharCreateFailedMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
The created variant pops up [[API_Index#CharCreateDialog|CharCreateDialog]] after clicking the button
The created variant pops up [[API_Index#CharCreateDialog|CharCreateDialog]] after clicking the button
<br><br>
<br>
'''Returns:'''<br>
''dialog'' [[MessageDialog]]
<br>
 
=== CreateCharCreateMenu ===
'''Definition:'''<br>
CreateCharCreateMenu() -> userdata dialog
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[MessageDialog]]
''dialog'' [[CharCreateDialog]]
<br><br>
<br>


=== CreateCharSelectFailedMenu ===
=== CreateCharSelectFailedMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCharSelectFailedMenu() -> userdata dialog
CreateCharSelectFailedMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
The created variant pops up [[API_Index#CharSelectDialog|CharSelectDialog]] after clicking the button
The created variant pops up [[API_Index#CharSelectDialog|CharSelectDialog]] after clicking the button
<br><br>
<br>
'''Returns:'''<br>
''dialog'' [[MessageDialog]]
<br>
 
=== CreateCharSelectMenu ===
'''Definition:'''<br>
CreateCharSelectMenu() -> userdata dialog
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[MessageDialog]]
''dialog'' [[CharSelectDialog]]
<br><br>
<br>


=== CreateCharacter ===
=== CreateCharacter ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateCharacter(int name, int nation) -> nil
CreateCharacter(int name, int nation) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Creates the character of the given nation
Creates the character of the given nation
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''name''' name of character<br>
''name'' name of character<br>
'''nation''' nation of character
''nation'' nation of character
<br><br>
<br>
 
=== CreateCharacterPDATab ===
'''Definition:'''<br>
CreateCharacterPDATab() -> userdata box, tab1, tab2, tab3
<br>
'''Returns:'''<br>
''box'' [[PDACharacterTab]]<br>
''tab1'' [[PDACharacterStatsTab]]<br>
''tab2'' [[PDACharacterFactionTab]]<br>
''tab3'' [[PDACharacterAccomTab]]
<br>
 
=== CreateCommPDATab ===
'''Definition:'''<br>
CreateCommPDATab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[PDACommTab]]
<br>


=== CreateConnectingMenu ===
=== CreateConnectingMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateConnectingMenu() -> userdata dialog
CreateConnectingMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
Create fullscreen dialog with button and message. See [[MessageDialog]]<br>
The created variant logs out after clicking the button
The created variant logs out after clicking the button
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[MessageDialog]]
''dialog'' [[MessageDialog]]
<br><br>
<br>


=== CreateQuantityPurchaseMenu ===
=== CreateCreditsDialog ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateQuantityPurchaseMenu() -> userdata dialog
CreateCreditsDialog(userdata parent) -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Creates [[API_Index#SellItemDialog]]
Create credits dialog
<br><br>
<br>
'''Arguments:'''<br>
''parent'' dialog to show on clicking "Close"
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[API_Index#SellItemDialog]]
''dialog'' credits dialog
<br><br>
<br>


=== CreateStationFactionInfo ===
=== CreateEULAMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
CreateStationFactionInfo() -> userdata dialog
CreateEULAMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
Create [[StationFactionInfo]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dialog''' [[StationFactionInfo]]
''dialog'' [[EULADialog]]
<br><br>
<br>


=== DeleteCharacter ===
=== CreateInvalidAmountMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
DeleteCharacter(int slot) -> nil
CreateInvalidAmountMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Deletes the character in the character slot '''slot'''
Create fullscreen dialog with button and message. See [[msgdlgtemplate1]]
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''slot''' which character to delete
''dialog'' [[msgdlgtemplate1]]
<br><br>
<br>
 


=== DisableProximityWarning ===
=== CreateInventoryPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
DisableProximityWarning() -> nil
CreateInventoryPDATab() -> userdata dialog, tab1, tab2
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<br>
disable the proximity warning ...
''dialog'' [[PDAInventoryTab]]<br>
<br><br>
''tab1'' [[PDAInventoryInventoryTab]]<br>
''tab2'' [[PDAInventoryJettisonTab]]
<br>


=== DisconnectAddon ===
=== CreateKilledByPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
DisconnectAddon(int '''itemid''') -> bool ret1
CreateKilledByPDATab() -> userdata box
<br><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>
'''Returns:'''<br>
'''ret1''' returns true if the player is docked and has an active ship otherwise nil
''dialog'' [[KilledByPDATab]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">DisconnectAddon(123) -> true</source>
remove the item 123 from the active ship while the player is docked to a station
<br><br>


=== CreateKilledPDATab ===
'''Definition:'''<br>
CreateKilledPDATab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[KilledPDATab]]
<br>


=== DisconnectAllAddons ===
=== CreateLoadingMenu ===
'''Definition:'''
'''Definition:'''<br>
DisconnectAllAddons() -> nil
CreateLoadingMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<br>
Detach all addons from the active ship and store them in the current station
''dialog'' [[LoadingDialog]]
<br><br>
<br>


=== CreateLoginDialog ===
'''Definition:'''<br>
CreateLoginDialog() -> userdata dialog
<br>
'''Returns:'''<br>
''dialog'' [[LoginDialog]]
<br>


=== EnableProximityWarning ===
=== CreateLoginHelpDialog ===
'''Definition:'''<br>
'''Definition:'''<br>
DisableProximityWarning() -> nil
CreateLoginHelpDialog(userdata parent) -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
enable the proximity warning ...
Create fullscreen dialog with help text for the login screen and a close button
<br><br>
<br>
'''Arguments:'''<br>
''parent'' dialog to show on clicking close
<br>
'''Returns:'''<br>
''dialog'' login help dialog
<br>


 
=== CreateLowGridPowerDialog ===
=== EnableVoiceChat ===
'''Definition:'''<br>
'''Definition:'''<br>
EnableVoiceChat(bool enable) -> nil
CreateLowGridPowerDialog() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Toggle Voice chat
Create fullscreen dialog with low grid power error
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''enable''' enable voice chat if true
''dialog'' low grid power dialog
<br><br>
<br>


=== CreateMissionAbortMenu ===
'''Definition:'''<br>
CreateMissionAbortMenu() -> userdata dialog
<br>
'''Returns:'''<br>
''dialog'' [[MissionAbortDialog]]
<br>


=== FindAndReplaceTags ===
=== CreateMissionPromptMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
FindAndReplaceTags(string text, table matches) -> string ret1
CreateMissionPromptMenu() -> userdata dialog
<br><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>
'''Returns:'''<br>
'''ret1''': converted text
''dialog'' [[MissionPromptDialog]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">FindAndReplaceTags("hi this is a &lt;br&gt; linebreak", {br="\n"})<br>
-> "hi this is a<br>
linebreak"</source>
<br><br>


=== CreateMissionsPDATab ===
'''Definition:'''<br>
CreateMissionsPDATab() -> userdata box, tab1, tab2, tab3, tab4, infobutton
<br>
'''Returns:'''<br>
''box'' [[PDAMissionsTab]]<br>
''tab1'' [[PDAMissionNotesTab]]<br>
''tab2'' [[PDAMissionAdvancementTab]]<br>
''tab3'' [[PDAMissionLogTab]]<br>
''tab4'' [[PDAMissionBoardTab]]<br>
''infobutton'' [[PDAMissionBoardTabInfoButton]]
<br>


=== FindAndReplaceTagsCB ===
=== CreateNavigationPDATab ===
'''Definition:'''
'''Definition:'''<br>
<br><br>
CreateNavigationPDATab() -> userdata box
'''Description:'''
<br>
<br><br>
'''Returns:'''<br>
''box'' [[PDAShipNavigationTab]]
<br>


=== CreateNearbyShipsPDATab ===
'''Definition:'''<br>
CreateNearbyShipsPDATab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[PDASensorNearbyTab]]
<br>


=== ForEachBuddy ===
=== CreateNewsMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
ForEachBuddy(function func(string name, bool isonline, int sectorid)) -> nil
CreateNewsMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<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
''dialog'' [[NewsDialog]]
<br><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>
'''Example:'''<br>
<source lang="lua">ForEachBuddy(function (name, isonline, pos) print(name .." "..tostring(isonline).." "..tostring(pos)) end)</source><br>
prints a list with your buddies and their status
<br><br>


=== ForEachPlayer ===
=== CreateNotEnoughStorageMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
ForEachPlayer(function func(int charid)) -> nil
CreateNotEnoughStorageMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
calls '''func''' with the character id of each player in the sector. that includes bots and the sector thingy itself
Create fullscreen dialog with button and message. See [[msgdlgtemplate1]]
<br><br>
<br>
This function is called by the toplist when you open it.
'''Returns:'''<br>
<br><br>
''dialog'' [[msgdlgtemplate1]]
'''Arguments:'''<br>
<br>
'''func''' gets called for each buddy<br>
'''ncharid''' character id <br>
<br><br>
'''Example:'''<br>
<source lang="lua">ForEachPlayer(function (id) print(id) end)</source><br>
prints a list with all players in the sector
<br><br>


=== ForgiveKiller ===
=== CreateNotificationMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
ForgiveKiller(bool forgive) -> nil
CreateNotificationMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<br>
Forgive the last killer.
''dialog'' [[NotificationDialog]]
<br><br>
<br>
'''Arguments:'''<br>
'''forgive''' if true forgive the last killer if not don't
<br><br>


=== GeneratePlayerDiedMessage ===
=== CreateOptionsMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
GeneratePlayerDiedMessage(string name1, name2, int weapon) -> string msg
CreateOptionsMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
generate appropiate kill message for the arguments.
<br><br>
'''Arguments:'''<br>
'''name1''' character that died<br>
'''name2''' character that killed name1<br>
'''weapon''' [[weaponid]] of weapon with which the kill was made(?)
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''msg''' kill message
''dialog'' [[OptionsDialog]]
<br><br>
<br>
'''Example:'''<br>
 
<source lang="lua">
=== CreatePDA ===
GeneratePlayerDiedMessage("foo", "bar", 0) -> "bar destroyed foo"
'''Definition:'''<br>
GeneratePlayerDiedMessage("foo", "foo", 0) -> "foo is having issues"
CreatePDA() -> userdata dialog
</source>
<br>
<br><br>
'''Returns:'''<br>
''dialog'' [[PDADialog]]
<br>


=== CreatePDATab1 ===
'''Definition:'''<br>
CreatePDATab1() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[PDATab1]]
<br>


=== CreatePVPTab ===
'''Definition:'''<br>
CreatePVPTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[PVPTab]]
<br>


 
=== CreateQuantityPurchaseMenu ===
=== GetAccomplishmentLevels ===
'''Definition:'''<br>
'''Definition:'''<br>
GetAccomplishmentLevels(int accomid) -> int curlevel int reqlevel
CreateQuantityPurchaseMenu() -> userdata dialog
<br><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>
'''Returns:'''<br>
'''curlevel''' current level of the accomplishment<br>
''dialog'' [[API_Index#SellItemDialog]]
'''reqlevel''' what is required to get the accomplishment<br>
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">GetAccomplishmentLevels(9) -> 34 50</source><br>
assuming 9 is buskills this player has 34 kills of the 50 required
<br><br>


=== GetAccomplishmentType ===
=== CreateSensorPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetAccomplishmentType(int accomindex) -> int accomplishmenttype int accomplishmentlevel
CreateSensorPDATab() -> userdata box, tab1, tab2, tab3, tab4, tab5
<br><br>
<br>
'''Description:'''<br>
returns some numbers..
<br><br>
'''Arguments:'''<br>
'''accomindex''' index of the accomplishment
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''accomplishmenttype''' type of accomplishment<br>
''box'' [[PDASensorTab]]<br>
'''accomplishmentlevel''' what level the accomplishment is, starting at 1.<br>
''tab1'' [[PDASensorNearbyTab]]<br>
<br><br>
''tab2'' [[PDAKilledTab]]<br>
'''Example:'''<br>
''tab3'' [[PDAKilledByTab]]<br>
<source lang="lua">local accomtype, accomlevel = GetAccomplishmentType(accomindex)<br>
''tab4'' [[PDAStationVisitsTab]]<br>
local description = GetAccomplishmentDescription(accomtype, accomlevel)</source>
''tab5'' [[PVPTab]]
<br><br>
<br>


=== GetActiveChatChannel ===
=== CreateShipCargoPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveChatChannel() -> int channel
CreateShipCargoPDATab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns the active channel
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''channel''' active chat channel
''box'' [[PDAInventoryJettisonTab]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveChatChannel() -> 1</source><br>
you are currently in channel 1
<br><br>


=== GetActiveMissionInfo ===
=== CreateShipPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveMissionInfo(int num) -> string mname table mmsg int itemid
CreateShipPDATab() -> userdata box, tab1
<br><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>
'''Returns:'''<br>
'''mname''' string containing name of active mission<br>
''box'' [[PDAShipTab]]<br>
'''mmsg''' array where each index contains a mission log entry + optional interface elements and their properties<br>
''tab1'' [[PDAShipNavigationTab]]
'''itemid''' itemid of the mission
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">GetActiveMissionInfo(1) -> "awesome mission" {1={"awesome mission question" 2={0="button" 1="awesome button text" action=1}}} 1234</source><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 ===
=== CreateStation ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveChatChannel() -> int cargocount
CreateStation() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
returns amount of cargo in the ship
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cargocount''' amount of cargo in the ship
''dialog'' [[StationDialog]]
<br><br>
<br>


=== GetActiveShipEnergy ===
=== CreateStationBlankTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipEnergy() -> float eng fraction
CreateStationBlankTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns the energy level of the active ship
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''eng''' energy level in game units 0 .. maxcapacacity <br>
''box'' [[StationBlankTab]]
'''fraction''' energy level as float from 0.0-1.0
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">GetActiveShipEnergy() -> 150.0 0.5</source><br>
the battery of this ship is half empty and has a capacity of 300
<br><br>


=== GetActiveShipHealth ===
=== CreateStationChatTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipHealth() -> int d1 d2 d3 d4 d5 d6 dmg max
CreateStationChatTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns information about the active ships health
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''d?''' damage to subsection 0 = no damage<br>
''box'' [[StationChatTab]]
'''dmg''' accumulated damage of subsections<br>
<br>
'''max''' max health of ship
<br><br>
'''Example:'''<br>
<source lang="lua">GetActiveShipHealth() -> 500 10 10 0 0 0 520 10000</source><br>
ship has 500 damagei n frontal region 520 dmg overall and a max health of 10000
<br><br>


=== GetActiveShipGridPowerAndUsage ===
=== CreateStationCommerceTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipGridPowerAndUsage() -> int power usage
CreateStationCommerceTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns the energy grid power and usage of the current ship..
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''power''' energy grid power<br>
''box'' [[StationCommerceTab]]
'''fraction''' power usage
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">GetActiveShipGridPowerAndUsage() -> 20 12</source><br>
the ships power grid has a capacity of 20 and 12 are currently used
<br><br>


=== CreateStationCommoditiesBuyTab ===
'''Definition:'''<br>
CreateStationCommoditiesBuyTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[StationCommoditiesBuyTab]]
<br>


=== CreateStationCommoditiesLoadTab ===
'''Definition:'''<br>
CreateStationCommoditiesLoadTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[StationCommoditiesLoadTab]]
<br>


=== CreateStationCommoditiesSellTab ===
'''Definition:'''<br>
CreateStationCommoditiesSellTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[StationCommoditiesSellTab]]
<br>


 
=== CreateStationCommoditiesTab ===
=== GetActiveShipID ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipID() -> int itemid
CreateStationCommoditiesTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns itemid of active ship
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid''' item id of active ship
''box'' [[StationCommerceCommoditiesTab]]
<br><br>
<br>
 


=== GetActiveShipItemIDAtPort ===
=== CreateStationEquipmentBuyTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipItemIDAtPort(int portid) -> int itemid
CreateStationEquipmentBuyTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<br>
returns itemid of addon in selected port
''box'' [[StationEquipmentBuyTab]]
<br><br>
<br>
'''Arguments:'''<br>
 
'''portid''' [[portid]]
=== CreateStationEquipmentManageTab ===
<br><br>
'''Definition:'''<br>
CreateStationEquipmentManageTab() -> userdata box
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid''' itemid of addon in port
''box'' [[StationEquipmentManageTab]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipItemIDAtPort(1) -> 1234</source><br>
addon in port 1 has itemid 1234
<br><br>


=== GetActiveShipMass ===
=== CreateStationEquipmentSellTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipMass() -> int mass
CreateStationEquipmentSellTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns mass of active ship
Unused. Creates old equipment sell tab.
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''mass''' mass of active ship
''box'' [[OldStationEquipmentSellTab]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipMAss() -> 15.0000</source><br>
ship weights 15000kg
<br><br>


=== CreateStationEquipmentTab ===
'''Definition:'''<br>
CreateStationEquipmentTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[StationEquipmentTab]]
<br>


=== GetActiveShipMaxCargo ===
=== CreateStationFactionInfo ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipMaxCargo() -> int cargo
CreateStationFactionInfo() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns amount of cargo space of the active ship in cu
Create [[StationFactionInfo]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cargo''' cargospace
''dialog'' [[StationFactionInfo]]
<br><br>
<br>
 


=== GetActiveShipMaxSpeed ===
=== CreateStationHelpMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipMaxSpeed() -> int speed
CreateStationHelpMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
returns max nonturbo speed of active ship
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''speed''' ...
''dialog'' [[StationHelpDialog]]
<br><br>
<br>


=== CreateStationMissionBuyTab ===
'''Definition:'''<br>
CreateStationMissionBuyTab() -> userdata box, button
<br>
'''Returns:'''<br>
''box'' [[PDAMissionBoardTab]]<br>
''button'' info button in box
<br>


=== GetActiveShipName ===
=== CreateStationPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipName() -> string name
CreateStationPDATab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns a string with the active ships name
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name''' ...
''box'' [[StationTabPDA]]
<br><br>
<br>


=== CreateStationPortConfigTab ===
'''Definition:'''<br>
CreateStationPortConfigTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[StationEquipmentManagePortConfigTab]]
<br>


=== GetActiveShipNumAddonPorts ===
=== CreateStationShipPurchaseTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipNumAddonPorts() -> int ports
CreateStationShipPurchaseTab() -> userdata box, button
<br><br>
<br>
'''Description:'''<br>
returns number of ports in active ship
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ports''' number of ports, including engine and battery
''box'' [[StationEquipmentBuyShipTab]]<br>
<br><br>
''button'' buy button in box
'''Example:'''<br>
<br>
<source lang="lua">GetActiveShipNumAddonPorts() -> 4</source>
this ship has 3 ports
<br><br>


=== CreateStationShipSelectionTab ===
'''Definition:'''<br>
CreateStationShipSelectionTab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[StationEquipmentManageShipSelectionTab]]
<br>


=== GetActiveShipPortIDOfItem ===
=== CreateStationShipStatusTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipPortIDOfItem(int itemid) -> int portid
CreateStationShipStatusTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns [[portid]] of the given addon in active ship
Unused. Creates old ship status tab.
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of an addon
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''portid''' [[portid]] of port the addon is in or nil if addon is not on the ship or invalid
''box'' [[StationEquipmentManageShipStatusTab]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipPortIDOfItem(1234) -> 3</source>
<br><br>


=== GetActiveShipPortInfo ===
=== CreateStationVisitsPDATab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipPortInfo(int portid) -> table portinfo
CreateStationVisitsPDATab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns information about the given port
<br><br>
'''Arguments:'''<br>
'''portid''' [[portid]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''portinfo''' table with port info <br>
''box'' [[StationVisitsTab]]
fields include:<br>
<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:'''<br>
<source lang="lua">GetActiveShipPortInfo(1) -> {type=4 name="PowerCell" position=(0, 0, 0) orientation=(0.000 0.000 0.000 1.000)}</source>
portinfo of a ragnaroks battery port
<br><br>
 


=== GetActiveShipSelectedWeaponGroupIDs ===
=== CreateStationWelcomeTab ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipSelectedWeaponGroupIDs() -> int id1 id2 id3
CreateStationWelcomeTab() -> userdata box
<br><br>
<br>
'''Description:'''<br>
returns ids of the selected weapon groups ...
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''id?''' id's of weapon groups. Probably mapping to those key buttons.
''box'' [[StationCommerceWelcomeTab]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipSelectedWeaponGroupIDs() -> 0 6 12</source>
default mapping
<br><br>


=== GetActiveShipSpeed ===
=== CreateStorageRentalDialog ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipSpeed() -> int speed
CreateStorageRentalDialog() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns current speed of active ship
Create storage rental dialog
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''speed''' ...
''dialog'' [[StorageRentalDialog]]
<br><br>
<br>


=== GetActiveShipWeaponGroup ===
=== CreateSurveyMenu ===
'''Definition:'''<br>
'''Definition:'''<br>
GetActiveShipWeaponGroup(int id) -> table group
CreateSurveyMenu() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Returns:'''<br>
return which ports are enabled in the provided group
''dialog'' [[SurveyDialog]]
<br><br>
<br>
'''Arguments:'''<br>
 
'''id''' id of weapon group correspondents to group key[0-5] + (trigger group[0-2] * 6)
=== CreateTargetInfo ===
<br><br>
'''Definition:'''<br>
CreateTargetInfo() -> userdata box
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''port''' table where the indexes are the port ids and values bools that are true when the port is active
''box'' [[PDATargetInfo]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipWeaponGroup(6) -> {2=true 3=true}</source>
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>


 
=== CreateVoiceChatOptions ===
=== GetAddonItemInfo ===
'''Definition:'''<br>
'''Definition:'''<br>
GetAddonItemInfo(int itemid) -> int current maximum
CreateVoiceChatOptions() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Returns current and maximum ammo if itemid is a weapon with ammo, or current/maximum armor if itemid is a ship.
Create Voicechat options dialog
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' itemid of an addon or ship.
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''current''' Current ammo/armor, or -1.<br>
''dialog'' [[VoiceChatOptions]]
'''maximum''' Maximum ammo/armor, or -1.
<br>
<br><br>


=== GetAvailableMissionInfo ===
=== DeleteCharacter ===
'''Definition:'''<br>
'''Definition:'''<br>
GetAvailableMissionInfo(int midx) -> {int itemtype, string name, bool active, int category, string icon, string desc}
DeleteCharacter(int slot) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Returns information about the mission with the given index.
Deletes the character in the character slot ''slot''
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''midx''' index of mission in missionlist (1 based)
''slot'' which character to delete
<br><br>
<br>
'''Returns:'''<br>
'''itemtype''' no idea<br>
'''name''' name of mission<br>
'''active''' is this mission active<br>
'''category''' mission category<br>
'''icon''' path to icon<br>
'''desc''' mission description
<br><br>


=== GetBarPatrons ===
=== DisableProximityWarning ===
'''Definition:'''<br>
'''Definition:'''<br>
GetBarPatrons() -> {[charid1], [charid2]...}
DisableProximityWarning() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get people in the current station bar
disable the proximity warning ...
<br><br>
<br>
'''Returns:'''<br>
'''charid?''' index of returned table are charids of characters in the bar
<br><br>


=== GetBotSightedInfoForSector ===
=== DisconnectAddon ===
'''Definition:'''<br>
'''Definition:'''<br>
GetBotSightedInfoForSector(int sectorid) -> string botinfo
DisconnectAddon(int ''itemid'') -> bool ret1
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns bot ihnfo text for the given sector
detaches the addon ''itemid'' and stores it in the station<br>
<br><br>
Note: detached items will likely have a different itemid in the station
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''sectorid'''  [[sectorid]]
''itemid'' id of the item to detach
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''botinfo''' string with bots in given sector or an empty string
''ret1'' returns true if the player is docked and has an active ship otherwise nil
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">DisconnectAddon(123) -> true</source>
remove the item 123 from the active ship while the player is docked to a station
<br>
 
=== DisconnectAllAddons ===
'''Definition:'''
DisconnectAllAddons() -> nil
<br>
'''Description:'''<br>
Detach all addons from the active ship and store them in the current station
<br>


=== GetBuddyInfo ===
=== EnableProximityWarning ===
'''Definition:'''<br>
'''Definition:'''<br>
GetBuddyInfo() -> ???
DisableProximityWarning() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not figured out yet
enable the proximity warning ...
<br><br>
<br>


 
=== EnableVoiceChat ===
=== GetCharacterDescription ===
'''Definition:'''<br>
'''Definition:'''<br>
GetCharacterDescription() -> string desc
EnableVoiceChat(bool enable) -> nil
<br><br>
<br>
'''Description:'''<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.
Toggle Voice chat
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
???
''enable'' enable voice chat if true
<br><br>
<br>
'''Returns:'''<br>
'''desc''' your character description text whne no argument is provided
<br><br>


 
=== FactionStandingTemplate ===
=== GetCharacterID ===
'''Definition:'''<br>
'''Definition:'''<br>
GetCharacterID(int nodeid) -> int charid
FactionStandingTemplate(function cb, frame, filler, string expand) -> userdata container
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns character id of the provided node id
Creates a container with a list of faction standings of a character. Details: [[FactionStandingTemplate]]
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''nodeid''' node id of one of the characters in the sector
''cb'' called on clicking an item in the list. [[factionid]] of selected item is passed to it<br>
<br><br>
''frame'' iup.*frame function<br>
''filler'' iup.*filler function<br>
''expand'' iup expand parameter that is applied to the container
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''charid''' character id of the given node if a valid nodeid is valid otherwise the players charid
''container'' [[FactionStandingTemplate]]
<br><br>
<br>


 
=== FactionStandingWithInfoTemplate ===
=== GetCharacterIDByName ===
'''Definition:'''<br>
'''Definition:'''<br>
GetCharacterIDByName(string name) -> int charid
FactionStandingWithInfoTemplate() -> userdata container
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get character id by name
Wrapper around [[API_Index#FactionStandingTemplate|FactionStandingTemplate]] that adds faction descriptions to the list.
<br><br>
<br>
'''Arguments:'''<br>
'''name''' name of a character
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''charid''' a character id or nil
''container'' [[FactionStandingWithInfoTemplate]]
<br><br>
<br>
 


=== GetCharacterInfo ===
=== FadeControl ===
'''Definition:'''<br>
'''Definition:'''<br>
GetCharacterInfo(int cslot) -> string name faction int money kills deaths loc home cl ll hl tl ml
FadeControl(userdata control, int timetofade, float startalpha, endalpha, function cb, ...) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Get information about your characters
Fade an iup control by modifying its alpha field. Usually a label.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''cslot''' a character slot (1-6)
''control'' iup control to fade<br>
<br><br>
''timetofade'' time to fade in seconds<br>
'''Returns:'''<br>
''startalpha'' alpha value before fading (0-1)<br>
'''name'''<br>
''endalpha'' alpha value after fading(0-1)<br>
'''faction'''<br>
''cb'' function to call when done<br>
'''money'''<br>
''...'' arguments to pass to ''cb''
'''kills''' all kills<br>
<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>
'''Example:'''<br>
<source lang="lua">GetCharacterInfo(1) -> "Dude" "Corvus" 10000 10 100 4444 4444 1 1 1 0 0<br></source>
<source lang="lua">
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
-- shows a dialog with a label that will fade away on clicking "Fade"
<br><br>
-- clicking on "Stop" interrupts the process
 
local d, label, fadebutton, stopbutton
label = iup.label{title="Fade me!"}
 
local function fadebutton_cb()
local function fade_cb()
label.alpha = "255" -- reset the alpha when done
end
FadeControl(label, 5, 1, 0, fade_cb) -- fade for 5 seconds from full to zero alpha
end
 
local function stopbutton_cb()
      local fadeinfo = FadeLookup(label) -- get the fade info table for the label
if fadeinfo then -- check if the control is still being faded
    print("Fading was stopped after "..tostring(fadeinfo.counter).." seconds") -- print elapsed time
end
 
FadeStop(label) -- interrupt fading
label.alpha = "255" -- reset alpha
end
 
fadebutton = iup.button{title="Fade", action=fadebutton_cb}
stopbutton = iup.button{title="Stop", action=stopbutton_cb}
d = iup.dialog{iup.vbox{label, fadebutton, stopbutton}}
d:show()
</source>
<br>


=== GetCharacterKillDeaths ===
=== FadeLookup ===
'''Definition:'''<br>
'''Definition:'''<br>
GetCharacterKillDeaths(int charid) -> int kills deaths pks
FadeLookup(userdata control) -> table fi
<br><br>
<br>
'''Description:'''<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 ...
Get a fade info table of a control that is currently being faded.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id or nil
''control'' faded iup control
<br><br>
<br>
'''Returns:'''<br>
'''Returns'''<br>
'''kills''' total kills
''fi'' fade info table or nil if the given control isn't currently being faded<br>
'''deaths''' total deaths
''fi.timetofade'' time to fade in seconds<br>
'''pks''' player kills
''fi.startalpha'' alpha value before fading (0-1)<br>
<br><br>
''fi.endalpha'' alpha value after fading(0-1)<br>
''fi.endfunc'' function to call when done<br>
''fi.endfuncargs'' table with arguments for ''fi.endfunc''<br>
''fi.counter'' elapsed fade time<br>
''fi.control'' control that is being faded
<br>
'''Example:'''<br>
see [[API_Index#FadeControl|Fadecontrol]]
<br>


=== FadeStop ===
'''Definition:'''<br>
FadeStop(userdata control) -> nil
<br>
'''Description:'''<br>
Stop fading a control
<br>
'''Arguments:'''<br>
''control'' control that is being faded
<br>
'''Example:'''<br>
see [[API_Index#FadeControl|Fadecontrol]]
<br>


=== GetCurrentChatTab ===
=== FillInObjectInfo ===
'''Definition:'''
'''Definition:'''<br>
<br><br>
FillInObjectInfo(string name, desc) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
no idea maybe unused. always returns 2 here
Put given name and description into the character info dialog
<br><br>
<br>
'''Arguments:'''<br>
''name'' object name<br>
''desc'' object description
<br>


=== GetCurrentSectorid ===
=== FillInPlayerInfo ===
'''Definition:'''
'''Definition:'''<br>
GetCurrentSectorid() -> int sectorid
FillInPlayerInfo(int charid) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get current sector id
Fill character info dialog with info of given character
<br><br>
<br>
'''Returns:'''<br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]] of current sector
''charid'' [[charid]]
<br><br>
<br>


=== GetCurrentStationType ===
=== FindAndReplaceTags ===
'''Definition:'''
'''Definition:'''<br>
GetCurrentStationType() -> int type
FindAndReplaceTags(string text, table matches) -> string ret1
<br><br>
<br>
'''Description:'''<br>
return the current station type..
<br><br>
'''Returns:'''<br>
'''type''' current station type. seems be usually 0 except when docked to a capship then 1
<br><br>
 
=== GetCurrentSystemid ===
'''Definition:'''
GetCurrentSystemid() -> int systemid
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get current system id..
Replaces all occurances of with &lt; and &gt; enclosed substrings in ''text'' with matching values from the provided table
<br><br>
<br>
'''Arguments:'''<br>
''test'' string to replace tags in<br>
''matches'' table with tags/replacement pairs
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''systemid''' id of current system
''ret1'': converted text
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">FindAndReplaceTags("hi this is a<br>linebreak", {br="\n"})<br>
-> "hi this is a
linebreak"</source>
<br>


=== GetEULA ===
=== FindAndReplaceTagsCB ===
'''Definition:'''
'''Definition:'''<br>
GetEULA() -> string eula
FindAndReplaceTagsCB(string text, function cb) -> string ret1
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
return eula
Pass each occurances of with &lt; and &gt; enclosed substrings in ''text'' to ''cb'' and replace them with the return value
<br><br>
<br>
'''Arguments:'''<br>
''test'' string to replace tags in<br>
''cb'' called with the content of each tag as argument
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''eula''' string containing the eula
''ret1'': converted text
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">
local function find_cb(t)
      if t == "br" then
      return "\n"
      end
end
FindAndReplaceTags("hi this is a<br>linebreak", find_cb)<br>
-> "hi this is a
linebreak"</source>
<br>


=== GetFactionInfo ===
=== ForEachBuddy ===
'''Definition:'''
'''Definition:'''<br>
GetFactionInfo(int faction) -> string info
ForEachBuddy(function func(string name, bool isonline, int sectorid)) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get faction info text for the provided faction
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>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''faction''' id of a faction
''func'' gets called for each buddy<br>
<br><br>
''name'' name of the buddy<br>
'''Returns:'''<br>
''isonline'' true if the player is online else false<br>
'''info''' string containing faction info
''sectorid'' location of player as [[sectorid]]
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">ForEachBuddy(function (name, isonline, pos) print(name .." "..tostring(isonline).." "..tostring(pos)) end)</source><br>
prints a list with your buddies and their status
<br>


=== GetFinishedMissionInfo ===
=== ForEachPlayer ===
'''Definition:'''
'''Definition:'''<br>
GetFinishedMissionInfo() -> string name table msg int itemid
ForEachPlayer(function func(int charid)) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
see GetActiveMissionInfo
calls ''func'' with the character id of each player in the sector. that includes bots and the sector thingy itself
<br><br>
<br>
This function is called by the toplist when you open it.
<br>
'''Arguments:'''<br>
''func'' gets called for each buddy<br>
''ncharid'' character id <br>
<br>
'''Example:'''<br>
<source lang="lua">ForEachPlayer(function (id) print(id) end)</source><br>
prints a list with all players in the sector
<br>


=== ForgiveKiller ===
'''Definition:'''<br>
ForgiveKiller(bool forgive) -> nil
<br>
'''Description:'''<br>
Forgive the last killer.
<br>
'''Arguments:'''<br>
''forgive'' if true forgive the last killer if not don't
<br>


 
=== GeneratePlayerDiedMessage ===
=== GetFullPath ===
'''Definition:'''<br>
'''Definition:'''
GeneratePlayerDiedMessage(string name1, name2, int weapon) -> string msg
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
sounds obvious but it isn't
generate appropiate kill message for the arguments.
<br><br>
<br>
 
'''Arguments:'''<br>
 
''name1'' character that died<br>
 
''name2'' character that killed name1<br>
=== GetGeneralChatLog ===
''weapon'' [[weaponid]] of weapon with which the kill was made(?)
'''Definition:'''
<br>
GetGeneralChatLog() -> table log
<br><br>
'''Description:'''<br>
returns the chatlog
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''log''' table containing chatlog
''msg'' kill message
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">
GeneratePlayerDiedMessage("foo", "bar", 0) -> "bar destroyed foo"
GeneratePlayerDiedMessage("foo", "foo", 0) -> "foo is having issues"
</source>
<br>


 
=== GetAccomplishmentBigSize ===
=== GetGroupMemberID ===
'''Definition:'''<br>
'''Definition:'''
GetAccomplishmentBigSize(int type, level) -> string bigsize
GetGroupMemberID(int index) -> int charid
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get charid of group member with given index
Get size of accomplishment medal
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''index''' group member index (1-8)
''type'' accomplishment type<br>
<br><br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''charid''' character id
''bigsize'' iup size string of medal
<br><br>
<br>


 
=== GetAccomplishmentBigTexture ===
=== GetGroupMemberLocation ===
'''Definition:'''<br>
'''Definition:'''
GetAccomplishmentBigTexture(int type, level) -> string tex
GetGroupMemberLocation(int charid) -> int loc
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get location of a groupmember
Get texture of accomplishment medal
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character ids of a groupmember
''type'' accomplishment type<br>
<br><br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''loc''' [[sectorid]] of groupmember or 0 for yourself
''tex'' filename of medal texture
<br><br>
<br>


=== GetGroupOwnerID ===
=== GetAccomplishmentBigUV ===
'''Definition:'''
'''Definition:'''<br>
GetGroupOwnerID() -> int charid
GetAccomplishmentBigUV(int type, level) -> string uv
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get charid of group owner
Get uv mapping of accomplishment medal
<br><br>
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''charid''' character id
''uv'' iup uv mapping of medal texture
<br><br>
<br>
 
 


 
=== GetAccomplishmentCategory ===
=== GetGuildAcronym ===
'''Definition:'''<br>
'''Definition:'''<br>
GetGuildAcronym() -> string acronym
GetAccomplishmentCategory(int type, level) -> string category
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get your guilds acronym
Get category of accomplishment
<br><br>
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''acronym''' string containing guild acronym
''category'' accomplishment category
<br><br>
<br>


 
=== GetAccomplishmentDescription ===
=== GetGuildBalance ===
'''Definition:'''<br>
'''Definition:'''<br>
GetGuildBalance() -> int balance
GetAccomplishmentDescription(int type, level) -> string desc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get amount of money in guild bank
Get description of accomplishment
<br><br>
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''balance''' money in bank
''desc'' accomplishment description
<br><br>
<br>


=== GetGuildBankPrivileges ===
=== GetAccomplishmentLevels ===
'''Definition:'''<br>
'''Definition:'''<br>
GetGuildBankPrivileges() -> table deposit withdraw logview
GetAccomplishmentLevels(int accomid) -> int curlevel int reqlevel
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get your guilds bank privileges as three tables. they contain the ranks carrying each privilege.<br>
returns the current and the required level for the selected accomplishment
see [API_Index#Guild]
<br>
<br><br>
'''Arguments:'''<br>
''accomid'' id of the accomplishment
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''deposit''' table with ranks that can deposit money<br>
''curlevel'' current level of the accomplishment<br>
'''withdraw''' table with ranks that can withdraw money<br>
''reqlevel'' what is required to get the accomplishment<br>
'''logview''' table with ranks that can view the transfer log<br>
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">GetAccomplishmentLevels(9) -> 34 50</source><br>
assuming 9 is buskills this player has 34 kills of the 50 required
<br>


=== GetGuildBankWithdrawalLimits ===
=== GetAccomplishmentName ===
'''Definition:'''<br>
'''Definition:'''<br>
GetGuildBankWithdrawalLimits() -> int ret1 ret2 ret3
GetAccomplishmentName(int type, level) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get withdrawal limits? returns three numbers
Get name of accomplishment
<br><br>
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ret1'''<br>
''name'' name of accomplishment
'''ret4'''<br>
<br>
'''ret3'''
<br><br>
 
 


=== GetAccomplishmentSize ===
'''Definition:'''<br>
GetAccomplishmentSize(int type, level) -> string size
<br>
'''Description:'''<br>
Get size of accomplishment badge
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
''size'' iup size of badge
<br>


=== GetGuildMOTD ===
=== GetAccomplishmentTexture ===
'''Definition:'''<br>
'''Definition:'''<br>
GetGuildMOTD() -> string motd
GetAccomplishmentTexture(int type, level) -> string tex
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get your guilds message of the day
Get texture of accomplishment badge
<br><br>
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''motd''' string containing the motd
''tex'' filename of badge texture
<br><br>
<br>


 
=== GetAccomplishmentTitle ===
=== GetGuildMemberInfo ===
'''Definition:'''<br>
'''Definition:'''
GetAccomplishmentTitle(int type, level) -> string title
GetGuildMemberInfo(int index) -> int charid rank string name
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get information about the guildmember of the given index
Get title of accomplishment
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''index''' index of online guildmembers 1-n
''type'' accomplishment type<br>
<br><br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''charid''' character id<br>
''title'' accomplishment title
'''rank''' rank: 0=member, 1=lieutenant, 2=council member, 3=council member and lieutenant, 4=commander<br>
<br>
'''name''' name of member<br>
<br><br>
'''Example:'''<br>
<source lang="lua">
for i=1,GetNumGuildMembers()do
  local id, rank, name = GetGuildMemberInfo(i)
  print("guild member: "..name)
end</source>
<br><br>


=== GetGuildMemberInfoByCharID ===
=== GetAccomplishmentType ===
'''Definition:'''
'''Definition:'''<br>
GetGuildMemberInfoByCharID(int charid) -> int charid rank string name
GetAccomplishmentType(int accomindex, char) -> int accomplishmenttype int accomplishmentlevel
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get information about the guildmember
returns some numbers..
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' charid of online guildmember
''accomindex'' index of the accomplishment<br>
<br><br>
''char'' [[charid]] of character whose accomplishment to look up
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''charid''' character id<br>
''accomplishmenttype'' type of accomplishment<br>
'''rank''' rank: 0=member, 1=lieutenant, 2=council member, 3=council member and lieutenant, 4=commander<br>
''accomplishmentlevel'' what level the accomplishment is, starting at 1.<br>
'''name''' name of member
<br>
<br><br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">local charid,rank,charname = GetGuildMemberInfoByCharID(GetCharacterID())</source>
<source lang="lua">local accomtype, accomlevel = GetAccomplishmentType(accomindex)<br>
<br><br>
local description = GetAccomplishmentDescription(accomtype, accomlevel)</source>
<br>


=== GetGuildName ===
=== GetAccomplishmentUV ===
'''Definition:'''
'''Definition:'''<br>
GetGuildName() -> string name
GetAccomplishmentUV(int type, level) -> string uv
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get guild name
Get uv mapping of accomplishment badge
<br><br>
<br>
'''Arguments:'''<br>
''type'' accomplishment type<br>
''level'' accomplishment level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name''' string containing guild name
''uv'' iup uv mapping of badge
<br><br>
<br>


 
=== GetActiveChatChannel ===
 
'''Definition:'''<br>
=== GetGuildTag ===
GetActiveChatChannel() -> int channel
'''Definition:'''
<br>
GetGuildTag(int charid) -> string tag
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get guild tag of self or another character.
returns the active channel
<br><br>
<br>
'''Returns:'''<br>
''channel'' active chat channel
<br>
'''Example:'''<br>
<source lang="lua">GetActiveChatChannel() -> 1</source><br>
you are currently in channel 1
<br>
 
=== GetActiveMissionInfo ===
'''Definition:'''<br>
GetActiveMissionInfo(int num) -> string mname table mmsg int itemid
<br>
'''Description:'''<br>
Get information about the selcted active mission
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id or nil to get self's guild tag.
''num'' index of active mission (always 1)
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''tag''' string containing guild tag or empty string if character not known or not in a guild.
''mname'' string containing name of active mission<br>
<br><br>
''mmsg'' array where each index contains a mission log entry + optional interface elements and their properties<br>
''itemid'' itemid of the mission
<br>
'''Example:'''<br>
'''Example:'''<br>
local guildtag = GetGuildTag()
<source lang="lua">GetActiveMissionInfo(1) -> "awesome mission" {1={"awesome mission question" 2={0="button" 1="awesome button text" action=1}}} 1234</source><br>
if guildtag ~= "" then
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
  print('['..guildtag..'] You are a member of the guild '..(GetGuildName() or guildtag)..'\n')
<br>
else
  print('Not a member of a guild.\n')
end</source><br>
<br><br>


=== GetHomeStation ===
=== GetActiveShipCargoCount ===
'''Definition:'''
'''Definition:'''<br>
GetHomeStation() -> int sectorid
GetActiveShipCargoCount() -> int cargocount
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get sectorid of home station
returns amount of cargo in the ship
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''sectorid''' [[sectorid]] of home station 
''cargocount'' amount of cargo in the ship
<br><br>
<br>


=== GetInventoryItemClassSubType ===
=== GetActiveShipEnergy ===
'''Definition:'''
'''Definition:'''<br>
GetInventoryItemClassSubType(int itemid) -> int subtype
GetActiveShipEnergy() -> float eng fraction
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get subclass of an item
returns the energy level of the active ship
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''subtype''' sub type of item<br>
''eng'' energy level in game units 0 .. maxcapacacity <br>
known types:<br>
''fraction'' energy level as float from 0.0-1.0
0 = light weapon or ship<br>
<br>
1 = heavy weapon<br>
'''Example:'''<br>
3 = engine<br>
<source lang="lua">GetActiveShipEnergy() -> 150.0 0.5</source><br>
4 = battery<br>
the battery of this ship is half empty and has a capacity of 300
10 = trade goods
<br>
<br><br>


 
=== GetActiveShipHealth ===
=== GetInventoryItemClassType ===
'''Definition:'''<br>
'''Definition:'''
GetActiveShipHealth() -> int d1 d2 d3 d4 d5 d6 dmg max
GetInventoryItemClassType(int itemid) -> int type
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get class of an item
returns information about the active ships health
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''type''' class of item. you can use those CLASSTYPE_* constants to identify types
''d?'' damage to subsection 0 = no damage<br>
<br><br>
''dmg'' accumulated damage of subsections<br>
''max'' max health of ship
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipHealth() -> 500 10 10 0 0 0 520 10000</source><br>
ship has 500 damagei n frontal region 520 dmg overall and a max health of 10000
<br>


=== GetInventoryItemContainerID ===
=== GetActiveShipGridPowerAndUsage ===
'''Definition:'''
'''Definition:'''<br>
GetInventoryItemContainerID(int itemid) -> int container
GetActiveShipGridPowerAndUsage() -> int power usage
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get container of item
returns the energy grid power and usage of the current ship..
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''container''' itemid of container of or null if it's not in one (a ship)
''power'' energy grid power<br>
<br><br>
''fraction'' power usage
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipGridPowerAndUsage() -> 20 12</source><br>
the ships power grid has a capacity of 20 and 12 are currently used
<br>


 
=== GetActiveShipID ===
=== GetInventoryItemExtendedDesc ===
'''Definition:'''<br>
'''Definition:'''
GetActiveShipID() -> int itemid
GetInventoryItemExtendedDesc(int itemid) -> string desc
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get description of item
returns itemid of active ship
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''desc''' item description text.
''itemid'' item id of active ship
<br><br>
<br>


 
=== GetActiveShipItemIDAtPort ===
=== GetInventoryItemIcon ===
'''Definition:'''<br>
'''Definition:'''
GetActiveShipItemIDAtPort(int portid) -> int itemid
GetInventoryItemIcon(int itemid) -> string path
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get path to icon of inventory item
returns itemid of addon in selected port
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' inventory item
''portid'' [[portid]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''path''' path to icon
''itemid'' itemid of addon in port
<br><br>
<br>
 
'''Example:'''<br>
<source lang="lua">GetActiveShipItemIDAtPort(1) -> 1234</source><br>
addon in port 1 has itemid 1234
<br>


=== GetInventoryItemInfo ===
=== GetActiveShipMass ===
'''Definition:'''
'''Definition:'''<br>
GetInventoryItemInfo(int itemid) -> string ipath name int quant float mass string sdesc desc1 desc2 int container class subtype
GetActiveShipMass() -> int mass
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get most info about inventory item
returns mass of active ship
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ipath''' icon path<br>
''mass'' mass of active ship
'''name''' name or item<br>
<br>
'''quant''' amount of items<br>
'''Example:'''<br>
'''mass''' per item mass as float in tons<br>  
<source lang="lua">GetActiveShipMAss() -> 15.0000</source><br>
'''sdesc''' short description<br>  
ship weights 15000kg
'''desc1''' long description<br>  
<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>


=== GetActiveShipMaxCargo ===
'''Definition:'''<br>
GetActiveShipMaxCargo() -> int cargo
<br>
'''Description:'''<br>
returns amount of cargo space of the active ship in cu
<br>
'''Returns:'''<br>
''cargo'' cargospace
<br>


=== GetInventoryItemLocation ===
=== GetActiveShipMaxSpeed ===
'''Definition:'''
'''Definition:'''<br>
GetInventoryItemLocation(int itemid) -> int stationid
GetActiveShipMaxSpeed() -> int speed
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get location of an inventory item
returns max nonturbo speed of active ship
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of an inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''stationid''' [[stationid]] or nil if itemid is invalid
''speed'' ...
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">ShortLocationStr(SplitStationID(GetInventoryItemLocation(1234))) -> "Dau L-10"</source><br>
get the stationid of the item 1234<br>
get the sectorid part of that stationid<br>
print out the sectors name
<br><br>


=== GetActiveShipName ===
'''Definition:'''<br>
GetActiveShipName() -> string name
<br>
'''Description:'''<br>
returns a string with the active ships name
<br>
'''Returns:'''<br>
''name'' ...
<br>


 
=== GetActiveShipNumAddonPorts ===
=== GetInventoryItemLongDesc ===
'''Definition:'''<br>
'''Definition:'''
GetActiveShipNumAddonPorts() -> int ports
GetInventoryItemLongDesc(int itemid) -> string desc
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get long description of an inventory item
returns number of ports in active ship
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of an inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''desc''' long description of an inventory item
''ports'' number of ports, including engine and battery
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">GetInventoryItemLongDesc(1234) ->  
<source lang="lua">GetActiveShipNumAddonPorts() -> 4</source>
"Damage: 1100|Velocity: 190m/s|Energy: 30/blast|Delay: 0.4s|Mass: 1000 kg| \
this ship has 3 ports
Volume (as cargo): 1 cu|Good auto-targeting||KC-Cannon housing with PR-11 plasma cells"</source>
<br>
<br><br>


=== GetInventoryItemMass ===
=== GetActiveShipPortIDOfItem ===
'''Definition:'''
'''Definition:'''<br>
GetInventoryItemMass(int itemid) -> float mass
GetActiveShipPortIDOfItem(int itemid) -> int portid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get mass of inventory item
returns [[portid]] of the given addon in active ship
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' inventory item
''itemid'' [[itemid]] of an addon
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''path''' mass of item as float in tons
''portid'' [[portid]] of port the addon is in or nil if addon is not on the ship or invalid
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">GetInventoryItemMass(1234) -> 4.000</source><br>
<source lang="lua">GetActiveShipPortIDOfItem(1234) -> 3</source>
the mass of item 1234 is 4000kg
<br>
<br><br>


 
=== GetActiveShipPortInfo ===
=== GetInventoryItemName ===
'''Definition:'''<br>
'''Definition:'''
GetActiveShipPortInfo(int portid) -> table portinfo
GetInventoryItemName(int itemid) -> string name
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get name of inventory item
returns information about the given port
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' inventory item
''portid'' [[portid]]
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name''' name
''portinfo'' table with port info <br>
<br><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>
'''Example:'''<br>
<source lang="lua">GetActiveShipPortInfo(1) -> {type=4 name="PowerCell" position=(0, 0, 0) orientation=(0.000 0.000 0.000 1.000)}</source>
portinfo of a ragnaroks battery port
<br>


 
=== GetActiveShipSelectedWeaponGroupIDs ===
=== GetInventoryItemQuantity ===
'''Definition:'''<br>
'''Definition:'''
GetActiveShipSelectedWeaponGroupIDs() -> int id1 id2 id3
GetInventoryItemQuantity(int itemid) -> int quant
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get quantity of inventory item..
returns ids of the selected weapon groups ...
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' inventory item
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''quant''' quantity
''id?'' id's of weapon groups. Probably mapping to those key buttons.
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipSelectedWeaponGroupIDs() -> 0 6 12</source>
default mapping
<br>


=== GetActiveShipSpeed ===
'''Definition:'''<br>
GetActiveShipSpeed() -> int speed
<br>
'''Description:'''<br>
returns current speed of active ship
<br>
'''Returns:'''<br>
''speed'' ...
<br>


=== GetInventoryItemType ===
=== GetActiveShipWeaponGroup ===
'''Definition:'''
'''Definition:'''<br>
GetInventoryItemType(int itemid) -> int type
GetActiveShipWeaponGroup(int id) -> table group
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get item type
return which ports are enabled in the provided group
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' inventory item
''id'' id of weapon group correspondents to group key[0-5] + (trigger group[0-2] * 6)
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''type''' type
''port'' table where the indexes are the port ids and values bools that are true when the port is active
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetActiveShipWeaponGroup(6) -> {2=true 3=true}</source>
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>


 
=== GetAddonItemInfo ===
=== GetInventoryItemUnitCost ===
'''Definition:'''<br>
'''Definition:'''
GetAddonItemInfo(int itemid) -> int current maximum
GetInventoryItemUnitCost(int itemid) -> int cost
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get price paid for the given item(?)
Returns current and maximum ammo if itemid is a weapon with ammo, or current/maximum armor if itemid is a ship.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of an inventory item
''itemid'' itemid of an addon or ship.
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cost''' price of item
''current'' Current ammo/armor, or -1.<br>
<br><br>
''maximum'' Maximum ammo/armor, or -1.
<br>


 
=== GetAvailableMissionInfo ===
=== GetInventoryItemVolume ===
'''Definition:'''<br>
'''Definition:'''
GetAvailableMissionInfo(int midx) -> {int itemtype, string name, bool active, int category, string icon, string desc}
GetInventoryItemVolume(int itemid) -> int volume
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get per unit volume of item in cu
Returns information about the mission with the given index.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of an inventory item
''midx'' index of mission in missionlist (1 based)
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''volume''' volume in cu
''itemtype'' no idea<br>
<br><br>
''name'' name of mission<br>
''active'' is this mission active<br>
''category'' mission category<br>
''icon'' path to icon<br>
''desc'' mission description
<br>


 
=== GetBarPatrons ===
=== GetLastAggressor ===
'''Definition:'''<br>
'''Definition:'''
GetBarPatrons() -> {[charid1], [charid2]...}
GetLastAggressor(int itemid) -> int nodeid ret1
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get node id of last aggressor and some number
get people in the current station bar
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''nodeid''' node id of last aggressor
''charid?'' index of returned table are charids of characters in the bar
'''ret1''' no clue
<br>
<br><br>


 
=== GetBestPriceInfoOfItem ===
=== GetJoinedChannels ===
'''Definition:'''<br>
'''Definition:'''
GetBestPriceInfoOfItem(int item) -> int price, station
GetJoinedChannels() -> table channels
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get array with currently joined channels
Get highest sell price of a cargo item in the active ship in the currentsystem
<br><br>
<br>
'''Arguments:'''<br>
''item''  [[itemid]] of cargo item
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''channels''' array with joined channels
''price'' highest price in system<br>
<br><br>
''station'' [[locationid]] of station with highest price
 
<br>
'''Example:'''<br>
<source lang="lua">
-- print best prices in system for all cargo items in the ship
for _,item in ipairs(GetShipInventory(GetActiveShipID()).cargo) do
local price, station = GetBestPriceInfoOfItem(item)
print(GetInventoryItemName(item).." "..tostring(price).."c at "..LocationStr(math.floor(station / 100)))
end
</source>
<br>


=== GetLastPrivateSpeaker ===
=== GetBotSightedInfoForSector ===
'''Definition:'''
'''Definition:'''<br>
GetLastPrivateSpeaker(int itemid) -> string name
GetBotSightedInfoForSector(int sectorid) -> string botinfo
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get name of last character that pmed you
returns bot ihnfo text for the given sector
<br><br>
<br>
'''Arguments:'''<br>
''sectorid''  [[sectorid]]
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name''' last messager
''botinfo'' string with bots in given sector or an empty string
<br><br>
<br>


 
=== GetBuddyInfo ===
=== GetLastShipLoadout ===
'''Definition:'''<br>
'''Definition:'''
GetBuddyInfo(int char) -> string name, bool isonline, int sectorid
GetLastShipLoadout() -> {groups = {1 = group1 .. 18 = group18}, int ship, ports= {1 = port1 ..}, int shipcolor}
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get last ship loadout, color and weapon groups. this function only works in space
Get name, online status and location of a buddy
<br><br>
<br>
'''Arguments:'''<br>
''char'' [[charid]] of a buddy
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''groups''' table containing the weapon group setup
''name'' name of buddy<br>
'''group?''' group information. array indices correspondent to ports, is the value of an index set to true the port is enabled
''isonline'' online status<br>
'''ship''' type of ship
''sectorid'' [[sectorid]] of location of buddy
'''ports''' array indices correspondent to ports, value of index is the type of addon
<br>
'''shipcolor''' ship color 1-255(?)
<br><br>


 
=== GetCargoValue ===
=== GetLastShipLoadoutPurchaseCost ===
'''Definition:'''<br>
'''Definition:'''
GetCargoValue() -> int value, price
GetLastShipLoadoutPurchaseCost() -> int cost
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
what you payed for your last ship(?)
Get value and buy price of the cargo and equipped addons on the active ship at the current station
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cost'''
''value'' value of cargo and addons<br>
<br><br>
''price'' buy price of cargo and addons at the current station
<br>


 
=== GetCharacterDescription ===
=== GetLicenseLevel ===
'''Definition:'''<br>
'''Definition:'''
GetCharacterDescription(int charid) -> string desc
GetLicenseLevel(int type) -> int level
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get the level of the provided license
Get the character description of a character
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''type''' type of license (1-5)
''charid'' [[charid]] of a character
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''level''' license level or 0 if invalid type given
''desc'' character description
<br><br>
<br>


 
=== GetCharacterID ===
=== GetLicenseRequirement ===
'''Definition:'''<br>
'''Definition:'''
GetCharacterID(int nodeid) -> int charid
GetLicenseRequirement(int level) -> int xp
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get xp required for given level
returns character id of the provided node id
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''level''' license level
''nodeid'' node id of one of the characters in the sector
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''xp'''
''charid'' character id of the given node if a valid nodeid is valid otherwise the players charid
<br><br>
<br>


 
=== GetCharacterIDByName ===
=== GetListOfSeenNames ===
'''Definition:'''<br>
'''Definition:'''
GetCharacterIDByName(string name) -> int charid
GetListOfSeenNames() -> table names
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get table with names of characters that have been in the same sector as the player or have sent messages
get character id by name
<br><br>
<br>
'''Arguments:'''<br>
''name'' name of a character
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''names''' table with names of characters
''charid'' a character id or nil
<br><br>
<br>




=== GetMaxRadarDistance ===
=== GetCharacterInfo ===
'''Definition:'''
'''Definition:'''<br>
GetMaxRadarDistance() -> int dist
GetCharacterInfo(int cslot) -> string name faction int money kills deaths loc home cl ll hl tl ml
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get current(?) max radar range
Get information about your characters
<br><br>
<br>
'''Arguments:'''<br>
''cslot'' a character slot (1-6)
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dist''' max radar range
''name''<br>
<br><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>
'''Example:'''<br>
<source lang="lua">GetCharacterInfo(1) -> "Dude" "Corvus" 10000 10 100 4444 4444 1 1 1 0 0<br></source>
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>


=== GetCharacterKillDeaths ===
'''Definition:'''<br>
GetCharacterKillDeaths(int charid) -> int kills deaths pks
<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>
'''Arguments:'''<br>
''charid'' character id or nil
<br>
'''Returns:'''<br>
''kills'' total kills
''deaths'' total deaths
''pks'' player kills
<br>


=== GetMinJumpDistance ===
=== GetChatLogReadState ===
'''Definition:'''
'''Definition:'''
GetMinJumpDistance() -> int dist
GetChatLogReadState() -> bool read
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get minimum distance from large objects to jump
Tell if the general chat log was displayed. [[API_Index#SetChatLogRead|SetChatLogRead]] was called since the last line was added to the log.
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dist''' min jump distance
''read'' true if the log was displayed
<br><br>
<br>


 
=== GetCurrentChatTab ===
 
=== GetMissionChatLog ===
'''Definition:'''
'''Definition:'''
GetMissionChatLog() -> {bool updated, string 1.. }
GetCurrentChatTab() -> int tab
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get advancement log
Unused. Get The current chat tab (general chat or mission chat)
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''1-n''' advancement log
''tab'' 1 = general, 2 = mission
'''updated''' no clue
<br>
<br><br>


 
=== GetCurrentSectorid ===
=== GetMissionTimers ===
'''Definition:'''
'''Definition:'''
GetMissionTimers() -> int time
GetCurrentSectorid() -> int sectorid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get time left on the current mission. may have some functionality for multiple missions
get current sector id
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''time''' time left on this timer in 1000th seconds
''sectorid'' [[sectorid]] of current sector
<br><br>
<br>


 
=== GetCurrentStationType ===
=== GetMoney ===
'''Definition:'''
'''Definition:'''
GetMoney() -> int money
GetCurrentStationType() -> int type
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get how many credits you own
return the current station type..
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''money'''
''type'' current station type. seems be usually 0 except when docked to a capship then 1
<br><br>
<br>


 
=== GetCurrentSystemid ===
=== GetNationKills ===
'''Definition:'''
'''Definition:'''
GetNationKills(int nation) -> int kills
GetCurrentSystemid() -> int systemid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of player kills for the given nation
get current system id..
<br><br>
<br>
'''Arguments:'''<br>
'''nation''' id of nation (1-3)
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''kills''' number of player kills or 0 if invalid nation
''systemid'' id of current system
<br><br>
<br>


=== GetNewsHeadline ===
=== GetEULA ===
'''Definition:'''
'''Definition:'''
GetNewsHeadline(int index) -> string title int time ret1
GetEULA() -> string eula
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get headline, post time and some number
return eula
<br><br>
<br>
'''Arguments:'''<br>
'''index''' index of headline newest is 1
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''title''' the headline
''eula'' string containing the eula
'''time''' post date in unix time
<br>
'''ret1''' no clue, always 1
<br><br>


=== GetNumAccomplishments ===
=== GetFactionInfo ===
'''Definition:'''
'''Definition:'''
GetNumAccomplishments(int charid) -> int accomplishments
GetFactionInfo(int faction) -> string info
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of accomplishmeants for given character(?). not well tested, may require caching of the char info
get faction info text for the provided faction
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id (?)
''faction'' id of a faction
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''accomplishments''' number of accomplishments
''info'' string containing faction info
<br><br>
<br>


 
=== GetFinishedMissionInfo ===
=== GetNumActiveMissions ===
'''Definition:'''
'''Definition:'''
GetNumActiveMissions() -> int missions
GetFinishedMissionInfo() -> string name table msg int itemid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of active missions.
see GetActiveMissionInfo
<br><br>
<br>
'''Returns:'''<br>
'''missions''' number of active missions
<br><br>


 
=== GetFriendlyStatus ===
=== GetNumAvailableMissions ===
'''Definition:'''
'''Definition:'''
GetNumAvailableMissions() -> int missions
GetFriendlyStatus(int char) -> int fstatus
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of available missions
get friendlyness of a character
<br><br>
<br>
'''Arguments:'''<br>
''char'' [[nodeid]]
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''missions'''  
''fstatus'' Returns 0 to 3. Target is friendly if 3, unfriendly otherwise
<br><br>
<br>


 
=== GetFullPath ===
=== GetNumCharacters ===
'''Definition:'''
'''Definition:'''
GetNumCharacters() -> int chars
GetFullPath(int sector, table navroute) -> table fullpath
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of characters you have defined
Get the full path, including wormhole sectors, from ''sector'' along ''navroute''
<br><br>
<br>
'''Arguments:'''<br>
''sector'' [[sectorid]] of starting sectors<br>
''navroute'' list of sectorids
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''chars'''
''fullpath'' ''navroute'' plus sectorids of wormhole sectors
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">
-- get full path from Sol a1 to betheshee a1 via sol b1
-- the function adds some duplicate entries
GetFullPath(1, {2, 257}) -> {1, 2, 2, 226, 351, 257}
</source>
<br>


 
=== GetGeneralChatLog ===
=== GetNumCompletedMissions ===
'''Definition:'''
'''Definition:'''
GetNumCompletedMissions() -> int missions
GetGeneralChatLog() -> table log
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of completed missions
returns the chatlog
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''missions'''
''log'' table containing chatlog
<br><br>
<br>
 


=== GetNumFinishedMissions ===
=== GetGroupMemberID ===
'''Definition:'''
'''Definition:'''
GetNumFinishedMissions() -> int missions
GetGroupMemberID(int index) -> int charid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of finished missions. as displayed in the mission log panel
get charid of group member with given index
<br><br>
<br>
'''Arguments:'''<br>
''index'' group member index (1-8)
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''missions'''
''charid'' character id
<br><br>
<br>


 
=== GetGroupMemberLocation ===
 
=== GetNumGroupMembers ===
'''Definition:'''
'''Definition:'''
GetNumCharacters() -> int chars
GetGroupMemberLocation(int charid) -> int loc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of characters in your group
get location of a groupmember
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character ids of a groupmember
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''chars''' number of characters in your group or 0 if player is not in group
''loc'' [[sectorid]] of groupmember or 0 for yourself
<br><br>
<br>


=== GetNumGuildMembers ===
=== GetGroupOwnerID ===
'''Definition:'''
'''Definition:'''
GetNumGuildMembers() -> int numchars
GetGroupOwnerID() -> int charid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of online guildmembers
get charid of group owner
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''chars''' number of guildmembers currently online or 0 if player is not in a guild
''charid'' character id
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">
for i=1,GetNumGuildMembers() do
  local id, rank, name = GetGuildMemberInfo(i)
  print("member: "..name)
end</source>
<br><br>


=== GetNumNewsHeadlines ===
=== GetGuildAcronym ===
'''Definition:'''
'''Definition:'''<br>
GetNumNewsHeadlines() -> int num
GetGuildAcronym() -> string acronym
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of news headlines..
get your guilds acronym
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num'''
''acronym'' string containing guild acronym
<br><br>
<br>


 
=== GetGuildBalance ===
 
'''Definition:'''<br>
=== GetNumStationDesiredItems ===
GetGuildBalance() -> int balance
'''Definition:'''
<br>
GetNumStationDesiredItems() -> int num
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Get number of items this station desires. The names of the items can then be fetched with [[API Index#GetStationDesiredItem|GetStationDesiredItem]].
get amount of money in guild bank
<br>
'''Returns:'''<br>
''balance'' money in bank
<br>


<br><br>
=== GetGuildBankPrivileges ===
'''Definition:'''<br>
GetGuildBankPrivileges() -> table deposit withdraw logview
<br>
'''Description:'''<br>
get your guilds bank privileges as three tables. they contain the ranks carrying each privilege.<br>
see [API_Index#Guild]
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num''' The number of items the station wants.
''deposit'' table with ranks that can deposit money<br>
<br><br>
''withdraw'' table with ranks that can withdraw money<br>
'''Example:'''<br>
''logview'' table with ranks that can view the transfer log<br>
<source lang="lua">
<br>
for i = 1, GetNumStationDesiredItems(), 1 do
    print("This station wants: "..GetStationDesiredItem(i))
done
</source>
<br><br>


=== GetNumStationMerch ===
=== GetGuildBankWithdrawalLimits ===
'''Definition:'''
'''Definition:'''<br>
GetNumStationMerch() -> int num
GetGuildBankWithdrawalLimits() -> int ret1 ret2 ret3
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get number of addons, ships an cargo this station sells
get withdrawal limits? returns three numbers
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num'''  
''ret1''<br>
<br><br>
''ret4''<br>
''ret3''
<br>


 
=== GetGuildMOTD ===
=== GetNumStationTurrets ===
'''Definition:'''<br>
'''Definition:'''
GetGuildMOTD() -> string motd
GetNumStationTurrets() -> int num
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get number of turrets on this station or ship
get your guilds message of the day
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num''' number of turrets attached to this station or ship. 0 if not docked
''motd'' string containing the motd
<br><br>
<br>


 
=== GetGuildMemberInfo ===
=== GetNumTips ===
'''Definition:'''
'''Definition:'''
GetNumTips() -> int num
GetGuildMemberInfo(int index) -> int charid rank string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get size of load screen tips pool
get information about the guildmember of the given index
<br><br>
<br>
'''Arguments:'''<br>
''index'' index of online guildmembers 1-n
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num'''  
''charid'' character id<br>
<br><br>
''rank'' rank: 0=member, 1=lieutenant, 2=council member, 3=council member and lieutenant, 4=commander<br>
''name'' name of member<br>
<br>
'''Example:'''<br>
<source lang="lua">
for i=1,GetNumGuildMembers()do
  local id, rank, name = GetGuildMemberInfo(i)
  print("guild member: "..name)
end</source>
<br>


 
=== GetGuildMemberInfoByCharID ===
 
=== GetParentHealth ===
'''Definition:'''
'''Definition:'''
GetParentHealth() -> float ret1 ret2
GetGuildMemberInfoByCharID(int charid) -> int charid rank string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get health of object this one is attached to (turret to capship). untested!
get information about the guildmember
<br><br>
<br>
'''Arguments:'''<br>
''charid'' charid of online guildmember
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ret1''' health in percent(?)
''charid'' character id<br>
'''ret2''' health as float (1-0)(?)
''rank'' rank: 0=member, 1=lieutenant, 2=council member, 3=council member and lieutenant, 4=commander<br>
<br><br>
''name'' name of member
<br>
'''Example:'''<br>
<source lang="lua">local charid,rank,charname = GetGuildMemberInfoByCharID(GetCharacterID())</source>
<br>


 
=== GetGuildName ===
 
=== GetPlayerDistance ===
'''Definition:'''
'''Definition:'''
GetPlayerDistance(int charid) -> float distance
GetGuildName() -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get distance to another character
get guild name
<br><br>
<br>
'''Returns:'''<br>
''name'' string containing guild name
<br>
 
=== GetGuildTag ===
'''Definition:'''
GetGuildTag(int charid) -> string tag
<br>
'''Description:'''<br>
get guild tag of self or another character.
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id of another character in this sector
''charid'' character id or nil to get self's guild tag.
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''distance''' distance to character in m
''tag'' string containing guild tag or empty string if character not known or not in a guild.
<br><br>
<br>
'''Example:'''<br>
local guildtag = GetGuildTag()
if guildtag ~= "" then
  print('['..guildtag..'] You are a member of the guild '..(GetGuildName() or guildtag)..'\n')
else
  print('Not a member of a guild.\n')
end</source><br>
<br>


 
=== GetHomeStation ===
=== GetPlayerFaction ===
'''Definition:'''
'''Definition:'''
GetPlayerFaction(int charid) -> int factionid
GetHomeStation() -> int sectorid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get nation of a player
get sectorid of home station
<br><br>
<br>
'''Arguments:'''<br>
'''charid''' character id or nil
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''factionid''' number representing the faction (1-13, 99)
''sectorid'' [[sectorid]] of home station 
<br><br>
<br>


=== GetPlayerFactionStanding ===
=== GetInventoryItemClassSubType ===
'''Definition:'''
'''Definition:'''
GetPlayerFactionStanding(int factionid, charid) -> int standing
GetInventoryItemClassSubType(int itemid) -> int subtype
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get a players standing with a faction
get subclass of an item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''factionid''' a number representing a faction. Only 1 to 3 work for other players. [[factionid]]<br>
''itemid'' inventory item
'''charid''' [[charid]] of a player (in the current sector?). nil is equivalent of own id.
<br>
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''standing''' number representing faction standing 0-65535, (0 in-game being -1000, 32768 in-game being 0 and 65535 being 1000 in-game)
''subtype'' sub type of item<br>
<br><br>
known types:<br>
'''Example:'''<br>
0 = light weapon or ship<br>
If the player's Itani Faction Standing was 0:
1 = heavy weapon<br>
<source lang="lua">print( GetPlayerFactionStanding(1) )  -> "32768"</source>
3 = engine<br>
Or used in conjunction with GetPlayerFaction:
4 = battery<br>
<source lang="lua">print( GetPlayerFactionStanding( GetPlayerFaction(charid) )
10 = trade goods
-> "Will return the players faction standing of the faction that charid belongs to." )</source>
<br>
<br><br>


=== GetPlayerHealth ===
=== GetInventoryItemClassType ===
'''Definition:'''
'''Definition:'''
GetPlayerHealth(int charid) -> float health
GetInventoryItemClassType(int itemid) -> int type
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get health of provided character
get class of an item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''health''' health of character in percent or -1 if character is not in the current sector
''type'' class of item. you can use those CLASSTYPE_* constants to identify types
<br><br>
<br>


 
=== GetInventoryItemContainerID ===
=== GetPlayerName ===
'''Definition:'''
'''Definition:'''
GetPlayerName(int charid) -> string name
GetInventoryItemContainerID(int itemid) -> int container
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get name of character
get container of item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name'''
''container'' itemid of container of or null if it's not in one (a ship)
<br><br>
<br>


 
=== GetInventoryItemExtendedDesc ===
=== GetPlayerNodeID ===
'''Definition:'''
'''Definition:'''
GetPlayerNodeID(int charid) -> int nodeid
GetInventoryItemExtendedDesc(int itemid) -> string desc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get [[nodeid]] of a character in the sector
get description of item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''nodeid''' [[nodeid]] or nil if charid is invalid
''desc'' item description text.
<br><br>
<br>


 
=== GetInventoryItemIcon ===
 
 
=== GetPrimaryShipIDOfPlayer ===
'''Definition:'''
'''Definition:'''
GetPrimaryShipIDOfPlayer(int charid) -> int shipid
GetInventoryItemIcon(int itemid) -> string path
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get shipid of a character (= objectid?)
get path to icon of inventory item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''shipid'''
''path'' path to icon
<br><br>
<br>


 
=== GetInventoryItemInfo ===
 
=== GetPrimaryShipNameOfPlayer ===
'''Definition:'''
'''Definition:'''
GetPrimaryShipNameOfPlayer(int charid) -> string name
GetInventoryItemInfo(int itemid) -> string ipath name int quant float mass string sdesc desc1 desc2 int container class subtype
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get ship name (type) of provided character
get most info about inventory item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''charid''' character id
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name'''
''ipath'' icon path<br>
<br><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>


 
=== GetInventoryItemLocation ===
=== GetProximityWarningDistance ===
'''Definition:'''
'''Definition:'''
GetProximityWarningDistance() -> int dist
GetInventoryItemLocation(int itemid) -> int stationid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get proxy warnign distance<br>
get location of an inventory item
Note: even returns the distance when proxy warning is disabled
<br>
<br><br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of an inventory item
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dist''' proxy distance.
''stationid'' [[stationid]] or nil if itemid is invalid
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">ShortLocationStr(SplitStationID(GetInventoryItemLocation(1234))) -> "Dau L-10"</source><br>
get the stationid of the item 1234<br>
get the sectorid part of that stationid<br>
print out the sectors name
<br>


 
=== GetInventoryItemLongDesc ===
=== GetSectorAlignment ===
'''Definition:'''
'''Definition:'''
GetSectorAlignment() -> int alignment
GetInventoryItemLongDesc(int itemid) -> string desc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns the alignment of the current sector<br>
get long description of an inventory item
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of an inventory item
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''alignment''' int representing alignment of the current sector. see: [[FactionName]]
''desc'' long description of an inventory item
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetInventoryItemLongDesc(1234) ->
"Damage: 1100|Velocity: 190m/s|Energy: 30/blast|Delay: 0.4s|Mass: 1000 kg| \
Volume (as cargo): 1 cu|Good auto-targeting||KC-Cannon housing with PR-11 plasma cells"</source>
<br>


 
=== GetInventoryItemMass ===
 
 
 
=== GetSectorMonitoredStatus ===
'''Definition:'''
'''Definition:'''
GetSectorMonitoredStatus() -> int monitor
GetInventoryItemMass(int itemid) -> float mass
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns the monitor status of the current sector (Unmonitored, Guarded ...) see: [[FactionMonitor]] and [[FactionMonitorStr]] <br>
get mass of inventory item
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' inventory item
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''monitor''' monitor status
''path'' mass of item as float in tons
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">GetInventoryItemMass(1234) -> 4.000</source><br>
the mass of item 1234 is 4000kg
<br>


 
=== GetInventoryItemName ===
=== GetShipCargoCount ===
'''Definition:'''
'''Definition:'''
GetShipCargoCount(int itemid) -> int num
GetInventoryItemName(int itemid) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get amount of cargo in the ship
get name of inventory item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' item id of a ship
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num''' amount of argo in ship in cu
''name'' name
<br><br>
<br>


 
=== GetInventoryItemQuantity ===
=== GetShipInventory ===
'''Definition:'''
'''Definition:'''
GetShipInventory(int itemid) -> {cargo = {int cargoitemid ..}, addons = {int addonitemid ..}}
GetInventoryItemQuantity(int itemid) -> int quant
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get itemids of items attached to a ship
get quantity of inventory item..
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' item id of a ship
''itemid'' inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cargo''' array with cargo items<br>
''quant'' quantity
'''addons''' array with addons<br>
<br>
'''cargoitemid''' itemids of cargo items<br>
'''addonitemid''' itemids of addons
<br><br>


 
=== GetInventoryItemType ===
=== GetShipList ===
'''Definition:'''
'''Definition:'''
GetShipList() -> {int itemid ..}
GetInventoryItemType(int itemid) -> int type
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get list of your ships in the current station. produces error when called outside station..
get item type
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' inventory item
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid''' itemid of a ship
''type'' type
<br><br>
<br>


 
=== GetInventoryItemUnitCost ===
=== GetShipMaxCargo ===
'''Definition:'''
'''Definition:'''
GetShipMaxCargo(int itemid) -> int cargo
GetInventoryItemUnitCost(int itemid) -> int cost
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get amount of cargo the given ship can hold
get price paid for the given item(?)
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of a ship
''itemid'' [[itemid]] of an inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cargo''' cargo in cu
''cost'' price of item
<br><br>
<br>


=== GetShipMeshInfo ===
=== GetInventoryItemVolume ===
'''Definition:'''
'''Definition:'''
GetShipMeshInfo(int itemid) -> string id model int color
GetInventoryItemVolume(int itemid) -> int volume
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get mesh information about equipment in your inventory. if an invalid itemid is given the info about the current ship is returned
get per unit volume of item in cu
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of one of your ships or nil
''itemid'' [[itemid]] of an inventory item
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''id''' of the ship<br>
''volume'' volume in cu
'''model''' filename of the model(?)<br>
<br>
'''color''' [[colorid]] of the item see [[API Index#ShipPalette|ShipPalette]]
<br><br>
'''Example:'''<br>
<source lang="lua">GetShipMeshInfo(1234) -> "ship_generic_behemoth" "gaf/ship_generic_behemoth.dfs" 166</source>
<br><br>


=== GetShipPortIDOfItem ===
=== GetItemFullDesc ===
'''Definition:'''
'''Definition:'''
GetShipPortIDOfItem(int itemid1, int itemid2) -> int portid
GetItemFullDesc(table item) -> string desc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get port of weapon in one of your ships
get full description of an inventory item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid1''' itemid of one of your ships<br>
''item'' [[iteminfo]] table
'''itemid2''' itemid of a weapon or nil
<br>
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''portid''' port of a wweapon or first free port if itemid2 is nil
''desc'' full description of item
<br><br>
<br>


=== GetShipPurchaseColor ===
=== GetItemPartialDesc ===
'''Definition:'''
'''Definition:'''
GetShipPurchaseColor() -> int color
GetItemPartialDesc(table item) -> string desc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get selected color from the color picker
get partial description of an inventory item
<br><br>
<br>
'''Arguments:'''<br>
''item'' [[iteminfo]] table
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''colorid''' number representing color (0-255)
''desc'' partial description of item
<br><br>
<br>


 
=== GetLastAggressor ===
=== GetSkillLevel ===
'''Definition:'''
'''Definition:'''
GetSkillLevel(int licenseid) -> int current next
GetLastAggressor(int itemid) -> int nodeid ret1
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get current and required xp for next level or provided skill
get node id of last aggressor and some number
<br><br>
<br>
'''Arguments:'''<br>
'''licenseid''' type of license (1-5)
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''current''' current xp
''nodeid'' node id of last aggressor
'''next''' xp required for next level
''ret1'' no clue
<br><br>
<br>


 
=== GetJoinedChannels ===
 
'''Definition:'''
=== GetSkirmishInfo ===
GetJoinedChannels() -> table channels
'''Definition:'''<br>
<br>
GetSkirmishInfo() -> int crew1 crew2 init1 init2 string name1 name2 bool active
<br><br>
'''Description:'''<br>
'''Description:'''<br>
returns crew info for skirmish missions
get array with currently joined channels
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''crew1''' crew members left for side 1 (top bar)<br>
''channels'' array with joined channels
'''crew2''' crew members left for side 2 (bottom bar)<br>
<br>
'''init1''' initial crew strength for side 1<br>
'''init2''' initial crew strength for side 2<br>
'''name1''' name of side 1<br>
'''name2''' name of side 2<br>
'''active''' true if mission active(?)
<br><br>


 
=== GetLastPrivateSpeaker ===
=== GetStationAddonList ===
'''Definition:'''
'''Definition:'''
GetStationAddonList() -> {int itemid ..}
GetLastPrivateSpeaker(int itemid) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get array with your addons in the station hold
get name of last character that pmed you
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid''' [[itemid]] of one of your addons
''name'' last messager
<br><br>
<br>


 
=== GetLastShipLoadout ===
 
'''Definition:'''
=== GetStationAmmoInfoByID ===
GetLastShipLoadout() -> {groups = {1 = group1 .. 18 = group18}, int ship, ports= {1 = port1 ..}, int shipcolor}
'''Definition:'''
<br>
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>
'''Description:'''<br>
get info about ammo based weapons in the station by item id
get last ship loadout, color and weapon groups. this function only works in space
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''itemid''' itemid
''groups'' table containing the weapon group setup
<br><br>
''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>


 
=== GetLastShipLoadoutPurchaseCost ===
 
=== GetStationCargoList ===
'''Definition:'''
'''Definition:'''
GetStationCargoList() -> {int itemid ..}
GetLastShipLoadoutPurchaseCost() -> int cost
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get list of cargo items in the current station. produces error when called outside station..
what you payed for your last ship(?)
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid''' itemid of a trade item
''cost''
<br><br>
<br>


 
=== GetLicenseLevel ===
 
=== GetStationChatLog ===
'''Definition:'''
'''Definition:'''
GetStationChatLog() -> {string msg ..}
GetLicenseLevel(int type) -> int level
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get table with messages in the station chat
get the level of the provided license
<br><br>
<br>
'''Arguments:'''<br>
''type'' type of license (1-5)
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''msg''' chat message
''level'' license level or 0 if invalid type given
<br><br>
<br>


 
=== GetLicenseRequirement ===
=== GetStationCurrentCargo ===
'''Definition:'''
'''Definition:'''
GetStationCurrentCargo() -> int cargo
GetLicenseRequirement(int level) -> int xp
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get amount of cargo currently in this station. including cargo, equipment, ships ..
get xp required for given level
<br><br>
<br>
'''Arguments:'''<br>
''level'' license level
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cargo''' amount of cargo in cu
''xp''
<br><br>
<br>


 
=== GetListOfSeenNames ===
 
 
=== GetStationDesiredItem ===
'''Definition:'''
'''Definition:'''
GetStationDesiredItem(int index) -> string ditem
GetListOfSeenNames() -> table names
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Get the string name of an item that this station desires. The index ranges from 1 to [[API Index#GetNumStationDesiredItems|GetNumStationDesiredItems()]].
get table with names of characters that have been in the same sector as the player or have sent messages
<br><br>
<br>
'''Arguments:'''<br>
'''index''' index in list of strings
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ditems''' desired item
''names'' table with names of characters
<br><br>
<br>


=== GetStationFaction ===
=== GetMaxRadarDistance ===
'''Definition:'''
'''Definition:'''
GetStationFaction(int stationid) -> int factionid
GetMaxRadarDistance() -> int dist
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get faction of the given station
get current(?) max radar range
<br><br>
<br>
'''Arguments:'''<br>
'''stationid''' [[stationid]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''factionid''' [[factionid]] or 0 if stationid invalid
''dist'' max radar range
<br><br>
<br>


=== GetStationFactionAppraisalModifier ===
=== GetMinJumpDistance ===
'''Definition:'''
'''Definition:'''
GetStationFactionAppraisalModifier() -> float modifier
GetMinJumpDistance() -> int dist
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Returns a number that seems to affect the price of storage space. depends on faction standing or something
get minimum distance from large objects to jump
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''modifier'''
''dist'' min jump distance
<br><br>
<br>


=== GetStationLocation ===
=== GetMissionChatLog ===
'''Definition:'''
'''Definition:'''
GetStationLocation() -> int stationid
GetMissionChatLog() -> {bool updated, string 1.. }
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get the [[stationid]] of the current station
get advancement log
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''stationid''' [[stationid]] or nil if not docked to a station
''1-n'' advancement log
<br><br>
''updated'' no clue
<br>


=== GetMissionLogReadState ===
'''Definition:'''
GetMissiontLogReadState() -> bool read
<br>
'''Description:'''<br>
Tell if the mission chat/advanmcement log was displayed. [[API_Index#SetMissionLogRead|SetMissionLogRead]] was called since the last line was added to the log.
<br>
'''Returns:'''<br>
''read'' true if the log was displayed
<br>


=== GetMissionTimers ===
'''Definition:'''
GetMissionTimers() -> int time
<br>
'''Description:'''<br>
get time left on the current mission. may have some functionality for multiple missions
<br>
'''Returns:'''<br>
''time'' time left on this timer in 1000th seconds
<br>


 
=== GetMoney ===
=== GetStationMaxCargo ===
'''Definition:'''
'''Definition:'''
GetStationMaxCargo() -> int cargo
GetMoney() -> int money
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
return amount of cargo this station can hold.
get how many credits you own
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''cargo''' amount of cargo in cu
''money''
'''purchaseable max'''
<br>
'''purchaseincrement'''
'''purchase price'''
'''mincargo'''
'''rent'''
<br><br>


=== GetStationMerchInfo ===
=== GetNationKills ===
'''Definition:'''
'''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 }
GetNationKills(int nation) -> int kills
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get info about items this station sells
get number of player kills for the given nation
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''merchid''' id of sold items (1-n), where n = GetNumStationMerch()
''nation'' id of nation (1-3)
<br><br>
<br>
'''Example:'''<br>
'''Returns:'''<br>
<source lang="lua">
''kills'' number of player kills or 0 if invalid nation
for item = 1, GetNumStationMerch() do
<br>
    local haveitem = GetStationMerchInfo(item);
    console_print("Station has item: ".. haveitem.name);
end
</source>
<br><br>


=== GetStationMerchInfoByID ===
=== GetNewsHeadline ===
'''Definition:'''
'''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 }
GetNewsHeadline(int index) -> string title int time ret1
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get info about items this station sells by itemid
get headline, post time and some number
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' itemid of sold items
''index'' index of headline newest is 1
<br><br>
<br>
'''Returns:'''<br>
''title'' the headline
''time'' post date in unix time
''ret1'' no clue, always 1
<br>


 
=== GetNumAccomplishments ===
 
 
=== GetStationMerchPriceByID ===
'''Definition:'''
'''Definition:'''
GetStationMerchInfoByID(int itemid) -> int price
GetNumAccomplishments(int charid) -> int accomplishments
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get price of an item this station sells
get number of accomplishments for the given character
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' itemid of sold items
''charid'' [[charid]] of a character
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''price''' price of an item or 0 if this item isn't sold
''accomplishments'' number of accomplishments
<br><br>
<br>


 
=== GetNumActiveMissions ===
 
 
=== GetStationName ===
'''Definition:'''
'''Definition:'''
GetStationName(int stationid) -> string name
GetNumActiveMissions() -> int missions
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Get the name of a station. If the provided stationid is invalid the function produces a lua error.
get number of active missions.
<br><br>
<br>
'''Arguments:'''<br>
* '''stationid''' [[stationid]] or nil for the current station
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
* '''name''' Long name of the current station if no argument is given, otherwise the sector name and coordinates of a station.
''missions'' number of active missions
<br><br>
<br>
'''Example:'''<br>
<source lang="lua">
GetStationName(200*256+1) --returns "Sol II H-13" (200 is the sectorid for Sol II, H-13)
GetStationName() -- returns "SkyCommand" when in the station at Sol II, H-13
</source>
<br><br>


=== GetStationSellableInventoryInfoByID ===
=== GetNumAvailableMissions ===
'''Definition:'''
'''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 }
GetNumAvailableMissions() -> int missions
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get sellable inventory info by id ...
get number of available missions
<br><br>
<br>
'''Returns:'''<br>
''missions''
<br>


=== GetStationSellableInventoryPriceByID ===
=== GetNumCharacters ===
'''Definition:'''
'''Definition:'''
GetStationSellableInventoryPriceByID(int itemid, int quantity) -> int value, unitprice
GetNumCharacters() -> int chars
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Get value of inventory items and price per unit in the current station
get number of characters you have defined
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of an inventory item in the current station<br>
'''quantity''' number of units of this item (optional)
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''value''' value of item(s)<br>
''chars''
'''unitprice''' price per unit
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">
GetStationSellableInventoryPriceByID(1234, 2) -> 2000, 1400
-- Two units of item 1234 are worth 2000c. The station sells a unit for 1400c.
</source>
<br><br>


=== GetStationShipList ===
=== GetNumCompletedMissions ===
'''Definition:'''
'''Definition:'''
GetStationShipList(int itemid) -> {int itemid1 ..}
GetNumCompletedMissions() -> int missions
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get array of your ships in the current station
get number of completed missions
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid?''' itemid of ship in the current station
''missions''
<br><br>
<br>


 
=== GetNumFinishedMissions ===
=== GetStationTurretInfo ===
'''Definition:'''
'''Definition:'''
GetStationTurretInfo(int turretid) -> {int objectid, int nodeid, float armorpercent, int itemid}
GetNumFinishedMissions() -> int missions
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get information about a stations or ships turrets
get number of finished missions. as displayed in the mission log panel
<br><br>
<br>
'''Arguments:'''<br>
''turretid''' id of a turret
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''objectid'''<br>
''missions''
'''nodeid'''<br>
<br>
'''armorpercent''' armor level<br>
'''itemid'''
<br><br>


 
=== GetNumGroupMembers ===
=== GetStationType ===
'''Definition:'''
'''Definition:'''
GetStationType() -> string stype
GetNumCharacters() -> int chars
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get station type
get number of characters in your group
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''stype''' station type. returns "frigate" when docked to a cruiser otherwise nil
''chars'' number of characters in your group or 0 if player is not in group
<br><br>
<br>


 
=== GetNumGuildMembers ===
 
=== GetStorageItemInfo ===
'''Definition:'''
'''Definition:'''
GetStorageItemInfo() -> ??
GetNumGuildMembers() -> int numchars
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
no clue. can't make it return anything
get number of online guildmembers
<br><br>
<br>
'''Returns:'''<br>
''chars'' number of guildmembers currently online or 0 if player is not in a guild
<br>
'''Example:'''<br>
<source lang="lua">
for i=1,GetNumGuildMembers() do
  local id, rank, name = GetGuildMemberInfo(i)
  print("member: "..name)
end</source>
<br>


 
=== GetNumNewsHeadlines ===
=== GetStorageLocationSector ===
'''Definition:'''
'''Definition:'''
GetStorageLocationSector(int arg1) -> int ret1
GetNumNewsHeadlines() -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns some number when fed with an itemid
get number of news headlines..
<br><br>
<br>
'''Returns:'''<br>
''num''
<br>


=== GetSurveyChoices ===
=== GetNumStationDesiredItems ===
'''Definition:'''
'''Definition:'''
GetSurveyChoices() -> {}
GetNumStationDesiredItems() -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns an empty table!
Get number of items this station desires. The names of the items can then be fetched with [[API Index#GetStationDesiredItem|GetStationDesiredItem]].
<br><br>
<br>
'''Returns:'''<br>
''num'' The number of items the station wants.
<br>
'''Example:'''<br>
<source lang="lua">
for i = 1, GetNumStationDesiredItems(), 1 do
    print("This station wants: "..GetStationDesiredItem(i))
done
</source>
<br>


 
=== GetNumStationMerch ===
=== GetSurveyQuestion ===
'''Definition:'''
'''Definition:'''
GetSurveyQuestion() -> string ret1
GetNumStationMerch() -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns an empty string!
get number of addons, ships an cargo this station sells
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''ret1''' an empty string!
''num''  
<br><br>
<br>


 
=== GetNumStationTurrets ===
 
 
=== GetSystemID ===
'''Definition:'''
'''Definition:'''
GetSystemID(int sectorid) -> int systemid
GetNumStationTurrets() -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get systemid of the given sector. lua error on nil
get number of turrets on this station or ship
<br><br>
<br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''systemid''' [[systemid]]
''num'' number of turrets attached to this station or ship. 0 if not docked
<br><br>
<br>


 
=== GetNumTips ===
 
=== GetTargetDistance ===
'''Definition:'''
'''Definition:'''
GetTargetDistance() -> float dist
GetNumTips() -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get distance to target
get size of load screen tips pool
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dist''' distance to target in m
''num''  
<br><br>
<br>


 
=== GetParentHealth ===
 
 
=== GetTargetFriendlyStatus ===
'''Definition:'''
'''Definition:'''
GetTargetFriendlyStatus() -> int fstatus
GetParentHealth() -> float ret1 ret2
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get friendlyness of target
get health of object this one is attached to (turret to capship). untested!
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''fstatus''' Returns 0 to 3. Target is friendly if 3, unfriendly otherwise
''ret1'' health in percent(?)
<br><br>
''ret2'' health as float (1-0)(?)
<br>


=== GetTargetInfo ===
=== GetPlayerDistance ===
'''Definition:'''
'''Definition:'''
GetTargetInfo() -> string name float health dist int factionid string guild ship
GetPlayerDistance(int charid) -> float distance
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get info about target
get distance to another character
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id of another character in this sector
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''name'''<br>
''distance'' distance to character in m
'''health''' health in percent<br>
<br>
'''dist''' distance in m<br>
'''factionid''' faction of target<br>
'''guild''' guild tag of target<br>
'''ship''' name of targets ship
<br><br>


=== GetTip ===
=== GetPlayerFaction ===
'''Definition:'''
'''Definition:'''
GetTip(int tipid) -> string tip
GetPlayerFaction(int charid) -> int factionid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get loading screen with given index
get nation of a player
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''tipid''' tip id (1-n)
''charid'' character id or nil
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''tip''' loading screen tip
''factionid'' number representing the faction (1-13, 99)
<br><br>
<br>


=== GetTurretNamesByStationType ===
=== GetPlayerFactionStanding ===
'''Definition:'''
'''Definition:'''
GetTurretNamesByStationType(string stype) -> {string tur1 ..}
GetPlayerFactionStanding(int factionid, charid) -> int standing
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get turret name of provided station type
get a players standing with a faction
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''stype''' station type
''factionid'' a number representing a faction. Only 1 to 3 work for other players. [[factionid]]<br>
<br><br>
''charid'' [[charid]] of a player (in the current sector?). nil is equivalent of own id.
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''tur1''' turret name (2-n)(?)
''standing'' number representing faction standing 0-65535, (0 in-game being -1000, 32768 in-game being 0 and 65535 being 1000 in-game)
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">GetTurretNameByStationType("frigate") -> {2 = "LeftAft", 3 = "Left Front", 4 = "Left Lower Fin" ..}</source>
If the player's Itani Faction Standing was 0:
<br><br>
<source lang="lua">print( GetPlayerFactionStanding(1) ) -> "32768"</source>
Or used in conjunction with GetPlayerFaction:
<source lang="lua">print( GetPlayerFactionStanding( GetPlayerFaction(charid) )
-> "Will return the players faction standing of the faction that charid belongs to." )</source>
<br>


 
=== GetPlayerHealth ===
=== GetTutorialLevel ===
'''Definition:'''
'''Definition:'''
GetTutorialLevel() -> int num
GetPlayerHealth(int charid) -> float health
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
return if the player has done the tutorial(?)
get health of provided character
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''num''' 0 if tutorial wasn'T done -1 if it was, I think ...
''health'' health of character in percent or -1 if character is not in the current sector
<br><br>
<br>


 
=== GetPlayerName ===
=== GetUserName ===
'''Definition:'''
'''Definition:'''
GetUserName() -> string Name
GetPlayerName(int charid) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Returns the username.
get name of character
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''Name''' <test:username> or <dev:username> if you are on the test or dev server, otherwise <username>.
''name''
<br><br>
<br>


=== GiveMoney ===
=== GetPlayerNodeID ===
'''Definition:'''
'''Definition:'''
GiveMoney(string char, int amount) -> nil
GetPlayerNodeID(int charid) -> int nodeid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
transfer money to a character
get [[nodeid]] of a character in the sector
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''char''' name of a character within the sector<br>
''charid'' character id
'''amount''' amount of money to transfer
<br>
<br><br>
'''Returns:'''<br>
''nodeid'' [[nodeid]] or nil if charid is invalid
<br>


=== HasActiveShip ===
=== GetPrimaryShipIDOfPlayer ===
'''Definition:'''
'''Definition:'''
HasActiveShip() -> bool aship
GetPrimaryShipIDOfPlayer(int charid) -> int shipid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
return true if the player has an active ship
get shipid of a character (= objectid?)
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''aship''' true if the player has an activer ship otherwise false
''shipid''
<br><br>
<br>


=== HasLastShipLoadout ===
=== GetPrimaryShipNameOfPlayer ===
'''Definition:'''
'''Definition:'''
HasLastShipLoadout() -> bool loadout
GetPrimaryShipNameOfPlayer(int charid) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
return true if the player has a last ship loadout saved. (see ClearLastShipLoadout)
get ship name (type) of provided character
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''loadout''' true if the player has a last shiploadout saved otherwise false
''name''
<br><br>
<br>


=== IsConnected ===
=== GetProfitColor ===
'''Definition:'''
'''Definition:'''
IsConnected() -> bool connected
GetProfitColor(int price, cost) -> string color
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
return true if the player is connected to the game
get color depending on the given prices
<br><br>
<br>
'''Arguments:'''<br>
''price'' sell price<br>
''cost'' buy price
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''connected''' true if the player is connected otherwise false
''color'' iup color string
<br><br>
<br>


=== IsEnemy ===
=== GetProfitHexColor ===
'''Definition:'''
'''Definition:'''
IsEnemy(charid) -> bool enemy
GetProfitHexColor(int price, cost) -> string color
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Part of the base radar functionality. Used in conjunction with GetFriendlyStatus.
get color in hex format depending on the given prices
<br><br>
<br>
'''Arguments:'''<br>
''price'' sell price<br>
''cost'' buy price
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''enemy''' returns true if someone is an enemy, otherwise false. Totally unreliable.
''color'' hex color string. format: "rrggbb"
<br><br>
<br>


=== IsGroupMember ===
=== GetProximityWarningDistance ===
'''Definition:'''
'''Definition:'''
IsGroupMember(int charid) -> bool grmember
GetProximityWarningDistance() -> int dist
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if the provided character is a group member
get proxy warnign distance<br>
<br><br>
Note: even returns the distance when proxy warning is disabled
'''Arguments:'''<br>
<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''grmember''' true if character is a groupmember false if not or you aren't member of a group
''dist'' proxy distance.
<br><br>
<br>


 
=== GetSectorAlignment ===
=== IsGuildMember ===
'''Definition:'''
'''Definition:'''
IsGuildMember(int charid) -> bool guildmember
GetSectorAlignment() -> int alignment
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if the provided character is a guild member
returns the alignment of the current sector<br>
<br><br>
<br>
'''Arguments:'''<br>
'''charid''' character id
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''gumember''' true if character is a guildmember false if not or you aren't member of a guild
''alignment'' int representing alignment of the current sector. see: [[FactionName]]
<br><br>
<br>


=== IsInDuel ===
=== GetSectorMonitoredStatus ===
'''Definition:'''
'''Definition:'''
IsInDuel(charid) -> bool
GetSectorMonitoredStatus() -> int monitor
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Returns true if charid is in a duel, otherwise false.
returns the monitor status of the current sector (Unmonitored, Guarded ...) see: [[FactionMonitor]] and [[FactionMonitorStr]] <br>
<br><br>
<br>
'''Returns:'''<br>
''monitor'' monitor status
<br>


=== IsPlayerRequestingBuddy ===
=== GetShipAmmoPrices ===
'''Definition:'''
'''Definition:'''
IsPlayerRequestingBuddy(?) -> ?
GetShipAmmoPrices(int ship) -> table prices
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not tried. sounds obvious though
get cost of ship ammo
<br><br>
<br>
'''Arguments:'''<br>
''ship'' [[itemid]] of a ship
<br>
'''Returns:'''<br>
''prices'' weapon itemid ammo price pairs<br>
''prices.allammoprice'' cost of reloading all weapons<br>
''prices.allammoquantity'' amoutn of ammo to reload
<br>


=== IsPlayerRequestingDuel ===
=== GetShipCargoCount ===
'''Definition:'''
'''Definition:'''
IsPlayerRequestingDuel(?) -> ?
GetShipCargoCount(int itemid) -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not tried. sounds obvious though
get amount of cargo in the ship
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' item id of a ship
<br>
'''Returns:'''<br>
''num'' amount of argo in ship in cu
<br>


 
=== GetShipInventory ===
 
=== IsPlayerRequestingGroupInvite ===
'''Definition:'''
'''Definition:'''
IsPlayerRequestingGroupInvite(?) -> ?
GetShipInventory(int itemid) -> {cargo = {int cargoitemid ..}, addons = {int addonitemid ..}}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not tried. sounds obvious though
get itemids of items attached to a ship
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' item id of a ship
<br>
'''Returns:'''<br>
''cargo'' array with cargo items<br>
''addons'' array with addons<br>
''cargoitemid'' itemids of cargo items<br>
''addonitemid'' itemids of addons
<br>


 
=== GetShipList ===
 
=== IsProximityWarningEnabled ===
'''Definition:'''
'''Definition:'''
IsProximityWarningEnabled() -> bool isproxy
GetShipList() -> {int itemid ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if proximity warning is enabled
get list of your ships in the current station. produces error when called outside station..
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''isproxy''' true if proximity warning is enabled otherwise false
''itemid'' itemid of a ship
<br><br>
<br>


 
=== GetShipMaxCargo ===
 
 
=== IsStormPresent ===
'''Definition:'''
'''Definition:'''
IsStormPresent() -> bool isstorm
GetShipMaxCargo(int itemid) -> int cargo
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if there's a storm in the current sector
get amount of cargo the given ship can hold
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of a ship
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''isstorm''' true if storm is present otherwise false
''cargo'' cargo in cu
<br><br>
<br>


 
=== GetShipMeshInfo ===
=== IsTransactionInProgress ===
'''Definition:'''
'''Definition:'''
IsTransactionInProgress() -> bool trans
GetShipMeshInfo(int itemid) -> string id model int color
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if a transaction is in progress (like selling a ship, items ..)
get mesh information about equipment in your inventory. if an invalid itemid is given the info about the current ship is returned
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of one of your ships or nil
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''trans''' true if transaction in progress
''id'' of the ship<br>
<br><br>
''model'' filename of the model(?)<br>
''color'' [[colorid]] of the item see [[API Index#ShipPalette|ShipPalette]]
<br>
'''Example:'''<br>
<source lang="lua">GetShipMeshInfo(1234) -> "ship_generic_behemoth" "gaf/ship_generic_behemoth.dfs" 166</source>
<br>


 
=== GetShipPortIDOfItem ===
=== IsVoiceChatEnabled ===
'''Definition:'''
'''Definition:'''
IsVoiceChatEnabled() -> bool vc
GetShipPortIDOfItem(int itemid1, int itemid2) -> int portid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if voice chat is enabled
get port of weapon in one of your ships
<br><br>
<br>
'''Arguments:'''<br>
''itemid1'' itemid of one of your ships<br>
''itemid2'' itemid of a weapon or nil
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''vc''' true if voice chat is enabled
''portid'' port of a wweapon or first free port if itemid2 is nil
<br><br>
<br>


 
=== GetShipPurchaseColor ===
=== JettisonAll ===
'''Definition:'''
'''Definition:'''
JettisonAll() -> nil
GetShipPurchaseColor() -> int color
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Jettison all of your ships cargo
get selected color from the color picker
<br><br>
<br>
'''Returns:'''<br>
''colorid'' number representing color (0-255)
<br>


 
=== GetSkillLevel ===
 
=== JettisonMultiple ===
'''Definition:'''
'''Definition:'''
JettisonMultiple{item1 = {int id, int quantity} ..} -> nil
GetSkillLevel(int licenseid) -> int current next
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Jettison cargo items and quantitiss according to the provided table
get current and required xp for next level or provided skill
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''item1''' table containing quantity and itemid of cargo to jettison
''licenseid'' type of license (1-5)
'''id''' itemid of cargo item
<br>
'''quantity''' amount of this cargo to jettison
'''Returns:'''<br>
<br><br>
''current'' current xp
'''Example:'''<br>
''next'' xp required for next level
<source lang="lua">JettisonMultiple{{id=1234, quantity=2}, {id=1235, quantity=3}}</source><br>
<br>
jettison 2 untis of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>


=== GetSkirmishInfo ===
'''Definition:'''<br>
GetSkirmishInfo() -> int crew1 crew2 init1 init2 string name1 name2 bool active
<br>
'''Description:'''<br>
returns crew info for skirmish missions
<br>
'''Returns:'''<br>
''crew1'' crew members left for side 1 (top bar)<br>
''crew2'' crew members left for side 2 (bottom bar)<br>
''init1'' initial crew strength for side 1<br>
''init2'' initial crew strength for side 2<br>
''name1'' name of side 1<br>
''name2'' name of side 2<br>
''active'' true if mission active(?)
<br>


=== GetStationAddonList ===
'''Definition:'''
GetStationAddonList() -> {int itemid ..}
<br>
'''Description:'''<br>
get array with your addons in the station hold
<br>
'''Returns:'''<br>
''itemid'' [[itemid]] of one of your addons
<br>


 
=== GetStationAmmoInfoByID ===
 
=== JettisonSingle ===
'''Definition:'''
'''Definition:'''
JettisonSingle(int itemid, int quantity) -> nil
GetStationAmmoByID(int itemid) -> {bool is_ammorepair, string type, int unitcost, int price, string longdesc, string desc,  bool locallyproduced, int itemid, string icon}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Jettison provided type and amount of cargo
get info about ammo based weapons in the station by item id
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' itemid of cargo item
''itemid'' itemid
'''quantity''' amount of cargo to jettison
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">JettisonMultiple(1234, 2)</source><br>
jettison 2 units of the cargo with the itemid 1234
<br><br>


 
=== GetStationCargoList ===
=== JoinChannel ===
'''Definition:'''
'''Definition:'''
JoinChannel{channelid1 ..} -> nil
GetStationCargoList() -> {int itemid ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
join the provided channels without leaving existing channels
get list of cargo items in the current station. produces error when called outside station..
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''channelid1''' channel number (1 - 2^32) the last index is the active channel
''itemid'' itemid of a trade item
<br><br>
<br>


 
=== GetStationChatLog ===
=== LeaveChannel ===
'''Definition:'''
'''Definition:'''
LeaveChannel{channelid1 ..} -> nil
GetStationChatLog() -> {string msg ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
leave the provided channels
get table with messages in the station chat
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''channelid1''' channel number (1 - 2^32)
''msg'' chat message
<br><br>
<br>


 
=== GetStationCurrentCargo ===
=== ListChannels ===
'''Definition:'''
'''Definition:'''
ListChannels() -> nil
GetStationCurrentCargo() -> int cargo
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
print list of currently joined channels and usage info to the chatarea
get amount of cargo currently in this station. including cargo, equipment, ships ..
<br><br>
<br>
'''Returns:'''<br>
''cargo'' amount of cargo in cu
<br>


 
=== GetStationDesiredItem ===
=== LoadCargo ===
'''Definition:'''
'''Definition:'''
LoadCargo({{int itemid, int quantity} ..}, function cb) -> nil
GetStationDesiredItem(int index) -> string ditem
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Load cargo items and quantitiss according to the provided table
Get the string name of an item that this station desires. The index ranges from 1 to [[API Index#GetNumStationDesiredItems|GetNumStationDesiredItems()]].
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' itemid of cargo item<br>
''index'' index in list of strings
'''quantity''' amount of this cargo to load<br>
<br>
'''cb''' optional function to call on success
'''Returns:'''<br>
<br><br>
''ditems'' desired item
'''Example:'''<br>
<br>
<source lang="lua">LoadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
load 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>


 
=== GetStationFaction ===
=== LoadChannels ===
'''Definition:'''
'''Definition:'''
LoadChannels() -> nil
GetStationFaction(int stationid) -> int factionid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
restore chat channels from config file(?)
get faction of the given station
<br><br>
<br>
'''Arguments:'''<br>
''stationid'' [[stationid]]
<br>
'''Returns:'''<br>
''factionid'' [[factionid]] or 0 if stationid invalid
<br>


=== LoadMissionNotes ===
=== GetStationFactionAppraisalModifier ===
'''Definition:'''
'''Definition:'''
LoadMissionNotes() -> string notes
GetStationFactionAppraisalModifier() -> float modifier
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
read and return players notes from playernotes.txt. See also: [[Function_Index#SaveMissionNotes]]
Returns a number that seems to affect the price of storage space. depends on faction standing or something
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''notes''' mission notes text
''modifier''
<br><br>
<br>


=== LoadNavpath ===
=== GetStationLocation ===
'''Definition:'''
'''Definition:'''
LoadNavpath(string navpath) -> {int sectorid1 ..}
GetStationLocation() -> int stationid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
load navroute by name and return array with hops
get the [[stationid]] of the current station
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''sectorid1''' [[sectorid]] of a hop on this navroute first index is first hop (1-n)
''stationid'' [[stationid]] or nil if not docked to a station
<br><br>
<br>


 
=== GetStationLogReadState ===
=== LoadSystemNotes ===
'''Definition:'''
'''Definition:'''
LoadSystemNotes(int systemid) -> string notes
GetStationLogReadState() -> bool read
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
load system notes from settings/<charactername>/system<systemid>notes.txt
Tell if the stationlog/bar was displayed. [[API_Index#SetStationLogRead|SetStationLogRead]] was called since the last line was added to the log.
<br><br>
<br>
'''Arguments:'''<br>
'''sectorid''' [[systemid]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''notes''' string with system notes
''read'' true if the log was displayed
<br><br>
<br>


 
=== GetStationMaxCargo ===
=== LocationStr ===
'''Definition:'''
'''Definition:'''
LocationStr(int sectorid) -> string sname
GetStationMaxCargo() -> int cargo
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
translate a sectorid into a sector name. error if no argument provided
return amount of cargo this station can hold.
<br><br>
<br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''sname''' sector name
''cargo'' amount of cargo in cu
<br><br>
''purchaseable max''  
'''Example:'''<br>
''purchaseincrement''
<source lang="lua">LocationStr(5000) -> "Sedina System, Sector H-9"</source>
''purchase price''
<br><br>
''mincargo''
''rent''
<br>


=== Login ===
=== GetStationMerchInfo ===
'''Definition:'''
'''Definition:'''
Login(string username, string password) -> nil
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>
<br>
'''Description:'''<br>
'''Description:'''<br>
Login to the game. crashes game when arguments are missing...
get info about items this station sells
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''username''' vendetta account name<br>
''merchid'' id of sold items (1-n), where n = GetNumStationMerch()
'''password''' password
<br>
<br><br>
'''Example:'''<br>
<source lang="lua">
for item = 1, GetNumStationMerch() do
    local haveitem = GetStationMerchInfo(item);
    console_print("Station has item: ".. haveitem.name);
end
</source>
<br>


=== Logout ===
=== GetStationMerchInfoByID ===
'''Definition:'''
'''Definition:'''
Logout() -> nil
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>
<br>
'''Description:'''<br>
'''Description:'''<br>
Inititate logout sequence.
get info about items this station sells by itemid
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' itemid of sold items
<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>
'''arg1:''' ?<br>
'''arg2:''' random seed<br>
<br><br>


=== NPlural ===
=== GetStationMerchPriceByID ===
'''Definition:'''
'''Definition:'''
NPlural(string arg1, string arg2) -> string pstring
GetStationMerchInfoByID(int itemid) -> int price
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
concaterates the two provided strings together and pluralizes the result
get price of an item this station sells
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''arg1''' first substring<br>
''itemid'' itemid of sold items
'''arg2''' second substring<br>
<br>
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''pstring''' concaterated and pluralized string
''price'' price of an item or 0 if this item isn't sold
<br><br>
<br>
'''Example:'''<br>
 
<source lang="lua">NPlural("Serco", "Cookie") -> "Serco Cookies"</source>
<br><br>






=== ParseXML ===
=== GetStationName ===
'''Definition:'''
'''Definition:'''
ParseXML(string xmlstring) -> {dom}
GetStationName(int stationid) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns the provided string as a collection of substrings and nodes as subtables ..see example
Get the name of a station. If the provided stationid is invalid the function produces a lua error.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''xmlstring''' string containing xml tags
* ''stationid'' [[stationid]] or nil for the current station
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''dom''' table with xml nodes and substrings
* ''name'' Long name of the current station if no argument is given, otherwise the sector name and coordinates of a station.
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">ParseXML("a <xml>test</xml>woohoo<tag>subtext<bla>subsubtext</bla></tag>") ->
<source lang="lua">
{"a ", {"test", "xml"}, "woohoo", {"subtext", {"subsubtext", "bla" }, "tag"}}</source>
GetStationName(200*256+1) --returns "Sol II H-13" (200 is the sectorid for Sol II, H-13)
<br><br>
GetStationName() -- returns "SkyCommand" when in the station at Sol II, H-13
</source>
<br>


=== PlayerInStation ===
=== GetStationSellableInventoryInfoByID ===
'''Definition:'''
'''Definition:'''
PlayerInStation() -> bool instation
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>
<br>
'''Description:'''<br>
'''Description:'''<br>
tell if the player is in a station or capship
get sellable inventory info by id ...
<br><br>
<br>
'''Returns:'''<br>
'''instation''' true if the player is in a station otherwise false
<br><br>


=== PlayerInventoryPairs ===
=== GetStationSellableInventoryPriceByID ===
'''Definition:'''
'''Definition:'''
PlayerInventoryPairs() -> int itemid table iteminfo
GetStationSellableInventoryPriceByID(int itemid, int quantity) -> int value, unitprice
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Iterator function that returns information about an item in the players inventory each time it is called. works like pairs()
Get value of inventory items and price per unit in the current station
<br><br>
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of an inventory item in the current station<br>
''quantity'' number of units of this item (optional)
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''itemid''' [[itemid]]<br>
''value'' value of item(s)<br>
'''iteminfo''' inventory [[iteminfo]]
''unitprice'' price per unit
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">for i,v in PlayInventoryPairs() do console_print(i) printtable(v) end</source>
<source lang="lua">
prints the info of every item in the players inventory to the console
GetStationSellableInventoryPriceByID(1234, 2) -> 2000, 1400
<br><br>
-- Two units of item 1234 are worth 2000c. The station sells a unit for 1400c.
</source>
<br>


=== PrintJoinUsage ===
=== GetStationShipList ===
'''Definition:'''
'''Definition:'''
PrintJoinUsage() -> nil
GetStationShipList(int itemid) -> {int itemid1 ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
prints how to use /join to the chatarea
get array of your ships in the current station
<br><br>
<br>
'''Returns:'''<br>
''itemid?'' itemid of ship in the current station
<br>


 
=== GetStationTurretInfo ===
 
=== PrintLeaveUsage ===
'''Definition:'''
'''Definition:'''
PrintLeaveUsage() -> nil
GetStationTurretInfo(int turretid) -> {int objectid, int nodeid, float armorpercent, int itemid}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
prints how to use /leave to the chatarea
get information about a stations or ships turrets
<br><br>
<br>
'''Arguments:'''<br>
''turretid''' id of a turret
<br>
'''Returns:'''<br>
''objectid''<br>
''nodeid''<br>
''armorpercent'' armor level<br>
''itemid''
<br>


 
=== GetStationType ===
=== PrintTransactionTable ===
'''Definition:'''
'''Definition:'''
PrintTransactionTable() -> nil
GetStationType() -> string stype
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
print pending transactions.
get station type
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
{[x]={trackback="...(tail call): ?", wantcount=0, count=0}}
''stype'' station type. returns "frigate" when docked to a cruiser otherwise nil
for current transactions, otherwise returns nil.
<br>
<br><br>


=== ProcessEvent ===
=== GetStorageItemInfo ===
'''Definition:'''
'''Definition:'''
ProcessEvent(string eventtype, data) -> nil
GetStorageItemInfo() -> ??
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Processes various events. Trigger a with [[Function_Index#RegisterEvent]] defined event
no clue. can't make it return anything
<br><br>
<br>
'''Arguments:'''<br>
'''eventtype''' [[eventtype]]<br>
'''data''' varies depending on eventtype. Sometimes it's a table, sometimes it's a string.
<br><br>


=== GetStorageLocationSector ===
'''Definition:'''
GetStorageLocationSector(int arg1) -> int ret1
<br>
'''Description:'''<br>
returns some number when fed with an itemid
<br>


=== PurchaseMerchandiseItem ===
=== GetSurveyChoices ===
'''Definition:'''
'''Definition:'''
PurchaseMerchandiseItem(int itemid, int amount) -> nil
GetSurveyChoices() -> {}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
buy the provided item
returns an empty table!
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' itemid of cargo merch item
<br><br>


 
=== GetSurveyQuestion ===
=== PurchaseShipLoadout ===
'''Definition:'''
'''Definition:'''
PurchaseShipLoadout(func arg1) -> ??
GetSurveyQuestion() -> string ret1
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
no clue takes function as first argument
returns an empty string!
<br><br>
<br>
'''Returns:'''<br>
''ret1'' an empty string!
<br>


 
=== GetSystemID ===
 
 
=== RegisterEvent ===
'''Definition:'''
'''Definition:'''
RegisterEvent({func OnEvent}, string eventtype) -> nil
GetSystemID(int sectorid) -> int systemid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
hook up object to event. the obect is a table with a method called OnEvent that is called when the event is triggered
get systemid of the given sector. lua error on nil
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''OnEvent''' function to call when event is triggered<br>
''sectorid'' [[sectorid]]
'''eventtype''' [[eventtype]]
<br>
<br><br>
'''Returns:'''<br>
'''Example:'''<br>
''systemid'' [[systemid]]
obj = {}
<br>
-- create method in above created table that prints out the name of the event and the data passed to it
function obj:OnEvent(event, ...) print(event) print(...) end
-- Register the event
RegisterEvent(obj, "TEST_EVENT")
-- trigger the event and pass the string "test" to it
ProcessEvent("TEST_EVENT", "test")
-- which should output:
-- TEST_EVENT
-- test
</source>
<br><br>


=== RegisterUserCommand ===
=== GetTargetDistance ===
'''Definition:'''
'''Definition:'''
RegisterUserCommand(string commandname, func callback(dataarg, {arguments1, ..}), data) -> nil
GetTargetDistance() -> float dist
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
hook up object to command
get distance to target
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''commandname''' string containing the command<br>
''dist'' distance to target in m
'''callback''' function accepting two arguments to run when command is executed<br>
<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>
'''Example:'''<br>
<source lang="lua">
-- function to call when the command is entered
local function printfunc(data, args)
  -- data contains the third parameter of RegisterUserCommand
  local str = tostring(data)
  -- if the command was entered without parameters args is nil otherwise a table containing the parameters
  if args then
    str = str..tostring(args[1])
  end
  print(str)
end
RegisterUserCommand("printsomething", printfunc, "test")</source><br>
Registers the command "printsomething" that calls a function that prints the text "test" and the first argument appended<br>
<br><br>


=== ReloadInterface ===
=== GetTargetFriendlyStatus ===
'''Definition:'''
'''Definition:'''
ReloadInterface() -> nil
GetTargetFriendlyStatus() -> int fstatus
<br><br>
<br>
'''Description:'''<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 /plugins directory.
get friendlyness of target
<br><br>
<br>
'''Returns:'''<br>
''fstatus'' Returns 0 to 3. Target is friendly if 3, unfriendly otherwise
<br>


=== RentStorage ===
=== GetTargetInfo ===
'''Definition:'''
'''Definition:'''
RentStorage(int storage) -> nil
GetTargetInfo() -> string name float health dist int factionid string guild ship
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Rent storage space at the current station.
get info about target
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''storage''' amount of space to rent. value is rounded up to a multiple of 10K
''name''<br>
<br><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>


=== RepairShip ===
=== GetTip ===
'''Definition:'''
'''Definition:'''
RepairShip() -> ??
GetTip(int tipid) -> string tip
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not tested
get loading screen with given index
<br><br>
<br>
'''Arguments:'''<br>
''tipid'' tip id (1-n)
<br>
'''Returns:'''<br>
''tip'' loading screen tip
<br>


=== ReplenishAll ===
=== GetTurretNamesByStationType ===
'''Definition:'''
'''Definition:'''
ReplenishAll(int itemid, func cb) -> nil
GetTurretNamesByStationType(string stype) -> {string tur1 ..}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
replenish all weapons on provided ship
get turret name of provided station type
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of ship<br>
''stype'' station type
'''cb''' function to be called once the transaction is complete
<br>
<br><br>
'''Returns:'''<br>
''tur1'' turret name (2-n)(?)
<br>
'''Example:'''<br>
<source lang="lua">GetTurretNameByStationType("frigate") -> {2 = "LeftAft", 3 = "Left Front", 4 = "Left Lower Fin" ..}</source>
<br>


=== ReplenishWeapon ===
=== GetTutorialLevel ===
'''Definition:'''
'''Definition:'''
ReplenishWeapon() -> ??
GetTutorialLevel() -> int num
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not tested
return if the player has done the tutorial(?)
<br><br>
<br>
'''Returns:'''<br>
''num'' 0 if tutorial wasn'T done -1 if it was, I think ...
<br>


 
=== GetUserName ===
=== RequestCharacterStats ===
'''Definition:'''
'''Definition:'''
RequestCharacterStats() -> nil
GetUserName() -> string Name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
no clue
Returns the username.
<br><br>
<br>
'''Returns:'''<br>
'''Name''' <test:username> or <dev:username> if you are on the test or dev server, otherwise <username>.
<br>


 
=== GiveMoney ===
 
=== RequestLaunch ===
'''Definition:'''
'''Definition:'''
RequestLaunch() -> bool ret
GiveMoney(string char, int amount) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launches from the station. Any issues preventing launch are reported via pop-up window. Otherwise, the player's ship undocks.
transfer money to a character
<br><br>
<br>
'''Returns:'''<br>
'''Arguments:'''<br>
'''ret''' always true (?)
''char'' name of a character within the sector<br>
<br><br>
''amount'' amount of money to transfer
<br>


=== RequestMissionDetails ===
=== HasActiveShip ===
'''Definition:'''
'''Definition:'''
RequestMissionDetails(int missionid) -> nil
HasActiveShip() -> bool aship
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Request information about the given mission (aka the info button) and pop up [[API_Index#MissionPromptDialog]] if id is valid
return true if the player has an active ship
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''missionid''' mission id (1-n)
''aship'' true if the player has an activer ship otherwise false
<br><br>
<br>


=== RequestMissionList ===
=== HasLastShipLoadout ===
'''Definition:'''
'''Definition:'''
RequestMissionList() -> nil
HasLastShipLoadout() -> bool loadout
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
no clue. maybe used by /updatestation
return true if the player has a last ship loadout saved. (see ClearLastShipLoadout)
<br><br>
<br>
'''Returns:'''<br>
''loadout'' true if the player has a last shiploadout saved otherwise false
<br>


=== HelpCharAccom ===
'''Description:'''<br>
[[helpfunc]]
<br>


=== RequestNewsArticle ===
=== HelpCharFaction ===
'''Definition:'''
RequestNewsArticle(int newsindex) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
ask server for news item(?)<br>
[[helpfunc]]
fills [[API_Index#NewsDialog]] with given news item
<br>
<br><br>
'''Arguments:'''<br>
'''newsindex''' index of news item, newest first
<br><br>


=== RequestNewsHeadlines ===
=== HelpCharGuild ===
'''Definition:'''
RequestNewsHeadlines() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
ask server for news item list?
[[helpfunc]]
<br><br>
<br>


=== RequestTargetStats ===
=== HelpCharInventory ===
'''Definition:'''
RequestTargetStats() -> int charid
<br><br>
'''Description:'''<br>
'''Description:'''<br>
get character id of target (considreing the name maybe more?)
[[helpfunc]]
<br><br>
<br>
'''Returns:'''<br>
'''charid''' character id of torgat or yours if no target selected
<br><br>


=== ResetTutorial ===
=== HelpCharStats ===
'''Definition:'''
ResetTutorial() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Reset the tutorial flag. the player will have to go through it again after docking.
[[helpfunc]]
<br><br>
<br>


=== RunTutorial ===
=== HelpCommoditiesAction ===
'''Definition:'''
RunTutorial() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
launch tutorial
[[helpfunc]]
<br><br>
<br>


=== SaveChannels ===
=== HelpGridPower ===
'''Definition:'''
SaveChannels() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Save joined channels(?). Kinda useless since trhat's done as soon as you join one
[[helpfunc]]
<br><br>
<br>


=== SaveMissionNotes ===
=== HelpIgnore ===
'''Definition:'''
SaveMissionNotes(string notes) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Save the provided string to the characters mission notes file. See also: [[API Index#LoadMissionNotes]]
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''notes''' text to be saved in the notes file
<br><br>


=== SaveSystemNotes ===
=== HelpLargeAddonsAction ===
'''Definition:'''
SaveSystemNotes(string notes, int systemid) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
save system notes to settings/<charactername>/system<systemid>notes.txt
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''notes''' Notes to save. Normally a spickled version of an [[API Index#SystemNotes]] entry, but it accepts anything<br>
'''sectorid''' [[systemid]]
<br><br>


=== SaveNavpath ===
=== HelpOtherAddonsAction ===
'''Definition:'''
SaveNavpath({int sectorid1 ..}, string name) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Save the provided navroute
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''sectorid1''' [[sectorid]] of each hop<br>
'''name''' name of this route
<br><br>
'''Example:'''<br>
<source lang="lua">SaveNavpath({5000, 5001, 5002}, "sedina") -> nil</source><br>
a route that hops around in sedina called "sedina"
<br><br>


=== SaveShipLoadout ===
=== HelpPDAAdvancementLog ===
'''Definition:'''
SaveShipLoadout() -> ??
<br><br>
'''Description:'''<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
[[helpfunc]]
<br><br>
<br>
'''Example:'''<br>


=== SectorIDFromLocationStr ===
=== HelpPDAJettison ===
'''Definition:'''
'''Description:'''<br>
SectorIDFromLocationStr(string location) -> int sectorid
[[helpfunc]]
<br><br>
<br>
 
=== HelpPDAKilledByList ===
'''Description:'''<br>
'''Description:'''<br>
Convert a location string into a [[sectorid]].
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''location''' location string. output of [[API_Index#ShortLocationStr]]
<br><br>
'''Returns:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Example:'''<br>
<source lang="lua">SectorIDFromLocationStr("Sedina H-9") -> 5000</source><br>


=== SelectActiveShip ===
=== HelpPDAKilledList ===
'''Definition:'''
SelectActiveShip(int itemid) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Set the given ship active
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' itemid of  ship in the current station
<br><br>
'''Example:'''<br>


=== SelectCharacter ===
=== HelpPDAMissionLog ===
'''Definition:'''
SelectCharacter(int charslot) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Select characteri in given slot and enter the game with it (only "works" when you haven'T one selected yet)
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''charslot''' a character slot (1-5)
<br><br>


=== SellInventoryItem ===
=== HelpPDAMissionNotes ===
'''Definition:'''
SellInventoryItem(int itemid, int amount) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Sell the provided amount of an inventory item from the current station or ship when docked to a station
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' itemid of an item at the current station<br>
'''amount''' how many to sell
<br><br>
'''Example:'''<br>


=== SendChat ===
=== HelpPDANearbyShips ===
'''Definition:'''
SendChat(string msg, string dst, string dstparam) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Send a message to the provided destination.
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
 
'''msg''' the message<br>
=== HelpPDAPVPList ===
'''dst''' destination<br>
'''Description:'''<br>
known destinations:<br>
[[helpfunc]]
"SAY" sector chat<br>
<br>
"SECTOR" sector chat<br>
"STATION" station 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>
'''dstparam''' if dst = PRIVATE, the player to send the message, if dst = CHANNEL the channel to send the message (nil for current channel)
<br><br>
'''Example:'''<br>
<source lang="lua">SendChat("Hi", "PRIVATE", "dude") -> nil</source><br>
send the message "Hi" to player dude
<br><br>


=== SendMissionQuestionResponse ===
=== HelpPDAStationVisitsList ===
'''Definition:'''
SendMissionQuestionResponse(int num) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
called by the initial info dialog 1 = accept, 0 = decline
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''num''' 1 or 0
<br><br>


=== SetCurrentChatTab ===
=== HelpSellAction ===
'''Definition:'''
SetCurrentChatTab() -> ??
<br><br>
'''Description:'''<br>
'''Description:'''<br>
does nothing. maybe a leftover from the general/mission chat system
[[helpfunc]]
<br><br>
<br>


=== SetHomeStation ===
=== HelpSellAddons ===
'''Definition:'''
SetHomeStation() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
set current station as your home station
[[helpfunc]]
<br><br>
<br>


=== SetProximityWarningDistance ===
=== HelpSellCommodities ===
'''Definition:'''
SetProximityWarningDistance(int dist) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
set proximity warning distance ..
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
 
'''dist''' proximity distance
=== HelpShipAmmo ===
<br><br>
'''Description:'''<br>
[[helpfunc]]
<br>


=== SetShipPurchaseColor ===
=== HelpShipCargo ===
'''Definition:'''
SetShipPurchaseColor(int color) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
color of the next ship the player will buy
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''color''' color value (0-255)
<br><br>


=== SHA1 ===
=== HelpShipEquip ===
'''Definition:'''
SHA1(string text) -> string hash
<br><br>
'''Description:'''<br>
'''Description:'''<br>
generate SHA1 hash of the given string
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''text''' text to hash
<br><br>
'''Returns:'''<br>
'''hash''' hash of text
<br><br>
'''Example:'''<br>
<source lang="lua">SHA1("hi there!") -> "a903cda4b5b93d3204af0fd6b7b92d24af1923a5"</source>
<br><br>


=== ShortLocationStr ===
=== HelpShipGroup ===
'''Definition:'''
ShortLocationStr(int sectorid) -> string loc
<br><br>
'''Description:'''<br>
'''Description:'''<br>
string representing the provided sector
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''loc''' short sector description
<br><br>
'''Example:'''<br>
<source lang="lua">ShortLocationStr(5000) -> "Sedina H-9"</source>
<br><br>


=== ShouldTutorialRun ===
=== HelpShipPurchase ===
'''Definition:'''
ShouldTutorialRun() -> bool tut
<br><br>
'''Description:'''<br>
'''Description:'''<br>
tell if the player has done the tutorial
[[helpfunc]]
<br><br>
<br>
'''Returns:'''<br>
'''tut''' true if the player still has to do the tutorial otherwise false
<br><br>


=== SplitSectorID ===
=== HelpShipSelect ===
'''Definition:'''
SplitSectorID(int sectorid) -> int systemid sectorh sectorv
<br><br>
'''Description:'''<br>
'''Description:'''<br>
split up a sectorid into systemid and axis on the system grid
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''sectorid''' [[sectorid]]
<br><br>
'''Returns:'''<br>
'''systemid'''<br>
'''sectorh''' horizonatal axis<br>
'''sectorv''' vertical axis
<br><br>
'''Example:'''<br>
<source lang="lua">SplitSectorID(5000) -> 20 8 9</source><br>
Sedina h9
<br><br>


=== SplitStationID ===
=== HelpShipStatus ===
'''Definition:'''
SplitStationID(int stationid) -> int systemidl sectorhv
<br><br>
'''Description:'''<br>
'''Description:'''<br>
split up a stationid into systemid -1 and sector in system. this may be totally wrong
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''stationid''' a stationid
<br><br>
'''Returns:'''<br>
'''systemidl''' systemid - 1<br>
'''secttorhv''' sector in system
<br><br>


=== StartSellInventoryItem ===
=== HelpSmallAddonsAction ===
'''Definition:'''
StartSellInventoryItem(int itemid, function cb) -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Receive instant price updates for the given item.
[[helpfunc]]
<br><br>
<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of inventory item for which to receive instant price updates. Pass 0 to disable updates.
'''cb''' function to call on success
<br><br>


=== StationPlayerAmmoPairs ===
=== HelpStationAddonEquip ===
'''Definition:'''
StationPlayerAmmoPairs() -> int itemid table ammoinfo
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Iterator function that prints information about ammo based weapons in the players inventory at the current station each time it is called. works like pairs()
[[helpfunc]]
<br><br>
<br>
'''Returns:'''<br>
'''itemid''' [[itemid]]<br>
'''iteminfo''' [[ammoinfo]]
<br><br>
'''Example:'''<br>
<source lang="lua">for i,v in StationPlayerAmmoPairs() do console_print(i) printtable(v) end</source>
prints the ammo info of every ammo based weapon at the current station
<br><br>


=== StationSellableInventoryPairs ===
=== HelpStationAddonGroups ===
'''Definition:'''
'''Description:'''<br>
StationSellableInventoryPairs() -> int itemid table iteminfo
[[helpfunc]]
<br><br>
<br>
 
=== HelpStationBuddies ===
'''Description:'''<br>
[[helpfunc]]
<br>
 
=== HelpStationMission ===
'''Description:'''<br>
[[helpfunc]]
<br>
 
=== HelpStationNav ===
'''Description:'''<br>
[[helpfunc]]
<br>
 
=== HelpStationNews ===
'''Description:'''<br>
'''Description:'''<br>
Iterator function that prints information about an item in the players inventory at the current station each time it is called. works like pairs()
[[helpfunc]]
<br><br>
<br>
'''Returns:'''<br>
'''itemid''' [[itemid]]<br>
'''iteminfo''' [[iteminfo]]
<br><br>
'''Example:'''<br>
<source lang="lua">for i,v in StationSellableInventoryPairs() do console_print(i) printtable(v) end</source>
prints the item info of every inventory item at the current station to the console
<br><br>


=== StopTutorial ===
=== HelpStationWelcome ===
'''Definition:'''
StopTutorial() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
does nothing..
[[helpfunc]]
<br><br>
<br>


=== StrTable ===
=== HelpSystemNotes ===
'''Definition:'''
StopTutorial() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
seems to be another serialisation function. similar (the same?) to splickle
[[helpfunc]]
<br><br>
<br>


=== SubmitSurvey ===
=== HelpVoiceChat ===
'''Definition:'''
SubmitSurvey() -> nil
<br><br>
'''Description:'''<br>
'''Description:'''<br>
does nothing..
[[helpfunc]]
<br><br>
<br>


=== SwapAddons ===
=== HideAllDialogs ===
'''Definition:'''
'''Definition:'''
SwapAddons(int portid1 itemid1 porid1 itemid2 function cb) -> nil
HideAllDialogs() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Swap two addons equipped to the current ship (crashes client after undocking)
Hide all dialogs that were shown with [[API_Index#ShowDialog|ShowDialog]] or [[API_Index#PopupDialog|PopupDialog]]
<br><br>
<br>
'''Arguments:'''<br>
'''portid1''' port of first item<br>
'''itemid1''' itemid of addon that is supposed to go into port with id portid1<br>
'''portid2''' port of second item<br>
'''itemid2''' itemid of addon that is supposed to go into port with id portid2<br>
'''cb''' function to call on success
<br><br>
'''Example:'''<br>
assuming 1234 is currently in port 3 and 1235 in port 2 this could be used to swap them<br>
<source lang="lua">SwapAddons(2, 1234, 3, 1235)</source>
<br><br>


=== TabCompleteName ===
=== HideDialog ===
'''Definition:'''
'''Definition:'''
TabCompleteName(string name) -> string completename
HideDialog(userdata dialog) -> nil
<br><br>
<br>
'''Description:'''<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.
Hide a dialog that was shown with [[API_Index#ShowDialog|ShowDialog]] or [[API_Index#PopupDialog|PopupDialog]]
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''name''' name to be completed
''dialog'' a currently shown dialog
<br><br>
<br>
'''Returns:'''<br>
'''completename''' completed name
<br><br>


=== TutorialEnd ===
=== HideTooltip ===
'''Definition:'''
'''Definition:'''
TutorialEnd() -> nil
HideTooltip() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
finish up the tutorial
Hide [[API_Index#ToolTip|ToolTip]], the tooltip dialog
<br><br>
<br>


=== TutorialPart1 ===
=== IsConnected ===
'''Definition:'''
'''Definition:'''
TutorialPart1() -> nil
IsConnected() -> bool connected
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
return true if the player is connected to the game
<br><br>
<br>
'''Returns:'''<br>
''connected'' true if the player is connected otherwise false
<br>


=== TutorialPart2 ===
=== IsEnemy ===
'''Definition:'''
'''Definition:'''
TutorialPart2() -> nil
IsEnemy(charid) -> bool enemy
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
Part of the base radar functionality. Used in conjunction with GetFriendlyStatus.
<br><br>
<br>
'''Returns:'''<br>
''enemy'' returns true if someone is an enemy, otherwise false. Totally unreliable.
<br>


=== TutorialPart3 ===
=== IsGroupMember ===
'''Definition:'''
'''Definition:'''
TutorialPart3() -> nil
IsGroupMember(int charid) -> bool grmember
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
tell if the provided character is a group member
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id
<br>
'''Returns:'''<br>
''grmember'' true if character is a groupmember false if not or you aren't member of a group
<br>


=== TutorialPart4 ===
=== IsGuildMember ===
'''Definition:'''
'''Definition:'''
TutorialPart4() -> nil
IsGuildMember(int charid) -> bool guildmember
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
tell if the provided character is a guild member
<br><br>
<br>
'''Arguments:'''<br>
''charid'' character id
<br>
'''Returns:'''<br>
''gumember'' true if character is a guildmember false if not or you aren't member of a guild
<br>


=== TutorialPart5 ===
=== IsInDuel ===
'''Definition:'''
'''Definition:'''
TutorialPart5() -> nil
IsInDuel() -> bool duel
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
Returns true if the player is in a duel
<br><br>
<br>
'''Returns:'''<br>
''duel'' true if dueling
<br>


=== TutorialPart6 ===
=== IsPlayerRequestingBuddy ===
'''Definition:'''
'''Definition:'''
TutorialPart6() -> nil
IsPlayerRequestingBuddy(string name) -> bool req
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
Tell if the given player is requesting to become a buddy
<br><br>
<br>
'''Arguments:'''<br>
''name'' player name
<br>
'''Returns:'''<br>
''req'' true if player is requesting to become a buddy
<br>


=== TutorialPart7 ===
=== IsPlayerRequestingDuel ===
'''Definition:'''
'''Definition:'''
TutorialPart7() -> nil
IsPlayerRequestingDuel(string name) -> bool req
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
Tell if the given player is requesting a duel
<br><br>
<br>
'''Arguments:'''<br>
''name'' player name
<br>
'''Returns:'''<br>
''req'' true if player is requesting a duel
<br>


=== TutorialPart8 ===
=== IsPlayerRequestingGroupInvite ===
'''Definition:'''
'''Definition:'''
TutorialPart8() -> nil
IsPlayerRequestingGroupInvite(string name) -> bool req
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
Tell if the given player has sent a group invite
<br><br>
<br>
'''Arguments:'''<br>
''name'' player name
<br>
'''Returns:'''<br>
''req'' true if invited by player
<br>


=== TutorialPart9 ===
=== IsProximityWarningEnabled ===
'''Definition:'''
'''Definition:'''
TutorialPart9() -> nil
IsProximityWarningEnabled() -> bool isproxy
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
tell if proximity warning is enabled
<br><br>
<br>
'''Returns:'''<br>
''isproxy'' true if proximity warning is enabled otherwise false
<br>


=== TutorialPart10 ===
=== IsStormPresent ===
'''Definition:'''
'''Definition:'''
TutorialPart10() -> nil
IsStormPresent() -> bool isstorm
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
tell if there's a storm in the current sector
<br><br>
<br>
'''Returns:'''<br>
''isstorm'' true if storm is present otherwise false
<br>


=== TutorialPart11 ===
=== IsTransactionInProgress ===
'''Definition:'''
'''Definition:'''
TutorialPart11() -> nil
IsTransactionInProgress() -> bool trans
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
tell if a transaction is in progress (like selling a ship, items ..)
<br><br>
<br>
'''Returns:'''<br>
''trans'' true if transaction in progress
<br>


=== TutorialPart12 ===
=== IsVoiceChatEnabled ===
'''Definition:'''
'''Definition:'''
TutorialPart12() -> nil
IsVoiceChatEnabled() -> bool vc
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
tell if voice chat is enabled
<br><br>
<br>
'''Returns:'''<br>
''vc'' true if voice chat is enabled
<br>


=== TutorialPart13 ===
=== JettisonAll ===
'''Definition:'''
'''Definition:'''
TutorialPart13() -> nil
JettisonAll() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Launch a tutorial segment
Jettison all of your ships cargo
<br><br>
<br>


=== UnloadCargo ===
=== JettisonMultiple ===
'''Definition:'''
'''Definition:'''
UnloadCargo({{int itemid, int quantity} ..}, function cb) -> nil
JettisonMultiple{item1 = {int id, int quantity} ..} -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Unload cargo items and quantities according to the provided table  
Jettison cargo items and quantitiss according to the provided table  
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' [[itemid]] of cargo item<br>
''item1'' table containing quantity and itemid of cargo to jettison
'''quantity''' amount of this cargo to unload<br>
''id'' itemid of cargo item
'''cb''' optional function to call on success
''quantity'' amount of this cargo to jettison
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">UnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
<source lang="lua">JettisonMultiple{{id=1234, quantity=2}, {id=1235, quantity=3}}</source><br>
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235
jettison 2 untis of the cargo with the itemid 1234 and 3 with the id 1235
<br><br>
<br>


=== UnloadSellCargo ===
=== JettisonSingle ===
'''Definition:'''
'''Definition:'''
UnloadSellCargo({{int itemid, int quantity} ..}, function cb) -> nil
JettisonSingle(int itemid, int quantity) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Unload and sell cargo items and quantities according to the provided table
Jettison provided type and amount of cargo  
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''itemid''' itemid of cargo item<br>
''itemid'' itemid of cargo item
'''quantity''' amount of this cargo to unload and sell<br>
''quantity'' amount of cargo to jettison
'''cb''' optional function to call on success
<br>
<br><br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">UnloadSellCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
<source lang="lua">JettisonMultiple(1234, 2)</source><br>
unload and sell 2 units of the cargo with the itemid 1234 and 3 with the id 1235
jettison 2 units of the cargo with the itemid 1234  
<br><br>
<br>


=== UnregisterEvent ===
=== JoinChannel ===
'''Definition:'''
'''Definition:'''
UnregisterEvent({func OnEvent}, string eventtype) -> nil
JoinChannel{channelid1 ..} -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Unregister an event registered with [[Function_Index#RegisterEvent]]
join the provided channels without leaving existing channels
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''OnEvent''' function to run when event is triggered<br>
''channelid1'' channel number (1 - 2^32) the last index is the active channel
'''eventtype''' [[eventtype]]
<br>
<br><br>


=== UnregisterUserCommand ===
=== LeaveChannel ===
'''Definition:'''
'''Definition:'''
UnregisterUserCommand(string command) -> nil
LeaveChannel{channelid1 ..} -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Unregister a command registered with [[API Index#RegisterUserCommand|RegisterUserCommand]]
leave the provided channels
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''command''' command to unregister
''channelid1'' channel number (1 - 2^32)
<br><br>
<br>


=== UnrentStorage ===
=== ListChannels ===
'''Definition:'''
'''Definition:'''
UnrentStorage(int storage) -> nil
ListChannels() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Unrent storage space at the current station.
print list of currently joined channels and usage info to the chatarea
<br><br>
<br>
 
=== LoadCargo ===
'''Definition:'''
LoadCargo({{int itemid, int quantity} ..}, function cb) -> nil
<br>
'''Description:'''<br>
Load cargo items and quantitiss according to the provided table
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''storage''' amount of space to unrent. value is rounded down to multiple of 10K
''itemid'' itemid of cargo item<br>
<br><br>
''quantity'' amount of this cargo to load<br>
''cb'' optional function to call on success
<br>
'''Example:'''<br>
<source lang="lua">LoadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
load 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br>


=== XMLTagToString ===
=== LoadChannels ===
'''Definition:'''
'''Definition:'''
XMLTagToString() -> nil
LoadChannels() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
might the reverse of ParseXML
restore chat channels from config file(?)
<br><br>
<br>


=== _ERRORMESSAGE ===
=== LoadMissionNotes ===
'''Definition:'''
'''Definition:'''
_ERRORMESSAGE(string msg) -> nil
LoadMissionNotes() -> string notes
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
creates an error message with the provided string. probably more
read and return players notes from playernotes.txt. See also: [[Function_Index#SaveMissionNotes]]
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''msg''' a message
''notes'' mission notes text
<br><br>
<br>


=== assert ===
=== LoadNavpath ===
'''Definition:'''
'''Definition:'''
<br><br>
LoadNavpath(string navpath) -> {int sectorid1 ..}
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
load navroute by name and return array with hops
<br><br>
<br>
'''Returns:'''<br>
''sectorid1'' [[sectorid]] of a hop on this navroute first index is first hop (1-n)
<br>


=== bbhash ===
=== LoadShipPresets ===
'''Definition:'''
'''Definition:'''
bbhash(string input, int arg2) -> string hash
LoadShipPresets() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Seems to be some kind of hash function
read ship presets from config file and setup buyback dialog
<br><br>
<br>
'''Arguments:'''<br>
'''input''' string from which to generate hash<br>
'''arg2''' initializer(?)
<br><br>
'''Arguments:'''<br>
'''hash''' generated hash<br>
<br><br>


=== clearscene ===
=== LoadSystemNotes ===
'''Definition:'''
'''Definition:'''
clearscene() -> nil
LoadSystemNotes(int systemid) -> string notes
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
removes al objects from the game world
load system notes from settings/<charactername>/system<systemid>notes.txt
<br><br>
<br>
'''Arguments:'''<br>
''sectorid'' [[systemid]]
<br>
'''Returns:'''<br>
''notes'' string with system notes
<br>


=== collectgarbage ===
=== LocationStr ===
'''Definition:'''
'''Definition:'''
<br><br>
LocationStr(int sectorid) -> string sname
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
translate a sectorid into a sector name. error if no argument provided
<br><br>
<br>
'''Arguments:'''<br>
''sectorid'' [[sectorid]]
<br>
'''Returns:'''<br>
''sname'' sector name
<br>
'''Example:'''<br>
<source lang="lua">LocationStr(5000) -> "Sedina System, Sector H-9"</source>
<br>


=== comma_value ===
=== Login ===
'''Definition:'''
'''Definition:'''
comma_value(float number) -> string formatted_number
Login(string username, string password) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
returns a formatted version of the provided number according to [[API_Index#SI_unit]]
Login to the game. crashes game when arguments are missing...
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''number''': unformatted number
''username'' vendetta account name<br>
<br><br>
''password'' password
'''Returns:'''<br>
<br>
'''formatted_number''': formatted number
<br><br>
'''Example:'''<br>
assuming SI_unit is 3:
<source lang="lua">comma_value(1000.00) -> "1,000.00"</source><br>
<br><br>


=== console_clear ===
=== Logout ===
'''Definition:'''
'''Definition:'''
console_clear() -> nil
Logout() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
clear console on the next [[API_Index#ReloadInterface]]
Inititate logout sequence.
<br><br>
<br>


=== console_print ===
=== MakeBotName ===
'''Definition:'''
'''Definition:'''
console_print(string text) -> nil
MakeBotName(string nameset, int seed) -> string name
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
print the given string to the ingame console
Generate a name fromthe given nameset and optional random seed
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''text''' string to print
''nameset'' [[nameset]] from which to generate a name<br>
<br><br>
''seed'' optional random seed<br>
<br>
'''Returns:'''<br>
''name'' a random name based on the nameset
<br>


=== debugprint ===
=== MakeBuyBackQuestionDlg ===
'''Definition:'''
'''Definition:'''
debugprint() -> ??
MakeBuyBackQuestionDlg() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
does nothing..
Create the buyback dialog
<br><br>
<br>
'''Returns:'''<br>
''dialog'' buyback dialog
<br>


=== declare ===
=== NPlural ===
'''Definition:'''
'''Definition:'''
declare(string name, value) -> nil
NPlural(string arg1, string arg2) -> string pstring
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
declare a variable and assign a value
concaterates the two provided strings together and pluralizes the result
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''name''' name of the variable<br>
''arg1'' first substring<br>
'''value''' it's value. can be any type
''arg2'' second substring<br>
<br><br>
<br>
'''Returns:'''<br>
''pstring'' concaterated and pluralized string
<br>
'''Example:'''<br>
<source lang="lua">NPlural("Serco", "Cookie") -> "Serco Cookies"</source>
<br>


 
=== MakeBuyBackQuestionDlg ===
=== deviceByMode ===
'''Definition:'''
'''Definition:'''
deviceByMode(table arg1, mode) -> table ret
MakeBuyBackQuestionDlg() -> userdata dialog
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
not sure. possibly to find audio devices by capability
Create the buyback dialog
<br><br>
<br>
 
'''Returns:'''<br>
''dialog'' buyback dialog
<br>


=== error ===
=== OnIdle ===
'''Definition:'''
'''Definition:'''
<br><br>
OnIdle(float delta) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
Idle handler
<br><br>
<br>
 
'''Arguments:'''<br>
''delta'' seconds since last call(?)
<br>


=== fillModesDropdown ===
=== OpenAlarm ===
'''Definition:'''
'''Definition:'''
fillModesDropdown() -> ?
OpenAlarm(string title, text, buttontext) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
no clue. fill some kind of drop down menu(?)
Show [[API_index#ConfirmationDialog|ConfirmationDialog]] with the given message
<br><br>
<br>
 
'''Arguments:'''<br>
''title'' title text<br>
''text'' body text<br>
''buttontext'' text on button
<br>


=== filter_colorcodes ===
=== OverlapPrevention ===
'''Definition:'''
'''Definition:'''
filter_colorcodes(string in) -> string out
OverlapPrevention(table ip) -> bool overlap
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
strips colorcodes from the provided string
Adjust icon positions in a viewport so that they don't overlap
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''in''' inputstring
''ip'' table with viewport dimensions and icon positions<br>
<br><br>
''ip.icon_positions'' table with [[icon_postions]]<br>
''ip.width'' width of viewport<br>
''ip.height'' height of viewport
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''out''' outputstring
''overlap'' true if icons overlapped
<br><br>
<br>


=== format_time ===
=== ParseXML ===
'''Definition:'''
'''Definition:'''
format_time(int msecs) -> string tstring
ParseXML(string xmlstring) -> {dom}
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
get string representation of the provided time
returns the provided string as a collection of substrings and nodes as subtables ..see example
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''msecs''' time in microseconds
''xmlstring'' string containing xml tags
<br><br>
<br>
'''Returns:'''<br>
'''Returns:'''<br>
'''tstring''' time string
''dom'' table with xml nodes and substrings
<br><br>
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">format_time(60001) -> "01:00.001" </source>
<source lang="lua">ParseXML("a <xml>test</xml>woohoo<tag>subtext<bla>subsubtext</bla></tag>") ->  
<br><br>
{"a ", {"test", "xml"}, "woohoo", {"subtext", {"subsubtext", "bla" }, "tag"}}</source>
<br>


 
=== PlayerInStation ===
=== generalprint ===
'''Definition:'''
'''Definition:'''<br>
PlayerInStation() -> bool instation
generalprint(string str) -> nil
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
print given string to the chat area via CHAT_MSG_PRINT event. Results is printed in the active channel text color.
tell if the player is in a station or capship
<br><br>
<br>
'''Arguments:'''<br>
'''Returns:'''<br>
'''str''' string to print
''instation'' true if the player is in a station otherwise false
<br><br>
<br>


 
=== PlayerInventoryPairs ===
=== hextorgb ===
'''Definition:'''
'''Definition:'''
hextorgb(string hexcolors) -> string deccolors
PlayerInventoryPairs() -> int itemid table iteminfo
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Convert hexadecimal formated color string into a decimal one used by [[iup]]
Iterator function that returns information about an item in the players inventory each time it is called. works like pairs()
<br><br>
<br>
'''Arguments:'''<br>
'''hexcolors''' hexadecimal color string
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
'''deccolors''' decimal color string
''itemid'' [[itemid]]<br>
<br><br>
''iteminfo'' inventory [[iteminfo]]
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">hextorgb("ff00ff") -> "255 0 255"</source>
<source lang="lua">for i,v in PlayInventoryPairs() do console_print(i) printtable(v) end</source>
<br><br>
prints the info of every item in the players inventory to the console
<br>


=== PopupDialog ===
'''Definition:'''
PopupDialog(userdata dialog, int x, y) -> nil
<br>
'''Description:'''<br>
Wrapper around [[iup#Popup|iup.Popup]] that allows the dialog to be closed with [[API_Index#HideDialog|HideDialog]] or [[API_Index#HideAllDialogs|HideAllDialogs]]
<br>
'''Arguments:'''<br>
''dialog'' dialog to show<br>
''x'' horizontal position<br>
''y'' vertical position
<br>


=== ipairs ===
=== PrintJoinUsage ===
'''Definition:'''
'''Definition:'''
<br><br>
PrintJoinUsage() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
prints how to use /join to the chatarea
<br><br>
<br>


 
=== PrintLeaveUsage ===
=== load ===
'''Definition:'''
'''Definition:'''
<br><br>
PrintLeaveUsage() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
prints how to use /leave to the chatarea
<br><br>
<br>
 


=== loadscene ===
=== PrintPurchaseTransaction ===
'''Definition:'''
'''Definition:'''
loadscene(string scene) -> ??
PrintPurchaseTransaction(string name, int quantity, totalvalue, totalcost) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
load a scene(?). don't know how it works though
Print a sale summery message to the chat log
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''scene''' filename of a scene
''name'' sold item<br>
<br><br>
''quantity'' number items sold<br>
''totalvalue'' value of items<br>
''totalcost'' price of items<br>
<br>
'''Example:'''<br>
<source lang="lua">
-- prints "100x of Stuff sold for a total amount of 1000c (profit of 1c)" to the chat log
PrintPurchaseTransaction("Stuff", 100, 1000, 999)
</source>
<br>


 
=== PrintTransactionTable ===
=== loadstring ===
'''Definition:'''
'''Definition:'''
<br><br>
PrintTransactionTable() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
print pending transactions.
<br><br>
<br>
'''Returns:'''<br>
{[x]={trackback="...(tail call): ?", wantcount=0, count=0}}
for current transactions, otherwise returns nil.
<br>


 
=== ProcessEvent ===
=== log_chat ===
'''Definition:'''
'''Definition:'''<br>
ProcessEvent(string eventtype, data) -> nil
log_chat(string str) -> nil
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Writes current time and given string to the errors.log
Processes various events. Trigger a with [[Function_Index#RegisterEvent]] defined event
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''str''' string to write to log
''eventtype'' [[eventtype]]<br>
<br><br>
''data'' varies depending on eventtype. Sometimes it's a table, sometimes it's a string.
<br>


 
=== PurchaseMerchandiseItem ===
=== log_print ===
'''Definition:'''
'''Definition:'''
log_print(string str) -> nil
PurchaseMerchandiseItem(int itemid, int amount, func callback) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Writes string to the errors.log
buy the provided item
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''str''' string to write to log
''itemid'' itemid of cargo merch item<br>
<br><br>
''amount'' number of items to purchase<br>
''callback'' function that gets called when transaction is finished, callback is called with no arguments in case of success or with numeric errorcode in case of failure
<br>


 
=== PurchaseShipLoadout ===
=== next ===
'''Definition:'''
'''Definition:'''
<br><br>
PurchaseShipLoadout(func arg1) -> ??
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
no clue takes function as first argument
<br><br>
<br>


 
=== RegisterEvent ===
=== oper ===
'''Definition:'''
'''Definition:'''
<br><br>
RegisterEvent(object eventhandler, string eventtype) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
not gonna bother
Hook up object to event. The object is a function or a table with a method called OnEvent or the name of the event. See [[Eventtype#Introduction|Event Intro]]
<br><br>
<br>
'''Arguments:'''<br>
''eventhandler'' object to register with event<br>
''eventtype'' [[eventtype]]
<br>
'''Example:'''<br>
see [[Eventtype#Introduction|Event Intro]]
<br>


=== RegisterUserCommand ===
'''Definition:'''
RegisterUserCommand(string commandname, func callback(dataarg, {arguments1, ..}), data) -> nil
<br>
'''Description:'''<br>
hook up object to command
<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>
'''Example:'''<br>
<source lang="lua">
-- function to call when the command is entered
local function printfunc(data, args)
  -- data contains the third parameter of RegisterUserCommand
  local str = tostring(data)
  -- if the command was entered without parameters args is nil otherwise a table containing the parameters
  if args then
    str = str..tostring(args[1])
  end
  print(str)
end
RegisterUserCommand("printsomething", printfunc, "test")</source><br>
Registers the command "printsomething" that calls a function that prints the text "test" and the first argument appended<br>
<br>


=== pairs ===
=== ReinitIconPositions ===
'''Definition:'''
'''Definition:'''
<br><br>
ReinitIconPositions(timer icontimer, int ship, userdata viewport, table iconlist, userdata iconcontainer, table ipcache) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
Setup icons in a viewport
<br><br>
<br>
'''Arguments:'''<br>
''icontimer'' timer for overlap prevention animation<br>
''ship'' [[itemid]] of ship to use<br>
''viewport'' target viewport<br>
''iconlist'' table to [[portdata]] to [[portid]]s<br>
''iconcontainer'' target box<br>
''ipcache'' table that maps [[icon_positions]] to ship types that acts as a cache<br>
<br>


 
=== ReloadInterface ===
=== pcall ===
'''Definition:'''
'''Definition:'''
<br><br>
ReloadInterface() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
Reloads everything related to the interface that isn't a texture. This means VO lua scripts as well as scripts in the /plugins directory.
<br><br>
<br>


 
=== RentStorage ===
=== print ===
'''Definition:'''
'''Definition:'''<br>
RentStorage(int storage) -> nil
print(string str) -> nil
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
print given string to the chat area
Rent storage space at the current station.
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''str''' string to print
''storage'' amount of space to rent. value is rounded up to a multiple of 10K
<br><br>
<br>


 
=== RepairShip ===
=== printtable ===
'''Definition:'''
'''Definition:'''
printtable{in} -> nil
RepairShip() -> ??
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
print contents of a table to the console
not tested
<br><br>
<br>
'''Arguments:'''<br>
'''in''' table to print
<br><br>


 
=== ReplenishAll ===
=== purchaseprint ===
'''Definition:'''
'''Definition:'''<br>
ReplenishAll(int itemid, func cb) -> nil
purchaseprint(string str) -> nil
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
print given string to the chat area via CHAT_MSG_CONFIRMATION event. Results in white text by default. Same as when buying or selling  things.
replenish all weapons on provided ship
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''str''' string to print
''itemid'' [[itemid]] of ship<br>
<br><br>
''cb'' function to be called once the transaction is complete
<br>


 
=== ReplenishWeapon ===
=== rawequal ===
'''Definition:'''
'''Definition:'''
<br><br>
ReplenishWeapon() -> ??
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
not tested
<br><br>
<br>


 
=== RequestCharacterStats ===
=== rawget ===
'''Definition:'''
'''Definition:'''
<br><br>
RequestCharacterStats() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
no clue
<br><br>
<br>


 
=== RequestLaunch ===
=== rawset ===
'''Definition:'''
'''Definition:'''
<br><br>
RequestLaunch() -> bool ret
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
Launches from the station. Any issues preventing launch are reported via pop-up window. Otherwise, the player's ship undocks.  
<br><br>
<br>
'''Returns:'''<br>
''ret'' always true (?)
<br>


 
=== RequestMissionDetails ===
=== rgbtohex ===
'''Definition:'''
'''Definition:'''<br>
RequestMissionDetails(int missionid) -> nil
rgbtohex(string deccolor) -> string hexcolor
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
Returns string containing escaped hexadecimal version of the in decimal given color
Request information about the given mission (aka the info button) and pop up [[API_Index#MissionPromptDialog]] if id is valid
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''deccolor''' string with color in decimal format (format: "r g b")
''missionid'' mission id (1-n)
<br><br>
<br>
'''Returns:'''<br>
'''hexcolor''' string starting with ascii code 127 followed by the color in hexadecimal format. (format: '\127RRGGBB') on failure it returns your input value
<br><br>
'''Example:'''<br>
The following prints "hi!" in red to the chat area. The by rgbtohex() returned string is the equivalent of "\127ff0000"<br>
<source lang="lua">print(rgbtohex("255 0 0").."hi!")</source>
<br><br>


=== roper ===
=== RequestMissionList ===
'''Definition:'''
'''Definition:'''
<br><br>
RequestMissionList() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
not gonna bother
no clue. maybe used by /updatestation
<br><br>
<br>


 
=== RequestNewsArticle ===
=== sectorprint ===
'''Definition:'''
'''Definition:'''<br>
RequestNewsArticle(int newsindex) -> nil
sectorprint(string str) -> nil
<br>
<br><br>
'''Description:'''<br>
'''Description:'''<br>
print given string to the chat area via CHAT_MSG_SERVER_SECTOR event. Results in white text by default.
ask server for news item(?)<br>
<br><br>
fills [[API_Index#NewsDialog]] with given news item
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''str''' string to print
''newsindex'' index of news item, newest first
<br><br>
<br>


 
=== RequestNewsHeadlines ===
=== select ===
'''Definition:'''
'''Definition:'''
<br><br>
RequestNewsHeadlines() -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
ask server for news item list?
<br><br>
<br>


 
=== RequestTargetStats ===
=== spickle ===
'''Definition:'''
'''Definition:'''
spickle(table intab) -> string
RequestTargetStats() -> int charid
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
Converts a table into a string roughly of the format "value","value",{"tablevalue","tablevalue";tablekey="value"};key="value",key="value"
get character id of target (considreing the name maybe more?)
<br><br>
<br>
'''Arguments:'''<br>
'''intab''' input table
<br><br>
'''Returns:'''<br>
'''Returns:'''<br>
The spickled string
''charid'' character id of torgat or yours if no target selected
<br><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>
<source lang="lua">spickle(blah) returns "string1",{},"string2";apple="orange",fulltable={3,4,"string3"}</source>
<br><br>


=== ResetTutorial ===
'''Definition:'''
ResetTutorial() -> nil
<br>
'''Description:'''<br>
Reset the tutorial flag. the player will have to go through it again after docking.
<br>


=== RunTutorial ===
'''Definition:'''
RunTutorial() -> nil
<br>
'''Description:'''<br>
launch tutorial
<br>


=== strip_whitespace ===
=== SaveChannels ===
'''Definition:'''
'''Definition:'''
strip_whitespace(string in) -> string out
SaveChannels() -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
strip whitespace from beginning and end of string
Save joined channels(?). Kinda useless since trhat's done as soon as you join one
<br><br>
<br>
'''Arguments:'''<br>
'''int''' input string
<br><br>
'''Returns:'''<br>
'''out''' output string
<br><br>


 
=== SaveMissionNotes ===
=== substitute_vars ===
'''Definition:'''
'''Definition:'''
substitute_vars(string in) -> string out
SaveMissionNotes(string notes) -> nil
<br><br>
<br>
'''Description:'''<br>
'''Description:'''<br>
replace variables like %target% in input with their corresponding value
Save the provided string to the characters mission notes file. See also: [[API Index#LoadMissionNotes]]
<br><br>
<br>
'''Arguments:'''<br>
'''Arguments:'''<br>
'''int''' input string
''notes'' text to be saved in the notes file
<br><br>
<br>
'''Returns:'''<br>
'''out''' output string
<br><br>
 
 


=== tabcomplete ===
=== SaveShipPresets ===
'''Definition:'''
'''Definition:'''
<br><br>
SaveShipPresets(int index) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
produces lua error..
Save ship preset(s) and recreate buyback dialog
<br><br>
<br>
'''Example:'''<br>
'''Arguments:'''<br>
''index'' ship preset to save if omitted all presets are save
<br>


 
=== SaveSystemNotes ===
=== tonumber ===
'''Definition:'''
'''Definition:'''
<br><br>
SaveSystemNotes(string notes, int systemid) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
save system notes to settings/<charactername>/system<systemid>notes.txt
<br><br>
<br>
'''Example:'''<br>
'''Arguments:'''<br>
''notes'' Notes to save. Normally a spickled version of an [[API Index#SystemNotes]] entry, but it accepts anything<br>
''sectorid'' [[systemid]]
<br>


 
=== SaveNavpath ===
=== tostring ===
'''Definition:'''
'''Definition:'''
<br><br>
SaveNavpath({int sectorid1 ..}, string name) -> nil
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
Save the provided navroute
<br><br>
<br>
'''Arguments:'''<br>
''sectorid1'' [[sectorid]] of each hop<br>
''name'' name of this route
<br>
'''Example:'''<br>
'''Example:'''<br>
<source lang="lua">SaveNavpath({5000, 5001, 5002}, "sedina") -> nil</source><br>
a route that hops around in sedina called "sedina"
<br>


 
=== SaveShipLoadout ===
=== type ===
'''Definition:'''
'''Definition:'''
<br><br>
SaveShipLoadout() -> ??
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
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>
<br>


 
=== SectorIDFromLocationStr ===
=== unpack ===
'''Definition:'''
'''Definition:'''
<br><br>
SectorIDFromLocationStr(string location) -> int sectorid
<br>
'''Description:'''<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
Convert a location string into a [[sectorid]].
<br><br>
<br>
'''Example:'''<br>
'''Arguments:'''<br>
 
''location'' location string. output of [[API_Index#ShortLocationStr]]
 
<br>
=== undeclare ===
'''Returns:'''<br>
'''Definition:'''
''sectorid'' [[sectorid]]
undeclare(string name) -> nil
<br>
<br><br>
'''Example:'''<br>
'''Description:'''<br>
<source lang="lua">SectorIDFromLocationStr("Sedina H-9") -> 5000</source><br>
undeclare a variable created with [[Function_Index#declare]]
 
<br><br>
=== SelectActiveShip ===
'''Arguments:'''<br>
'''Definition:'''
'''name''' name of a variable
SelectActiveShip(int itemid) -> nil
<br><br>
<br>
 
'''Description:'''<br>
 
Set the given ship active
=== unspickle ===
<br>
'''Definition:'''
'''Arguments:'''<br>
unspickle(string in) ->  table outtab
''itemid'' itemid of  ship in the current station
<br><br>
<br>
'''Description:'''<br>
 
Converts a spickled string into a table
=== SelectCharacter ===
<br><br>
'''Definition:'''
'''Arguments:'''<br>
SelectCharacter(int charslot) -> nil
'''in''' input string
<br>
<br><br>
'''Description:'''<br>
'''Returns:'''<br>
Select characteri in given slot and enter the game with it (only "works" when you haven'T one selected yet)
'''outtab''' The unspickled table
<br>
<br><br>
'''Arguments:'''<br>
 
''charslot'' a character slot (1-5)
 
<br>
 
 
=== xpcall ===
=== SellInventoryItem ===
'''Definition:'''
'''Definition:'''
<br><br>
SellInventoryItem(int itemid, int amount) -> nil
'''Description:'''<br>
<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
'''Description:'''<br>
<br><br>
Sell the provided amount of an inventory item from the current station or ship when docked to a station
 
<br>
== Tables ==
'''Arguments:'''<br>
 
''itemid'' itemid of an item at the current station<br>
=== Bitlib ===
''amount'' how many to sell
'''Description:'''<br>
<br>
functions to manipulate the bitwise operations
'''Example:'''<br>
 
 
 
=== SendChat ===
'''Details:'''<br>
'''Definition:'''
[[Bitlib]]
SendChat(string msg, string dst, string dstparam) -> nil
 
<br>
'''Description:'''<br>
Send a message to the provided destination.
<br>
'''Arguments:'''<br>
''msg'' the message<br>
''dst'' destination<br>
known destinations:<br>
"SAY" sector chat<br>
"SECTOR" sector chat<br>
"STATION" station 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>
''dstparam'' if dst = PRIVATE, the player to send the message, if dst = CHANNEL the channel to send the message (nil for current channel)
<br>
'''Example:'''<br>
<source lang="lua">SendChat("Hi", "PRIVATE", "dude") -> nil</source><br>
send the message "Hi" to player dude
<br>
 
=== SendMissionQuestionResponse ===
'''Definition:'''
SendMissionQuestionResponse(int num) -> nil
<br>
'''Description:'''<br>
called by the initial info dialog 1 = accept, 0 = decline
<br>
'''Arguments:'''<br>
''num'' 1 or 0
<br>
 
=== SetChatLogRead ===
'''Definition:'''
SetChatLogRead() -> nil
<br>
'''Description:'''<br>
Mark the general chat log as read/displayed
<br>
 
=== SetChatLogReceiver ===
'''Definition:'''
SetChatLogReceiver(table chatcontainer) -> nil
<br>
'''Description:'''<br>
Point the general chat log to a chat container
<br>
'''Example:'''<br>
see [[ChatLogTemplate#Example|ChatLogTemplate Example]]
<br>
 
=== SetCurrentChatTab ===
'''Definition:'''
SetCurrentChatTab() -> ??
<br>
'''Description:'''<br>
does nothing. maybe a leftover from the general/mission chat system
<br>
 
=== SetHomeStation ===
'''Definition:'''
SetHomeStation() -> nil
<br>
'''Description:'''<br>
set current station as your home station
<br>
 
=== SetMissionLogRead ===
'''Definition:'''
SetMissionLogRead() -> nil
<br>
'''Description:'''<br>
Mark the advancement log as read/displayed
<br>
 
=== SetMissionLogReceiver ===
'''Definition:'''
SetMissionLogReceiver(table chatcontainer) -> nil
<br>
'''Description:'''<br>
Point the advancement log to a chat container
<br>
'''Example:'''<br>
see [[ChatLogTemplate#Example|ChatLogTemplate Example]]
<br>
 
=== SetProximityWarningDistance ===
'''Definition:'''
SetProximityWarningDistance(int dist) -> nil
<br>
'''Description:'''<br>
set proximity warning distance ..
<br>
'''Arguments:'''<br>
''dist'' proximity distance
<br>
 
=== SetShipPurchaseColor ===
'''Definition:'''
SetShipPurchaseColor(int color) -> nil
<br>
'''Description:'''<br>
color of the next ship the player will buy
<br>
'''Arguments:'''<br>
''color'' color value (0-255)
<br>
 
=== SetStationLogRead ===
'''Definition:'''
SetStationLogRead() -> nil
<br>
'''Description:'''<br>
Mark the station log as read/displayed
<br>
 
=== SetStationLogReceiver ===
'''Definition:'''
SetStationLogReceiver(table chatcontainer) -> nil
<br>
'''Description:'''<br>
Point the station log to a chat container
<br>
'''Example:'''<br>
see [[ChatLogTemplate#Example|ChatLogTemplate Example]]
<br>
 
=== SetViewObject ===
'''Definition:'''
SetViewObject(userdata modelview, string meshname, string meshfile, int color) -> nil
<br>
'''Description:'''<br>
Change the ship in a modelview
<br>
'''Arguments:'''<br>
''modelview'' [[iup#modelview|modelview]] to change<br>
''meshname'' mesh name of ship<br>
''meshfile'' filename of mesh<br>
''color'' [[colorid]]
<br>
 
=== SHA1 ===
'''Definition:'''
SHA1(string text) -> string hash
<br>
'''Description:'''<br>
generate SHA1 hash of the given string
<br>
'''Arguments:'''<br>
''text'' text to hash
<br>
'''Returns:'''<br>
''hash'' hash of text
<br>
'''Example:'''<br>
<source lang="lua">SHA1("hi there!") -> "a903cda4b5b93d3204af0fd6b7b92d24af1923a5"</source>
<br>
 
=== ShortLocationStr ===
'''Definition:'''
ShortLocationStr(int sectorid) -> string loc
<br>
'''Description:'''<br>
string representing the provided sector
<br>
'''Arguments:'''<br>
''sectorid'' [[sectorid]]
<br>
'''Returns:'''<br>
''loc'' short sector description
<br>
'''Example:'''<br>
<source lang="lua">ShortLocationStr(5000) -> "Sedina H-9"</source>
<br>
 
=== ShouldTutorialRun ===
'''Definition:'''
ShouldTutorialRun() -> bool tut
<br>
'''Description:'''<br>
tell if the player has done the tutorial
<br>
'''Returns:'''<br>
''tut'' true if the player still has to do the tutorial otherwise false
<br>
 
=== ShowDialog ===
'''Definition:'''
ShowDialog(userdata dialog, int x, y) -> nil
<br>
'''Description:'''<br>
Wrapper around [[iup#Show|iup.Show]] that allows the dialog to be closed with [[API_Index#HideDialog|HideDialog]] or [[API_Index#HideAllDialogs|HideAllDialogs]]
<br>
'''Arguments:'''<br>
''dialog'' dialog to show<br>
''x'' horizontal position (optional)<br>
''y'' vertical position (optional)
<br>
 
=== ShowTooltip ===
'''Definition:'''
ShowTooltip(int x, y, string text) -> nil
<br>
'''Description:'''<br>
Show the [[API_Index#ToolTip|ToolTip]] the tooltip dialog with the given text
<br>
'''Arguments:'''<br>
''x'' horizontal position<br>
''y'' vertical position<br>
''text'' text in tooltip
<br>
 
=== SplitSectorID ===
'''Definition:'''
SplitSectorID(int sectorid) -> int systemid sectorh sectorv
<br>
'''Description:'''<br>
split up a sectorid into systemid and axis on the system grid
<br>
'''Arguments:'''<br>
''sectorid'' [[sectorid]]
<br>
'''Returns:'''<br>
''systemid''<br>
''sectorh'' horizonatal axis<br>
''sectorv'' vertical axis
<br>
'''Example:'''<br>
<source lang="lua">SplitSectorID(5000) -> 20 8 9</source><br>
Sedina h9
<br>
 
=== SplitStationID ===
'''Definition:'''
SplitStationID(int stationid) -> int systemidl sectorhv
<br>
'''Description:'''<br>
split up a stationid into systemid -1 and sector in system. this may be totally wrong
<br>
'''Arguments:'''<br>
''stationid'' a stationid
<br>
'''Returns:'''<br>
''systemidl'' systemid - 1<br>
''secttorhv'' sector in system
<br>
 
=== StartSellInventoryItem ===
'''Definition:'''
StartSellInventoryItem(int itemid, function cb) -> nil
<br>
'''Description:'''<br>
Receive instant price updates for the given item.
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of inventory item for which to receive instant price updates. Pass 0 to disable updates.
''cb'' function to call on success
<br>
 
=== StationPlayerAmmoPairs ===
'''Definition:'''
StationPlayerAmmoPairs() -> int itemid table ammoinfo
<br>
'''Description:'''<br>
Iterator function that prints information about ammo based weapons in the players inventory at the current station each time it is called. works like pairs()
<br>
'''Returns:'''<br>
''itemid'' [[itemid]]<br>
''iteminfo'' [[ammoinfo]]
<br>
'''Example:'''<br>
<source lang="lua">for i,v in StationPlayerAmmoPairs() do console_print(i) printtable(v) end</source>
prints the ammo info of every ammo based weapon at the current station
<br>
 
=== StationSellableInventoryPairs ===
'''Definition:'''
StationSellableInventoryPairs() -> int itemid table iteminfo
<br>
'''Description:'''<br>
Iterator function that prints information about an item in the players inventory at the current station each time it is called. works like pairs()
<br>
'''Returns:'''<br>
''itemid'' [[itemid]]<br>
''iteminfo'' [[iteminfo]]
<br>
'''Example:'''<br>
<source lang="lua">for i,v in StationSellableInventoryPairs() do console_print(i) printtable(v) end</source>
prints the item info of every inventory item at the current station to the console
<br>
 
=== StationSellItem ===
'''Definition:'''
StationSellItem(userdata button, table item, int quantity, function cb) -> nil
<br>
'''Description:'''<br>
Sell items with aconfirmation dialog
<br>
'''Arguments:'''<br>
''button'' button that clalled this function. it will be activated if sale failed<br>
''item'' [[iteminfo]]<br>
''quantity'' how many units to sell
''cb'' optional function to call when done. an error code is passed to it
<br>
 
=== StopTutorial ===
'''Definition:'''
StopTutorial() -> nil
<br>
'''Description:'''<br>
does nothing..
<br>
 
=== StrTable ===
'''Definition:'''
StopTutorial() -> nil
<br>
'''Description:'''<br>
seems to be another serialisation function. similar (the same?) to splickle
<br>
 
=== SubmitSurvey ===
'''Definition:'''
SubmitSurvey() -> nil
<br>
'''Description:'''<br>
does nothing..
<br>
 
=== SwapAddons ===
'''Definition:'''
SwapAddons(int portid1 itemid1 porid1 itemid2 function cb) -> nil
<br>
'''Description:'''<br>
Swap two addons equipped to the current ship (crashes client after undocking)
<br>
'''Arguments:'''<br>
''portid1'' port of first item<br>
''itemid1'' itemid of addon that is supposed to go into port with id portid1<br>
''portid2'' port of second item<br>
''itemid2'' itemid of addon that is supposed to go into port with id portid2<br>
''cb'' function to call on success
<br>
'''Example:'''<br>
assuming 1234 is currently in port 3 and 1235 in port 2 this could be used to swap them<br>
<source lang="lua">SwapAddons(2, 1234, 3, 1235)</source>
<br>
 
=== TabCompleteName ===
'''Definition:'''
TabCompleteName(string name) -> string completename
<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.
<br>
'''Arguments:'''<br>
''name'' name to be completed
<br>
'''Returns:'''<br>
''completename'' completed name
<br>
 
=== TutorialEnd ===
'''Definition:'''
TutorialEnd() -> nil
<br>
'''Description:'''<br>
finish up the tutorial
<br>
 
=== TutorialPart1 ===
'''Definition:'''
TutorialPart1() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart2 ===
'''Definition:'''
TutorialPart2() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart3 ===
'''Definition:'''
TutorialPart3() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart4 ===
'''Definition:'''
TutorialPart4() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart5 ===
'''Definition:'''
TutorialPart5() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart6 ===
'''Definition:'''
TutorialPart6() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart7 ===
'''Definition:'''
TutorialPart7() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart8 ===
'''Definition:'''
TutorialPart8() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart9 ===
'''Definition:'''
TutorialPart9() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart10 ===
'''Definition:'''
TutorialPart10() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart11 ===
'''Definition:'''
TutorialPart11() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart12 ===
'''Definition:'''
TutorialPart12() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== TutorialPart13 ===
'''Definition:'''
TutorialPart13() -> nil
<br>
'''Description:'''<br>
Launch a tutorial segment
<br>
 
=== UnloadCargo ===
'''Definition:'''
UnloadCargo({{int itemid, int quantity} ..}, function cb) -> nil
<br>
'''Description:'''<br>
Unload cargo items and quantities according to the provided table
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of cargo item<br>
''quantity'' amount of this cargo to unload<br>
''cb'' optional function to call on success
<br>
'''Example:'''<br>
<source lang="lua">UnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br>
 
=== UnloadSellCargo ===
'''Definition:'''
UnloadSellCargo({{int itemid, int quantity} ..}, function cb) -> nil
<br>
'''Description:'''<br>
Unload and sell cargo items and quantities according to the provided table
<br>
'''Arguments:'''<br>
''itemid'' itemid of cargo item<br>
''quantity'' amount of this cargo to unload and sell<br>
''cb'' optional function to call on success
<br>
'''Example:'''<br>
<source lang="lua">UnloadSellCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source><br>
unload and sell 2 units of the cargo with the itemid 1234 and 3 with the id 1235
<br>
 
=== UnregisterEvent ===
'''Definition:'''
UnregisterEvent(object, string eventtype) -> nil
<br>
'''Description:'''<br>
Unregister an object registered with [[API_Index#RegisterEvent|RegisterEvent]]
<br>
'''Arguments:'''<br>
''eventhandler'' object to unregister<br>
''eventtype'' [[eventtype]]
<br>
 
=== UnregisterUserCommand ===
'''Definition:'''
UnregisterUserCommand(string command) -> nil
<br>
'''Description:'''<br>
Unregister a command registered with [[API Index#RegisterUserCommand|RegisterUserCommand]]
<br>
'''Arguments:'''<br>
''command'' command to unregister
<br>
 
=== UnrentStorage ===
'''Definition:'''
UnrentStorage(int storage) -> nil
<br>
'''Description:'''<br>
Unrent storage space at the current station.
<br>
'''Arguments:'''<br>
''storage'' amount of space to unrent. value is rounded down to multiple of 10K
<br>
 
=== UpdateFade ===
'''Definition:'''
UpdateFade(float delta) -> nil
<br>
'''Description:'''<br>
Do a fade step on controls registered with [[API_index#FadeControl|FadeControl]]
<br>
'''Arguments:'''<br>
''delta'' time since last update
<br>
 
=== XMLTagToString ===
'''Definition:'''
XMLTagToString() -> nil
<br>
'''Description:'''<br>
might the reverse of ParseXML
<br>
 
=== _ERRORMESSAGE ===
'''Definition:'''
_ERRORMESSAGE(string msg) -> nil
<br>
'''Description:'''<br>
creates an error message with the provided string. probably more
<br>
'''Arguments:'''<br>
''msg'' a message
<br>
 
=== assert ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== bbhash ===
'''Definition:'''
bbhash(string input, int arg2) -> string hash
<br>
'''Description:'''<br>
Seems to be some kind of hash function
<br>
'''Arguments:'''<br>
''input'' string from which to generate hash<br>
''arg2'' initializer(?)
<br>
'''Returns:'''<br>
''hash'' generated hash
<br>
 
=== calc_health_color ===
'''Definition:'''
calc_health_color(float health, int alpha, mode) -> string color
<br>
'''Description:'''<br>
Create an iup color string corresponding to the given health
<br>
'''Arguments:'''<br>
''health'' health (0-100)<br>
''alpha'' optional alpha value (0-255)<br>
''mode'' optional premultiply mode "*" or "&"
<br>
'''Returns:'''<br>
''color'' iup color string. format: "RRR GGG BBB AAA M"
<br>
 
=== chatareatemplate ===
'''Definition:'''
chatareatemplate(string statontabname, bool expanded) -> table container
<br>
'''Description:'''<br>
create old style chatarea that combines general, mission and station log. the container seems to be incompatible with the [[API_Index#chatareatemplate2|chatareatemplate2]] based maximized chat containers which breaks the maximize button
<br>
'''Arguments:'''<br>
''stationtabnaem'' "Station", "ShipCom" or nil. determines which maximized chat container to show on clicking the maximize button and whether to show the station log<br>
''expanded'' create a maximized chat container
<br>
'''Returns:'''<br>
''container'' chat container<br>
''container.area'' the chat area box<br>
''container.chatlog'' [[ChatLogTemplate]] for the general chat<br>
''container.missionlog'' [[ChatLogTemplate]] for the mission log<br>
''container.stationlog'' optional [[ChatLogTemplate]] for the station log<br>
''container.setup'' setup the chatarea
<br>
 
=== chatareatemplate2 ===
'''Definition:'''
chatareatemplate2(bool maximized) -> userdata box
<br>
'''Description:'''<br>
create a chatarea control. wrapper around [[API_Index#ChatLogTemplate|ChatLogTemplate]]
<br>
'''Arguments:'''<br>
''maximized'' create maximized control
<br>
'''Returns:'''<br>
''box'' [[chataretemplate2]]
<br>
 
=== clear_accomlistbox ===
'''Definition:'''
clear_accomlistbox(userdata control, table itemlist) -> int selection
<br>
'''Description:'''<br>
Clear an accomplishment list control. See: [[API_index#AccomplishmentTemplate|AccomplishmentTemplate]]
<br>
'''Arguments:'''<br>
''control'' accomplishment list to clear<br>
''itemlist'' list of accomplishment list items. return value of [[API_Index#fill_accomlistbox|fill_accomlistbox]]
<br>
'''Returns:'''<br>
''selection'' index of selected item
<br>
 
=== clear_listbox ===
'''Definition:'''
clear_listbox(userdata control, table itemlist) -> int selection
<br>
'''Description:'''<br>
Clear a list control
<br>
'''Arguments:'''<br>
''control'' list to clear<br>
''itemlist'' list of list items. return value of [[API_Index#fill_listbox|fill_listbox]]
<br>
'''Returns:'''<br>
''selection'' index of selected item
<br>
 
=== clearscene ===
'''Definition:'''
clearscene() -> nil
<br>
'''Description:'''<br>
removes al objects from the game world
<br>
 
=== create_char_guild_tab ===
'''Definition:'''<br>
create_char_guild_tab(bool sub) -> userdata box
<br>
'''Description:'''<br>
Create guild tab
<br>
'''Arguments:'''<br>
''sub'' create as a sub tab
<br>
'''Returns:'''<br>
''box'' [[CharGuildTab]]
<br>
 
=== create_char_inventory_tab ===
'''Definition:'''<br>
create_char_guild_tab(bool expand_local_branches, show_prices, showsellbutton) -> userdata box, tree
<br>
'''Description:'''<br>
Create inventory tab
<br>
'''Arguments:'''<br>
''expand_local_branches'' expand the "Local Inventory" branch by default<br>
''show_prices'' show item prices while docked to station<br>
''showsellbutton'' show a sell button. the sell button is inactive unless ''show_pricess'' is set
<br>
'''Returns:'''<br>
''box'' [[CharInventoryTab]]<br>
''tree'' the tree control in the tab
<br>
 
=== create_jettison_tab ===
'''Definition:'''<br>
create_jettison_tab() -> userdata box
<br>
'''Returns:'''<br>
''box'' [[PDAInventoryJettisonTab]]
<br>
 
=== create_ship_group_template ===
'''Definition:'''<br>
create_ship_group_template(table iconlist, bool sub) -> userdata box
<br>
'''Description:'''<br>
Create weapon groups tab
<br>
'''Arguments:'''<br>
''iconlist'' list of [[portdata]]<br>
''sub'' create as a sub tab
<br>
'''Returns:'''<br>
''box'' [[GroupsTab]]
<br>
 
=== collectgarbage ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== comma_value ===
'''Definition:'''
comma_value(float number) -> string formatted_number
<br>
'''Description:'''<br>
returns a formatted version of the provided number according to [[API_Index#SI_unit]]
<br>
'''Arguments:'''<br>
''number'': unformatted number
<br>
'''Returns:'''<br>
''formatted_number'' formatted number
<br>
'''Example:'''<br>
assuming SI_unit is 3:
<source lang="lua">comma_value(1000.00) -> "1,000.00"</source><br>
<br>
 
=== console_clear ===
'''Definition:'''
console_clear() -> nil
<br>
'''Description:'''<br>
clear console on the next [[API_Index#ReloadInterface]]
<br>
 
=== console_print ===
'''Definition:'''
console_print(string text) -> nil
<br>
'''Description:'''<br>
print the given string to the ingame console
<br>
'''Arguments:'''<br>
''text'' string to print
<br>
 
=== debugprint ===
'''Definition:'''
debugprint() -> ??
<br>
'''Description:'''<br>
does nothing..
<br>
 
=== declare ===
'''Definition:'''
declare(string name, value) -> nil
<br>
'''Description:'''<br>
declare a variable and assign a value
<br>
'''Arguments:'''<br>
''name'' name of the variable<br>
''value'' it's value. can be any type
<br>
 
=== deviceByMode ===
'''Definition:'''
deviceByMode(table arg1, mode) -> table ret
<br>
'''Description:'''<br>
not sure. possibly to find audio devices by capability
<br>
 
=== dofile ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== error ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== factioncontroltemplate3 ===
'''Definition:'''
factioncontroltemplate3(userdata frame, function cb, float font) -> userdata container
<br>
'''Description:'''<br>
Create a fancy progressbar/faction standing indicator
<br>
'''Arguments:'''<br>
''frame'' iup frame to use for progressbar<br>
''cb'' optional function to call on click<br>
''font'' optional font size. see [[Font]]
<br>
'''Returns:'''<br>
''container'' [[factioncontroltemplate3]]
<br>
 
=== factionfriendlyness ===
'''Definition:'''
factionfriendlyness(int standing) -> string name
<br>
'''Description:'''<br>
get string that represents the given faction standing
<br>
'''Arguments:'''<br>
''standing'' standing (0-65535)
<br>
'''Returns:'''<br>
''name'' standing as string
<br>
'''Example:'''<br>
<source lang="lua">
factionfriendlyness(1000) -> "Hate"
</source>
<br>
 
=== factionfriendlynesscolor ===
'''Definition:'''
factionfriendlynesscolor(int standing) -> string color
<br>
'''Description:'''<br>
get iup color that represents that given faction standing
<br>
'''Arguments:'''<br>
''standing'' standing (0-65535)
<br>
'''Returns:'''<br>
''color'' iup color string
<br>
'''Example:'''<br>
<source lang="lua">
factionfriendlynesscolor(1000) -> "195 3 0"
</source>
<br>
 
=== factionfriendlynessrange ===
'''Definition:'''
factionfriendlynessrange(int standing) -> float range
<br>
'''Description:'''<br>
get progress within the current faction standing level
<br>
'''Arguments:'''<br>
''standing'' standing (0-65535)
<br>
'''Returns:'''<br>
''float'' progress within faction standing level
<br>
'''Example:'''<br>
<source lang="lua">
-- a standing of 7000 is about halfway into "Hate"
factionfriendlynessrange(7000) -> 0.534...
</source>
<br>
 
=== fill_accomlistbox ===
'''Definition:'''
fill_accomlistbox(userdata control, table itemlist, function setup_cb, click_cb) -> table dialoglist
<br>
'''Description:'''<br>
fill an accomplishement listbox with [[accomlistsubdialog]]s according to given values. normally called from [[API_Index#AccomplishmentTemplate2|AccomplishmentTemplate2]]
<br>
'''Arguments:'''<br>
''control'' iup list to fill<br>
''itemlist'' [[fill_accomlistbox#itemlist|itemlist]]<br>
''setup_cb'' function called for each item in ''itemlist''. see: [[fill_accomlistbox#setup_cb|setup_cb]]<br>
''click_cb'' function to after clicking on an item
<br>
'''Returns:'''<br>
''dialoglist'' list of [[accomlistsubdialog]]
<br>
'''Example:'''<br>
see: [[fill_accomlistbox#Example|Example]]
<br>
 
=== fill_listbox ===
'''Definition:'''
fill_listbox(userdata control, table itemlist, int curselindex, function setup_cb, bool show_quantity, show_price) -> table dialoglist
<br>
'''Description:'''<br>
fill a listbox with [[listsubdialog]]s according to given values
<br>
'''Arguments:'''<br>
''control'' iup list to fill<br>
''itemlist'' list of [[iteminfo]]<br>
''curselindex'' index of current selection
''setup_cb'' function called for each item in ''itemlist''. see: [[fill_listbox#setup_cb|setup_cb]]<br>
''click_cb'' function to after clicking on an item<br>
''show_quantity'' show item quantity in list<br>
''show_price'' show item price in list
<br>
'''Returns:'''<br>
''dialoglist'' list of [[listsubdialog]]
<br>
'''Example:'''<br>
see: [[fill_listbox#Example|Example]]
<br>
 
=== fillModesDropdown ===
'''Definition:'''
fillModesDropdown() -> ?
<br>
'''Description:'''<br>
no clue. fill some kind of drop down menu(?)
<br>
 
=== filter_colorcodes ===
'''Definition:'''
filter_colorcodes(string in) -> string out
<br>
'''Description:'''<br>
strips colorcodes from the provided string
<br>
'''Arguments:'''<br>
''in'' inputstring
<br>
'''Returns:'''<br>
''out'' outputstring
<br>
 
=== format_time ===
'''Definition:'''
format_time(int msecs) -> string tstring
<br>
'''Description:'''<br>
get string representation of the provided time
<br>
'''Arguments:'''<br>
''msecs'' time in microseconds
<br>
'''Returns:'''<br>
''tstring'' time string
<br>
'''Example:'''<br>
<source lang="lua">format_time(60001) -> "01:00.001" </source>
<br>
 
=== generalprint ===
'''Definition:'''<br>
generalprint(string str) -> nil
<br>
'''Description:'''<br>
print given string to the chat area via CHAT_MSG_PRINT event. Results is printed in the active channel text color.
<br>
'''Arguments:'''<br>
''str'' string to print
<br>
 
=== get_itemdlg ===
'''Definition:'''<br>
get_itemdlg(bool showquantity, showprice) -> table dialog
<br>
'''Description:'''<br>
Get a new [[listsubdialog]] or recycle one from the cache
<br>
'''Arguments:'''<br>
''showquantity'' show quantity in dialog<br>
''showprice'' show price
<br>
'''Returns:'''<br>
''dialog'' [[listsubdialog]]
<br>
 
=== get_jettisonitemdlg ===
'''Definition:'''<br>
get_jettisonitemdlg(int itemid) -> userdata dialog
<br>
'''Description:'''<br>
Get a new [[jettisonlistsubdialog]] or recycle one from the cache
<br>
'''Arguments:'''<br>
''itemid'' [[itemid]] of item to show in dialog
<br>
'''Returns:'''<br>
''dialog'' [[jettisonlistsubdialog]]
<br>
 
=== getheight ===
'''Definition:'''<br>
getheight(userdata control) -> int height
<br>
'''Description:'''<br>
Get height of an iup control
<br>
'''Arguments:'''<br>
''control'' iup control
<br>
'''Returns:'''<br>
''height'' height of control
<br>
 
=== getwidth ===
'''Definition:'''<br>
getwidth(userdata control) -> int width
<br>
'''Description:'''<br>
Get width of an iup control
<br>
'''Arguments:'''<br>
''control'' iup control
<br>
'''Returns:'''<br>
''width'' width of control
<br>
 
=== guildaccessdialogtemplate ===
'''Definition:'''<br>
guildaccessdialogtemplate() -> userdata dialog
<br>
'''Description:'''<br>
create guild access dialog
<br>
'''Returns:'''<br>
''''dialog'' guild access dialog
<br>
 
=== guildactivitylogdialogtemplate ===
'''Definition:'''<br>
guildactivitylogdialogtemplate() -> userdata dialog
<br>
'''Description:'''<br>
create guild activity dialog
<br>
'''Returns:'''<br>
''dialog'' [[guildactivitydialog]]
<br>
 
=== guildbanklogdialogtemplate ===
'''Definition:'''<br>
guildbanklogdialogtemplate() -> userdata dialog
<br>
'''Description:'''<br>
create guild bank dialog
<br>
'''Returns:'''<br>
''dialog'' [[guildactivitydialog]]
<br>
 
=== hextorgb ===
'''Definition:'''
hextorgb(string hexcolors) -> string deccolors
<br>
'''Description:'''<br>
Convert hexadecimal formated color string into a decimal one used by [[iup]]
<br>
'''Arguments:'''<br>
''hexcolors'' hexadecimal color string
<br>
'''Returns:'''<br>
''deccolors'' decimal color string
<br>
'''Example:'''<br>
<source lang="lua">hextorgb("ff00ff") -> "255 0 255"</source>
<br>
 
=== ipairs ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== listpromptdlgtemplate ===
'''Definition:'''<br>
listpromptdlgtemplate(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons, a title and a listbox
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[listpromptdlgtemplate]]
<br>
 
=== load ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== loadfile ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== loadscene ===
'''Definition:'''
loadscene(string scene) -> ??
<br>
'''Description:'''<br>
load a scene(?). don't know how it works though
<br>
'''Arguments:'''<br>
''scene'' filename of a scene
<br>
 
=== loadstring ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== log_chat ===
'''Definition:'''<br>
log_chat(string str) -> nil
<br>
'''Description:'''<br>
Writes current time and given string to the errors.log
<br>
'''Arguments:'''<br>
''str'' string to write to log
<br>
 
=== log_print ===
'''Definition:'''
log_print(string str) -> nil
<br>
'''Description:'''<br>
Writes string to the errors.log
<br>
'''Arguments:'''<br>
''str'' string to write to log
<br>
 
=== msgdlgtemplate1 ===
'''Definition:'''<br>
msgdlgtemplate1(string msg, buttontext, function button_cb, string size, posx, posy, bgcolor) -> userdata dialog
<br>
'''Description:'''<br>
Create fullscreen dialog with button and message
<br>
'''Arguments:'''<br>
''msg'' dialog message<br>
''buttontext'' text on button<br>
''button_cb'' function called on button click<br>
''size'' iup size string<br>
''posx'' iup size string<br>
''posy'' iup size string<br>
''bgcolor'' iup color string
<br>
'''Returns:'''<br>
''dialog'' [[msgdlgtemplate1]]
<br>
 
=== msgdlgtemplate1a ===
'''Definition:'''<br>
msgdlgtemplate1a(string msg, size, posx, posy, userdata control, string bgcolor) -> userdata dialog
<br>
'''Description:'''<br>
Create a dialog and optionally disable input to the background except to the given control.
Note: if a control is given display the dialog with :show_all() if not use [[API_Index#ShowDialog|ShowDialog]] or :show()
<br>
'''Arguments:'''<br>
''msg'' dialog message<br>
''size'' iup size of dialog<br>
''posx'' iup horizontal position<br>
''posy'' iup vertical position<br>
''control'' control to unmask<br>
''bgcolor'' iup background color
<br>
'''Returns:'''<br>
''dialog'' message dialog
<br>
'''Example:'''<br>
Note: The dialogs in both examples can't be closed without some extra work
<source lang="lua">
-- with unmasked control
-- run from station menu
local d = msgdlgtemplate1aNext("bla", "200x200", 10, 10, StationLaunchButton)
d:show_all()
</source>
<source lang="lua">
-- without unmasked control
local d = msgdlgtemplate1aNext("bla", "200x200", 10, 10)
ShowDialog(d)
</source>
<br>
 
=== msgdlgtemplate1aDone ===
'''Definition:'''<br>
msgdlgtemplate1aDone(function button_cb, string msg, size, posx, posy, userdata control, string bgcolor) -> userdata dialog
<br>
'''Description:'''<br>
Same as [[API_Index#msgdlgtemplate1a|msgdlgtemplate1a]] but with a "Close" button
<br>
'''Arguments:'''<br>
''nutton_cb'' function called on clicking "Close"<br>
''msg'' dialog message<br>
''size'' iup size of dialog<br>
''posx'' iup horizontal position<br>
''posy'' iup vertical position<br>
''control'' control to unmask<br>
''bgcolor'' iup background color
<br>
'''Returns:'''<br>
''dialog'' message dialog
<br>
'''Example:'''<br>
<source lang="lua">
local d
local function button_cb()
HideDialog(d)
end
-- with unmasked control
d = msgdlgtemplate1aDone(button_cb, "bla", "200x200", 10, 10, StationLaunchButton)
d:show_all()
-- without unmasked control
-- local d = msgdlgtemplate1aNext("bla", "200x200", 10, 10)
-- ShowDialog(d)
</source>
<br>
 
=== msgdlgtemplate1aNext ===
'''Definition:'''<br>
msgdlgtemplate1aNext(function button_cb, string msg, size, posx, posy, userdata control, string bgcolor) -> userdata dialog
<br>
'''Description:'''<br>
Same as [[API_Index#msgdlgtemplate1a|msgdlgtemplate1a]] but with a "Next" button
<br>
'''Arguments:'''<br>
''nutton_cb'' function called on clicking "Next"<br>
''msg'' dialog message<br>
''size'' iup size of dialog<br>
''posx'' iup horizontal position<br>
''posy'' iup vertical position<br>
''control'' control to unmask<br>
''bgcolor'' iup background color
<br>
'''Returns:'''<br>
''dialog'' message dialog
<br>
'''Example:'''<br>
see [[API_Index#msgdlgtemplate1aDone|msgdlgtemplate1aDone]]
<br>
 
=== msgdlgtemplate2 ===
'''Definition:'''<br>
msgdlgtemplate2(string msg, ltitle, function lcb, string rtitle, function rcb, string bgcolor, alignment) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons and a message
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback<br>
''bgcolor'' iup color of background<br>
''alignment'' iup alignment of ''msg''
<br>
'''Returns:'''<br>
''dialog'' [[msgdlgtemplate2]]
<br>
 
=== msgdlgtemplate2withcheck ===
'''Definition:'''<br>
msgdlgtemplate2withcheck(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons, a checkbox and a message
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[msgdlgtemplate2withcheck]]
<br>
 
=== msgpromptdlgtemplate2 ===
'''Definition:'''<br>
msgpromptdlgtemplate2(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons, an entry field and a message
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[msgpromptdlgtemplate2]]
<br>
 
=== msgpromptdlgtemplate2 ===
'''Definition:'''<br>
msgpromptdlgtemplate2(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons, an entry field and a message
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[msgpromptdlgtemplate2]]
<br>
 
=== msgpromptdlgtemplate2lines ===
'''Definition:'''<br>
msgpromptdlgtemplate2lines(string msg, msg2, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons, two entry fields and two messages
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''msg2'' second message<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[msgpromptdlgtemplate2lines]]
<br>
 
=== multidlgtemplate1 ===
'''Definition:'''<br>
multidlgtemplate1(string msg, msg2, buttontitle, function cb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with a button and two messages (one in a [[iup#multiline|multiline]] control)
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''msg2'' second message. shown in a multiline control<br>
''buttontitle'' right button title<br>
''cb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[multidlgtemplate1]]
<br>
 
=== multidlgtemplate2 ===
'''Definition:'''<br>
multidlgtemplate2(string msg, msg2, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons and two messages (one in a [[iup#multiline|multiline]] control)
<br>
'''Arguments:'''<br>
''msg'' message to display in the dialog<br>
''msg2'' second message. shown in a multiline control<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[multidlgtemplate2]]
<br>
 
=== multilistdlgtemplate ===
'''Definition:'''<br>
multilistdlgtemplate(string msg, msg2, table tbl, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
<br>
'''Description:'''<br>
Create a fullscreen dialog with two buttons, a dialog title, a dropdown menu, a title for the dropdown menu and a listbox
<br>
'''Arguments:'''<br>
''msg'' dialog title<br>
''msg2'' listbox title<br>
''tbl'' unused<br>
''ltitle'' left button title<br>
''lcb'' left button callback<br>
''rtitle'' right button title<br>
''rcb'' right button callback
<br>
'''Returns:'''<br>
''dialog'' [[multilistdlgtemplate]]
<br>
 
=== navmenu_template ===
'''Definition:'''
navmenu_template(bool showjumpbutton, function close_cb, bool issubsub) -> userdata container, distancetext, jumpbutton, zoombutton, undolastbutton
<br>
'''Description:'''<br>
Create a control with a navmenu description box and some control buttons
'''Arguments:'''<br>
''showjumpbutton'' show the jump button if true<br>
''close_cb'' function to call after clicking the jump button while the player is able to jump<br>
''issubsub'' create a sub sub tab
<br>
'''Returns:'''<br>
''container'' [[navmenu_template]]<br>
''distancetext'' distance label<br>'
''jumpbutton'' jump button or nil<br>
''zoombutton'' zoom button<br>
''undolastbutton'' undo button
<br>
 
=== next ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== oper ===
'''Definition:'''
<br>
'''Description:'''<br>
not gonna bother
<br>
 
=== pairs ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== pcall ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== print ===
'''Definition:'''<br>
print(string str) -> nil
<br>
'''Description:'''<br>
print given string to the chat area
<br>
'''Arguments:'''<br>
''str'' string to print
<br>
 
=== printtable ===
'''Definition:'''
printtable{in} -> nil
<br>
'''Description:'''<br>
print contents of a table to the console
<br>
'''Arguments:'''<br>
''in'' table to print
<br>
 
=== purchaseprint ===
'''Definition:'''<br>
purchaseprint(string str) -> nil
<br>
'''Description:'''<br>
print given string to the chat area via CHAT_MSG_CONFIRMATION event. Results in white text by default. Same as when buying or selling  things.
<br>
'''Arguments:'''<br>
''str'' string to print
<br>
 
=== rawequal ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== rawget ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== rawset ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== require ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== rgbtohex ===
'''Definition:'''<br>
rgbtohex(string deccolor) -> string hexcolor
<br>
'''Description:'''<br>
Returns string containing escaped hexadecimal version of the in decimal given color
<br>
'''Arguments:'''<br>
''deccolor'' string with color in decimal format (format: "r g b")
<br>
'''Returns:'''<br>
''hexcolor'' string starting with ascii code 127 followed by the color in hexadecimal format. (format: '\127RRGGBB') on failure it returns your input value
<br>
'''Example:'''<br>
The following prints "hi!" in red to the chat area. The by rgbtohex() returned string is the equivalent of "\127ff0000"<br>
<source lang="lua">print(rgbtohex("255 0 0").."hi!")</source>
<br>
 
=== roper ===
'''Definition:'''
<br>
'''Description:'''<br>
not gonna bother
<br>
 
=== sectorprint ===
'''Definition:'''<br>
sectorprint(string str) -> nil
<br>
'''Description:'''<br>
print given string to the chat area via CHAT_MSG_SERVER_SECTOR event. Results in white text by default.
<br>
'''Arguments:'''<br>
''str'' string to print
<br>
 
=== select ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== setup_accomrow ===
'''Definition:'''<br>
setup_accomrow(int index, table itemlist, userdata subdlg, function click_cb) -> int newindex
<br>
'''Description:''' <br>
Initializes a list item in an accomplishment list. (used as setup_cb argument of [[API_Index#fill_accomlistbox|fill_accomlistbox]])
<br>
'''Arguments:'''<br>
''index'' position within itemlist<br>
''itemlist'' see [[Fill_accomlistbox#itemlist|itemlist]]<br>
''subdialog'' an itemlist dialog<br>
''click_cb'' function called after clicking on '''subdialog'''
<br>
'''Returns:'''<br>
''newindex'' position within itemlist + items consumed
<br>
 
=== singletab_template ===
'''Definition:'''<br>
singletab_template(string title, userdata contents) -> userdata tab
<br>
'''Description:''' <br>
Wrap a control into a tab like frame
<br>
'''Arguments:'''<br>
''title'' tab title<br>
''contents'' iup control
<br><br>
'''Returns:'''<br>
''tab'' tabbified control
<br>
 
=== sort_commodities ===
'''Definition:'''<br>
sort_commodities(table a, b) -> bool order
<br>
'''Description:''' <br>
Sort function for [[iteminfo]] tables. See table.sort in the lua reference
<br>
'''Arguments:'''<br>
''a'' [[iteminfo]]<br>
''b'' [[iteminfo]]
<br>
'''Returns:'''<br>
''order'' sort order
<br>
 
=== sort_sellable_commodities ===
'''Definition:'''<br>
sort_sellable_commodities(table a, b) -> bool order
<br>
'''Description:''' <br>
Sort function for [[iteminfo]] tables that prioritizes items in the active ship. See table.sort in the lua reference
<br><br>
'''Arguments:'''<br>
''a'' [[iteminfo]]<br>
''b'' [[iteminfo]]
<br>
'''Returns:'''<br>
''order'' sort order
<br>
 
=== spickle ===
'''Definition:'''
spickle(table intab) -> string
<br>
'''Description:'''<br>
Converts a table into a string roughly of the format "value","value",{"tablevalue","tablevalue";tablekey="value"};key="value",key="value"
<br>
'''Arguments:'''<br>
''intab'' input table
<br>
'''Returns:'''<br>
The spickled string
<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>
<source lang="lua">spickle(blah) returns "string1",{},"string2";apple="orange",fulltable={3,4,"string3"}</source>
<br>
 
=== storagelocationcompare ===
'''Definition:'''<br>
storagelocationcompare(int a, b) -> bool order
<br>
'''Description:''' <br>
Sort function for [[locationid]] values. See table.sort in the lua reference
<br>
'''Arguments:'''<br>
''a'' [[locationid]]<br>
''b'' [[locationid]]
<br>
'''Returns:'''<br>
''order'' sort order
<br>
 
=== store_itemdlg ===
'''Definition:'''<br>
store_itemdlg(userdata dlg) -> nil
<br>
'''Description:''' <br>
Store a reference to an itemlist subdialog in the item dialog cache
<br>
'''Arguments:'''<br>
''dlg'' itemlist sub dialog
<br>
 
=== store_jettisonitemdlg ===
'''Definition:'''<br>
store_jettisonitemdlg(userdata dlg) -> nil
<br>
'''Description:''' <br>
Store a reference to an jettisonlist subdialog in the jettison dialog cache
<br>
'''Arguments:'''<br>
''dlg'' jettisonlist sub dialog
<br>
 
=== strip_whitespace ===
'''Definition:'''
strip_whitespace(string in) -> string out
<br>
'''Description:'''<br>
strip whitespace from beginning and end of string
<br>
'''Arguments:'''<br>
''int'' input string
<br>
'''Returns:'''<br>
''out'' output string
<br>
 
=== substitute_vars ===
'''Definition:'''
substitute_vars(string in) -> string out
<br>
'''Description:'''<br>
replace variables like %target% in input with their corresponding value
<br>
'''Arguments:'''<br>
''int'' input string
<br>
'''Returns:'''<br>
''out'' output string
<br>
 
=== tabcomplete ===
'''Definition:'''
<br>
'''Description:'''<br>
produces lua error..
<br>
'''Example:'''<br>
 
=== testsurvey ===
'''Definition:'''<br>
testsurvey() -> nil
<br>
'''Description:''' <br>
Test function for the survey feature
<br>
 
=== tonumber ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
'''Example:'''<br>
 
=== tostring ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
'''Example:'''<br>
 
=== type ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
=== unpack ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
'''Example:'''<br>
 
=== undeclare ===
'''Definition:'''
undeclare(string name) -> nil
<br>
'''Description:'''<br>
undeclare a variable created with [[Function_Index#declare]]
<br>
'''Arguments:'''<br>
''name'' name of a variable
<br>
 
=== unspickle ===
'''Definition:'''
unspickle(string in) ->  table outtab
<br>
'''Description:'''<br>
Converts a spickled string into a table
<br>
'''Arguments:'''<br>
''in'' input string
<br>
'''Returns:'''<br>
''outtab'' The unspickled table
<br>
 
=== xpcall ===
'''Definition:'''
<br>
'''Description:'''<br>
[http://www.lua.org/manual/5.0/manual.html#5.1]
<br>
 
== Tables ==
 
=== Bitlib ===
'''Description:'''<br>
functions to manipulate the bitwise operations
 
 
'''Details:'''<br>
[[Bitlib]]
 
=== Buddy ===
=== Buddy ===
'''Description:'''<br>
'''Description:'''<br>
Line 4,785: Line 6,796:
'''Description:'''<br>
'''Description:'''<br>
table with parts of a chat area.
table with parts of a chat area.
points to [[API_Index#StationLogPanel]] or [[API_Index#CapShipLogPanel]] depending on what is currently visible




Line 4,794: Line 6,804:
=== SystemNames ===
=== SystemNames ===
'''Description:'''<br>
'''Description:'''<br>
Table to translate systemid's into system names and back. Note that the "ID to name" translation returns names with capital letters, but the "name to ID" translation only works with all lower-case names.
Table to translate systemid's into system names and back
 
'''Example'''
<source lang="lua">
print(SystemNames[4079]) -- Prints the name of the system with ID 4079, "Pelatus"
print(SystemNames["pelatus"]) -- Prints 4079
print(SystemNames["Pelatus"]) -- Prints "nil" (note the capital P)
</source>




Line 4,810: Line 6,813:
'''Description:'''<br>
'''Description:'''<br>
System Notes public table. Used for adding notes to the navmap.
System Notes public table. Used for adding notes to the navmap.
'''Example1'''
<source lang="lua">
SystemNotes = {
[system_id1] = {name='system name note',
                [id1]='sector id1 note',
                [id2]='sector id2 note', ....},
[system_id2] = {name='system name note',
                [id3]='sector id1 note',
                [id4]='sector id2 note', ....},
[system_id3] = {name='system name note',
                [id5]='sector id1 note',
                [id6]='sector id2 note', ....},
}
</source>


'''Example2'''
<source lang="lua">
SystemNotes[systemid].name -- the notes for system names.
SystemNotes[systemid][sectorid] -- the notes for sectors.
-- or --
SystemNotes[systemid].error -- any errors found during loading will show up here.
--also on the list matrix with a (*) and the error count in red.
-- .error will override .name and [id]
</source>


'''Details:'''<br>
'''Details:'''<br>
Line 5,168: Line 7,146:
'''Description'''<br>
'''Description'''<br>
constant with inventory item class of storage containers (station hold)<br>
constant with inventory item class of storage containers (station hold)<br>
'''value'''<br>
''value''<br>
4
4


Line 5,243: Line 7,221:
3: comma as thousands separator, point as decimal separator<br>
3: comma as thousands separator, point as decimal separator<br>


=== SensorSort ===
'''Description'''<br>
Current sort order of nearby ship list<br>
'''Value'''<br>
1: Name<br>
2: Faction<br>
3: Ship<br>
4: Distance<br>


=== ShowLogoffDialog ===
=== ShowLogoffDialog ===
Line 5,289: Line 7,275:
=== lcd ===
=== lcd ===
'''Description'''<br>
'''Description'''<br>
no clue<br>
functions for the Logitech G-series keyboard screens<br>
 


=== tabseltextcolor ===
=== tabseltextcolor ===
Line 5,491: Line 7,476:
=== CapShipTacticalTab ===
=== CapShipTacticalTab ===
'''Description'''<br>
'''Description'''<br>
frame with contents of the cap ship interface "Tactical" tab  
frame with contents of the cap ship interface "Tactical" tab. created with [[API_Index#CreateCapShipTacticalTab|CreateCapShipTacticalTab]]
 
'''Details:'''<br>
[[CapShipTacticalTab]]




Line 6,088: Line 8,076:
ShowTooltips: true<br>
ShowTooltips: true<br>
UseFontScaling: false<br>
UseFontScaling: false<br>
CreateCharCreateMenu: function<br>
CreateCharSelectMenu: function<br>
CreateCharacterPDATab: function<br>
CreateCommPDATab: function<br>
CreateCreditsDialog: function<br>
CreateEULAMenu: function<br>
CreateInvalidAmountMenu: function<br>
CreateInventoryPDATab: function<br>
CreateKilledByPDATab: function<br>
CreateKilledPDATab: function<br>
CreateLoadingMenu: function<br>
CreateLoginDialog: function<br>
CreateLoginHelpDialog: function<br>
CreateLowGridPowerDialog: function<br>
CreateMissionAbortMenu: function<br>
CreateMissionPromptMenu: function<br>
CreateMissionsPDATab: function<br>
CreateNavigationPDATab: function<br>
CreateNearbyShipsPDATab: function<br>
CreateNewsMenu: function<br>
CreateNotEnoughStorageMenu: function<br>
CreateNotificationMenu: function<br>
CreateOptionsMenu: function<br>
CreatePDA: function<br>
CreatePDATab1: function<br>
CreatePVPTab: function<br>
CreateSensorPDATab: function<br>
CreateShipCargoPDATab: function<br>
CreateShipPDATab: function<br>
CreateStation: function<br>
CreateStationBlankTab: function<br>
CreateStationChatTab: function<br>
CreateStationCommerceTab: function<br>
CreateStationCommoditiesBuyTab: function<br>
CreateStationCommoditiesLoadTab: function<br>
CreateStationCommoditiesSellTab: function<br>
CreateStationCommoditiesTab: function<br>
CreateStationEquipmentBuyTab: function<br>
CreateStationEquipmentManageTab: function<br>
CreateStationEquipmentSellTab: function<br>
CreateStationEquipmentTab: function<br>
CreateStationHelpMenu: function<br>
CreateStationMissionBuyTab: function<br>
CreateStationPDATab: function<br>
CreateStationPortConfigTab: function<br>
CreateStationShipPurchaseTab: function<br>
CreateStationShipSelectionTab: function<br>
CreateStationShipStatusTab: function<br>
CreateStationVisitsPDATab: function<br>
CreateStationWelcomeTab: function<br>
CreateStorageRentalDialog: function<br>
CreateSurveyMenu: function<br>
CreateTargetInfo: function<br>
CreateVoiceChatOptions: function<br>
FactionStandingTemplate: function<br>
FactionStandingWithInfoTemplate: function<br>
FadeControl: function<br>
FadeLookup: function<br>
FadeStop: function<br>
FillInObjectInfo: function<br>
FillInPlayerInfo: function<br>
GetAccomplishmentBigSize: function<br>
GetAccomplishmentBigTexture: function<br>
GetAccomplishmentBigUV: function<br>
GetAccomplishmentCategory: function<br>
GetAccomplishmentDescription: function<br>
GetAccomplishmentName: function<br>
GetAccomplishmentSize: function<br>
GetAccomplishmentTexture: function<br>
GetAccomplishmentTitle: function<br>
GetAccomplishmentUV: function<br>
GetCargoValue: function<br>
GetChatLogReadState: function<br>
GetFriendlyStatus: function<br>
GetItemFullDesc: function<br>
GetItemPartialDesc: function<br>
GetMissionLogReadState: function<br>
GetProfitColor: function<br>
GetProfitHexColor: function<br>
GetShipAmmoPrices: function<br>
GetStationLogReadState: function<br>
HelpCharAccom: function<br>
HelpCharFaction: function<br>
HelpCharGuild: function<br>
HelpCharInventory: function<br>
HelpCharStats: function<br>
HelpCommoditiesAction: function<br>
HelpGridPower: function<br>
HelpIgnore: function<br>
HelpLargeAddonsAction: function<br>
HelpOtherAddonsAction: function<br>
HelpPDAAdvancementLog: function<br>
HelpPDAJettison: function<br>
HelpPDAKilledByList: function<br>
HelpPDAKilledList: function<br>
HelpPDAMissionLog: function<br>
HelpPDAMissionNotes: function<br>
HelpPDANearbyShips: function<br>
HelpPDAPVPList: function<br>
HelpPDAStationVisitsList: function<br>
HelpSellAction: function<br>
HelpSellAddons: function<br>
HelpSellCommodities: function<br>
HelpShipAmmo: function<br>
HelpShipCargo: function<br>
HelpShipEquip: function<br>
HelpShipGroup: function<br>
HelpShipPurchase: function<br>
HelpShipSelect: function<br>
HelpShipStatus: function<br>
HelpSmallAddonsAction: function<br>
HelpStationAddonEquip: function<br>
HelpStationAddonGroups: function<br>
HelpStationBuddies: function<br>
HelpStationMission: function<br>
HelpStationNav: function<br>
HelpStationNews: function<br>
HelpStationWelcome: function<br>
HelpSystemNotes: function<br>
HelpVoiceChat: function<br>
HideAllDialogs: function<br>
HideDialog: function<br>
HideTooltip: function<br>
LoadShipPresets: function<br>
MakeBuyBackQuestionDlg: function<br>
OnIdle: function<br>
OpenAlarm: function<br>
OverlapPrevention: function<br>
PopupDialog: function<br>
PrintPurchaseTransaction: function<br>
ReinitIconPositions: function<br>
SaveShipPresets: function<br>
SetChatLogRead: function<br>
SetChatLogReceiver: function<br>
SetMissionLogRead: function<br>
SetMissionLogReceiver: function<br>
SetStationLogRead: function<br>
SetStationLogReceiver: function<br>
SetViewObject: function<br>
ShowDialog: function<br>
ShowTooltip: function<br>
StationSellItem: function<br>
UpdateFade: function<br>
calc_health_color: function<br>
chatareatemplate: function<br>
chatareatemplate2: function<br>
clear_accomlistbox: function<br>
clear_listbox: function<br>
create_char_guild_tab: function<br>
create_char_inventory_tab: function<br>
create_jettison_control: function<br>
create_ship_group_template: function<br>
dofile: function<br>
factioncontroltemplate3: function<br>
factionfriendlyness: function<br>
factionfriendlynesscolor: function<br>
factionfriendlynessrange: function<br>
fill_accomlistbox: function<br>
fill_listbox: function<br>
get_itemdlg: function<br>
get_jettisonitemdlg: function<br>
getheight: function<br>
getwidth: function<br>
guildaccessdialogtemplate: function<br>
guildactivitylogdialogtemplate: function<br>
guildbanklogdialogtemplate: function<br>
loadfile: function<br>
msgdlgtemplate1: function<br>
msgdlgtemplate1a: function<br>
msgdlgtemplate1aDone: function<br>
msgdlgtemplate1aNext: function<br>
msgdlgtemplate2: function<br>
msgdlgtemplate2withcheck: function<br>
msgpromptdlgtemplate2: function<br>
msgpromptdlgtemplate2lines: function<br>
multidlgtemplate2: function<br>
navmenu_template: function<br>
require: function<br>
setup_accomrow: function<br>
singletab_template: function<br>
sort_commodities: function<br>
sort_sellable_commodities: function<br>
storagelocationcompare: function<br>
store_itemdlg: function<br>
store_jettisonitemdlg: function<br>
testsurvey: function<br>

Latest revision as of 02:03, 18 February 2009

WARNING: This index is is mostly based on guesswork and experimentation. A lot of entries may be incomplete or inaccurate.

Somewhat out of date. See API_Index2 for current descriptions.

Functions

AbbrLocationStr

Definition:
AbbrLocationStr(int sectorid) -> string name
Description:
Get abbreviated sector name for sectorid
Arguments:
sectorid sectorid
Returns:
name shortened sector name
Example:
<source lang="lua">AbbrLocationStr(5000) -> "Sed H9"</source>

AbortMission

Definition:
AbortMission(int itemid) -> nil
Description:
Abort a mission
Arguments:
itemid itemid of mission (optional)

AccomplishmentTemplate

Definition:
AccomplishmentTemplate(function cb(string desc)) -> userdate box
Description:
Create box with accomplishment icons (targetinfo dialog). see: AccomplishmentTemplate
Arguments:
cb function to call when clicking
desc description of clicked accomplishment
Returns:
box AccomplishmentTemplate

AccomplishmentTemplate2

Definition:
AccomplishmentTemplate2(function cb(string desc, int type, level)) -> userdate box
Description:
Create list with accomplishment icons (pda playerinfo dialog). see: AccomplishmentTemplate
Arguments:
cb function to call when clicking icons
desc description of clicked accomplishment
type type of clicked accomplishment
level level of clicked accomplishment
Returns:
box AccomplishmentTemplate

Article

Definition:
Article(string word) -> string out
Description:
prepends the appropriate article to the string word
Arguments:
word string to prepend an article to.
Returns:
out the string with an article prepended.
Example:
<source lang="lua">Article("apple") -> "an apple"</source>

CanUseAddon

Definition:
CanUseAddon(int itemid) -> bool ret1, {string l1 ..}
Description:
check if the player can equip the addon itemid
Arguments:
itemid itemid of addon to check
Returns:
ret1 can use
l1 license requirements of the item at the current station (1-5) (only returned for local addons and if the player is docked with a station)

Example:
<source lang="lua">CanUseAddon(12345) -> true {1, 2, 2, 2, 2}</source>

CanUseMerchandise

Definition:
CanUseMerchandise(table iteminfo) -> bool ret1, {string l1 ..}
Description:
check if the player can use the item iteminfo
Arguments:
iteminfo iteminfo of item to check
Returns:
ret1 can use
l1 license requirements of the item

CancelPurchaseShipLoadout

Definition:
CancelPurchaseShipLoadout() -> nil
Description:
Interrupt purchase of ship loadout

ChatLogTemplate

Definition:
ChatLogTemplate(string bg, string scrolledbg, function updatecb, string editbg, bool clickable) -> table container
Description:
Create rudimentary chet container. See ChatLogTemplate
Arguments:
bg iupcolor of background
scrolledbg iupcolor of background when scrolled up
updatecb function called whenever contents of the container changes
editbg image for background of entry
clickable if true the container will respond to mouse clicks
Returns:
container ChatLogTemplate

CheckCharProximity

Definition:
CheckCharProximity(int dist, charid) -> bool inrange
Description:
Tell if a character at a given distance is within proximity range. The function only returns true once for every character in radar proximity range. Any further checks will return false until the character leaves the range.
Arguments:
dist distance of character
charid charid
Returns:
inrange true if a character is within proximity range and hasn't left it since the last check

CheckProximityWarning

Definition:
CheckProximityWarning() -> nil
Description:
Trigger the PROXIMITY_ALERT event if a character, that hasn't been before, is within proximity range

CheckStorageAndUnloadCargo

Definition: CheckStorageAndUnloadCargo({{int itemid, int quantity} ..}, function cb) -> nil
Description:
Unload cargo items and quantities according to the provided table also checks station storage and pops up a dialog if not enough available
Arguments:
itemid itemid of cargo item
quantity amount of this cargo to unload
cb optional function to call on success
Example:
<source lang="lua">CheckStorageAndUnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source>
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235

ClearGeneralChatLog

Definition:
ClearGeneralChatLog() -> nil
Description:
clears general chat log..

ClearLastShipLoadout

Definition:
ClearLastShipLoadout() -> nil
Description:
clear last shiploadout. prevents client from asking to rebuy ship after destruction

ClearMissionChatLog

Definition:
ClearMissionChatLog() -> nil
Description:
clears mission log..

ClearProximityCache

Definition:
ClearProximityCache() -> nil
Description:
Clear list of characters in proximity range. Stops CheckCharProximity and CheckProximityWarning from ignoring them.

ClearStationChatLog

Definition:
ClearStationChatLog() -> nil
Description:
clears station log (bar)..

ConfigureMultipleWeaponGroups

Definition:
ConfigureMultipleWeaponGroups({table group1key1, table group1key2 ... table group1key6, table group2key1, table group2key2...}, function cb) -> nil
Description:
configures weapon groups according to given tables.
Arguments:
group*key* Each table represents one group key. Key 1-6 map to the primary trigger, 7-12 secondary and 13-18 tertiary. Each index in the tables represents a port. Weapon ports start at index 2. Valid values for each port are nil or true.
cb function to call on completition (optional)
Example:
<source lang=lua> -- enable port 1 for the primary trigger and port 2 for the secondary -- index 1 is the power cell port ConfigureMultipleWeaponGroups{[1]={nil, true, nil}, [2]={nil, nil, true}} </source>

ConfigureWeaponGroup

Definition:
ConfigureWeaponGroup(int id, table port_ids, function cb) -> nil
Description:
Configures one weapon group
Arguments:
id is number of group. 0-5 primary, 6-11 secondary and 12-17 tertiary trigger
ports_ids is list of ports active for that group (2-numweaponports)
cb function to call on completition (optional)
Example:
<source lang=lua> -- enable port 1 and 2 for the primary trigger ConfigureWeaponGroup(0, {2,3}) </source>

ConnectAddon

Definition:
ConnectAddon(int portid, int itemid, function cb) -> bool canconnect
Description:
Attaches the addon itemid to the active ship in port portid
Arguments:
portid portid of the the port
itemid itemid of the addon
cb function to call on completition (optional)
Returns:
canconnect returns true if the player is docked and has an active ship otherwise nil
Example:
<source lang="lua"> -- put the addon 123 into port 2 while the player is docked to a station ConnectAddon(2, 123) -> true </source>

CreateBig3DViewMenu

Definition:
CreateBig3DViewMenu() -> userdata dialog
Description:
Create Big3DViewDialog a Big3DViewDialog
Returns:
dialog Big3DViewDialog

CreateCancelLoadoutMenu

Definition:
CreateCancelLoadoutMenu() -> userdata dialog
Description:
Create fullscreen dialog with button and message. See MessageDialog

Returns:
dialog MessageDialog

CreateCapShipChatTab

Definition:
CreateCapShipChatTab() -> userdata box
Description:
Create box with "Ship Com" tab. See ChatLogTemplate
Returns:
box box with "Ship Com" tab

CreateCapShipFactionInfo

Definition:
CreateCapShipFactionInfo() -> userdata box
Returns:
box CapShipFactionInfo

CreateCapShipPDATab

Definition:
CreateCapShipPDATab() -> userdata box
Returns:
box CapShipTabPDA

CreateCapShipRepairTab

Definition:
CreateCapShipRepairTab() -> userdata box
Returns:
box CapShipRepairTab

CreateCapShipTacticalTab

Definition:
CreateCapShipTacticalTab() -> userdata box
Returns:
box CapShipTacticalTab

CreateCapShipTurretTab

Definition:
CreateCapShipTurretTab() -> userdata box, button
Description:
Create CapShipTurretTab and the select button
Returns:
box CapShipTurretTab
button select button

CreateCharCreateFailedMenu

Definition:
CreateCharCreateFailedMenu() -> userdata dialog
Description:
Create fullscreen dialog with button and message. See MessageDialog
The created variant pops up CharCreateDialog after clicking the button
Returns:
dialog MessageDialog

CreateCharCreateMenu

Definition:
CreateCharCreateMenu() -> userdata dialog
Returns:
dialog CharCreateDialog

CreateCharSelectFailedMenu

Definition:
CreateCharSelectFailedMenu() -> userdata dialog
Description:
Create fullscreen dialog with button and message. See MessageDialog
The created variant pops up CharSelectDialog after clicking the button
Returns:
dialog MessageDialog

CreateCharSelectMenu

Definition:
CreateCharSelectMenu() -> userdata dialog
Returns:
dialog CharSelectDialog

CreateCharacter

Definition:
CreateCharacter(int name, int nation) -> nil
Description:
Creates the character of the given nation
Arguments:
name name of character
nation nation of character

CreateCharacterPDATab

Definition:
CreateCharacterPDATab() -> userdata box, tab1, tab2, tab3
Returns:
box PDACharacterTab
tab1 PDACharacterStatsTab
tab2 PDACharacterFactionTab
tab3 PDACharacterAccomTab

CreateCommPDATab

Definition:
CreateCommPDATab() -> userdata box
Returns:
box PDACommTab

CreateConnectingMenu

Definition:
CreateConnectingMenu() -> userdata dialog
Description:
Create fullscreen dialog with button and message. See MessageDialog
The created variant logs out after clicking the button
Returns:
dialog MessageDialog

CreateCreditsDialog

Definition:
CreateCreditsDialog(userdata parent) -> userdata dialog
Description:
Create credits dialog
Arguments:
parent dialog to show on clicking "Close"
Returns:
dialog credits dialog

CreateEULAMenu

Definition:
CreateEULAMenu() -> userdata dialog
Returns:
dialog EULADialog

CreateInvalidAmountMenu

Definition:
CreateInvalidAmountMenu() -> userdata dialog
Description:
Create fullscreen dialog with button and message. See msgdlgtemplate1
Returns:
dialog msgdlgtemplate1

CreateInventoryPDATab

Definition:
CreateInventoryPDATab() -> userdata dialog, tab1, tab2
Returns:
dialog PDAInventoryTab
tab1 PDAInventoryInventoryTab
tab2 PDAInventoryJettisonTab

CreateKilledByPDATab

Definition:
CreateKilledByPDATab() -> userdata box
Returns:
dialog KilledByPDATab

CreateKilledPDATab

Definition:
CreateKilledPDATab() -> userdata box
Returns:
box KilledPDATab

CreateLoadingMenu

Definition:
CreateLoadingMenu() -> userdata dialog
Returns:
dialog LoadingDialog

CreateLoginDialog

Definition:
CreateLoginDialog() -> userdata dialog
Returns:
dialog LoginDialog

CreateLoginHelpDialog

Definition:
CreateLoginHelpDialog(userdata parent) -> userdata dialog
Description:
Create fullscreen dialog with help text for the login screen and a close button
Arguments:
parent dialog to show on clicking close
Returns:
dialog login help dialog

CreateLowGridPowerDialog

Definition:
CreateLowGridPowerDialog() -> userdata dialog
Description:
Create fullscreen dialog with low grid power error
Returns:
dialog low grid power dialog

CreateMissionAbortMenu

Definition:
CreateMissionAbortMenu() -> userdata dialog
Returns:
dialog MissionAbortDialog

CreateMissionPromptMenu

Definition:
CreateMissionPromptMenu() -> userdata dialog
Returns:
dialog MissionPromptDialog

CreateMissionsPDATab

Definition:
CreateMissionsPDATab() -> userdata box, tab1, tab2, tab3, tab4, infobutton
Returns:
box PDAMissionsTab
tab1 PDAMissionNotesTab
tab2 PDAMissionAdvancementTab
tab3 PDAMissionLogTab
tab4 PDAMissionBoardTab
infobutton PDAMissionBoardTabInfoButton

CreateNavigationPDATab

Definition:
CreateNavigationPDATab() -> userdata box
Returns:
box PDAShipNavigationTab

CreateNearbyShipsPDATab

Definition:
CreateNearbyShipsPDATab() -> userdata box
Returns:
box PDASensorNearbyTab

CreateNewsMenu

Definition:
CreateNewsMenu() -> userdata dialog
Returns:
dialog NewsDialog

CreateNotEnoughStorageMenu

Definition:
CreateNotEnoughStorageMenu() -> userdata dialog
Description:
Create fullscreen dialog with button and message. See msgdlgtemplate1
Returns:
dialog msgdlgtemplate1

CreateNotificationMenu

Definition:
CreateNotificationMenu() -> userdata dialog
Returns:
dialog NotificationDialog

CreateOptionsMenu

Definition:
CreateOptionsMenu() -> userdata dialog
Returns:
dialog OptionsDialog

CreatePDA

Definition:
CreatePDA() -> userdata dialog
Returns:
dialog PDADialog

CreatePDATab1

Definition:
CreatePDATab1() -> userdata box
Returns:
box PDATab1

CreatePVPTab

Definition:
CreatePVPTab() -> userdata box
Returns:
box PVPTab

CreateQuantityPurchaseMenu

Definition:
CreateQuantityPurchaseMenu() -> userdata dialog
Returns:
dialog API_Index#SellItemDialog

CreateSensorPDATab

Definition:
CreateSensorPDATab() -> userdata box, tab1, tab2, tab3, tab4, tab5
Returns:
box PDASensorTab
tab1 PDASensorNearbyTab
tab2 PDAKilledTab
tab3 PDAKilledByTab
tab4 PDAStationVisitsTab
tab5 PVPTab

CreateShipCargoPDATab

Definition:
CreateShipCargoPDATab() -> userdata box
Returns:
box PDAInventoryJettisonTab

CreateShipPDATab

Definition:
CreateShipPDATab() -> userdata box, tab1
Returns:
box PDAShipTab
tab1 PDAShipNavigationTab

CreateStation

Definition:
CreateStation() -> userdata dialog
Returns:
dialog StationDialog

CreateStationBlankTab

Definition:
CreateStationBlankTab() -> userdata box
Returns:
box StationBlankTab

CreateStationChatTab

Definition:
CreateStationChatTab() -> userdata box
Returns:
box StationChatTab

CreateStationCommerceTab

Definition:
CreateStationCommerceTab() -> userdata box
Returns:
box StationCommerceTab

CreateStationCommoditiesBuyTab

Definition:
CreateStationCommoditiesBuyTab() -> userdata box
Returns:
box StationCommoditiesBuyTab

CreateStationCommoditiesLoadTab

Definition:
CreateStationCommoditiesLoadTab() -> userdata box
Returns:
box StationCommoditiesLoadTab

CreateStationCommoditiesSellTab

Definition:
CreateStationCommoditiesSellTab() -> userdata box
Returns:
box StationCommoditiesSellTab

CreateStationCommoditiesTab

Definition:
CreateStationCommoditiesTab() -> userdata box
Returns:
box StationCommerceCommoditiesTab

CreateStationEquipmentBuyTab

Definition:
CreateStationEquipmentBuyTab() -> userdata box
Returns:
box StationEquipmentBuyTab

CreateStationEquipmentManageTab

Definition:
CreateStationEquipmentManageTab() -> userdata box
Returns:
box StationEquipmentManageTab

CreateStationEquipmentSellTab

Definition:
CreateStationEquipmentSellTab() -> userdata box
Description:
Unused. Creates old equipment sell tab.
Returns:
box OldStationEquipmentSellTab

CreateStationEquipmentTab

Definition:
CreateStationEquipmentTab() -> userdata box
Returns:
box StationEquipmentTab

CreateStationFactionInfo

Definition:
CreateStationFactionInfo() -> userdata dialog
Description:
Create StationFactionInfo
Returns:
dialog StationFactionInfo

CreateStationHelpMenu

Definition:
CreateStationHelpMenu() -> userdata dialog
Returns:
dialog StationHelpDialog

CreateStationMissionBuyTab

Definition:
CreateStationMissionBuyTab() -> userdata box, button
Returns:
box PDAMissionBoardTab
button info button in box

CreateStationPDATab

Definition:
CreateStationPDATab() -> userdata box
Returns:
box StationTabPDA

CreateStationPortConfigTab

Definition:
CreateStationPortConfigTab() -> userdata box
Returns:
box StationEquipmentManagePortConfigTab

CreateStationShipPurchaseTab

Definition:
CreateStationShipPurchaseTab() -> userdata box, button
Returns:
box StationEquipmentBuyShipTab
button buy button in box

CreateStationShipSelectionTab

Definition:
CreateStationShipSelectionTab() -> userdata box
Returns:
box StationEquipmentManageShipSelectionTab

CreateStationShipStatusTab

Definition:
CreateStationShipStatusTab() -> userdata box
Description:
Unused. Creates old ship status tab.
Returns:
box StationEquipmentManageShipStatusTab

CreateStationVisitsPDATab

Definition:
CreateStationVisitsPDATab() -> userdata box
Returns:
box StationVisitsTab

CreateStationWelcomeTab

Definition:
CreateStationWelcomeTab() -> userdata box
Returns:
box StationCommerceWelcomeTab

CreateStorageRentalDialog

Definition:
CreateStorageRentalDialog() -> userdata dialog
Description:
Create storage rental dialog
Returns:
dialog StorageRentalDialog

CreateSurveyMenu

Definition:
CreateSurveyMenu() -> userdata dialog
Returns:
dialog SurveyDialog

CreateTargetInfo

Definition:
CreateTargetInfo() -> userdata box
Returns:
box PDATargetInfo

CreateVoiceChatOptions

Definition:
CreateVoiceChatOptions() -> userdata dialog
Description:
Create Voicechat options dialog
Returns:
dialog VoiceChatOptions

DeleteCharacter

Definition:
DeleteCharacter(int slot) -> nil
Description:
Deletes the character in the character slot slot
Arguments:
slot which character to delete

DisableProximityWarning

Definition:
DisableProximityWarning() -> nil
Description:
disable the proximity warning ...

DisconnectAddon

Definition:
DisconnectAddon(int itemid) -> bool ret1
Description:
detaches the addon itemid and stores it in the station
Note: detached items will likely have a different itemid in the station
Arguments:
itemid id of the item to detach
Returns:
ret1 returns true if the player is docked and has an active ship otherwise nil
Example:
<source lang="lua">DisconnectAddon(123) -> true</source> remove the item 123 from the active ship while the player is docked to a station

DisconnectAllAddons

Definition: DisconnectAllAddons() -> nil
Description:
Detach all addons from the active ship and store them in the current station

EnableProximityWarning

Definition:
DisableProximityWarning() -> nil
Description:
enable the proximity warning ...

EnableVoiceChat

Definition:
EnableVoiceChat(bool enable) -> nil
Description:
Toggle Voice chat
Arguments:
enable enable voice chat if true

FactionStandingTemplate

Definition:
FactionStandingTemplate(function cb, frame, filler, string expand) -> userdata container
Description:
Creates a container with a list of faction standings of a character. Details: FactionStandingTemplate
Arguments:
cb called on clicking an item in the list. factionid of selected item is passed to it
frame iup.*frame function
filler iup.*filler function
expand iup expand parameter that is applied to the container
Returns:
container FactionStandingTemplate

FactionStandingWithInfoTemplate

Definition:
FactionStandingWithInfoTemplate() -> userdata container
Description:
Wrapper around FactionStandingTemplate that adds faction descriptions to the list.
Returns:
container FactionStandingWithInfoTemplate

FadeControl

Definition:
FadeControl(userdata control, int timetofade, float startalpha, endalpha, function cb, ...) -> nil
Description:
Fade an iup control by modifying its alpha field. Usually a label.
Arguments:
control iup control to fade
timetofade time to fade in seconds
startalpha alpha value before fading (0-1)
endalpha alpha value after fading(0-1)
cb function to call when done
... arguments to pass to cb
Example:
<source lang="lua"> -- shows a dialog with a label that will fade away on clicking "Fade" -- clicking on "Stop" interrupts the process

local d, label, fadebutton, stopbutton label = iup.label{title="Fade me!"}

local function fadebutton_cb() local function fade_cb() label.alpha = "255" -- reset the alpha when done end FadeControl(label, 5, 1, 0, fade_cb) -- fade for 5 seconds from full to zero alpha end

local function stopbutton_cb()

     	local fadeinfo = FadeLookup(label) -- get the fade info table for the label

if fadeinfo then -- check if the control is still being faded print("Fading was stopped after "..tostring(fadeinfo.counter).." seconds") -- print elapsed time end

FadeStop(label) -- interrupt fading label.alpha = "255" -- reset alpha end

fadebutton = iup.button{title="Fade", action=fadebutton_cb} stopbutton = iup.button{title="Stop", action=stopbutton_cb} d = iup.dialog{iup.vbox{label, fadebutton, stopbutton}} d:show() </source>

FadeLookup

Definition:
FadeLookup(userdata control) -> table fi
Description:
Get a fade info table of a control that is currently being faded.
Arguments:
control faded iup control
Returns
fi fade info table or nil if the given control isn't currently being faded
fi.timetofade time to fade in seconds
fi.startalpha alpha value before fading (0-1)
fi.endalpha alpha value after fading(0-1)
fi.endfunc function to call when done
fi.endfuncargs table with arguments for fi.endfunc
fi.counter elapsed fade time
fi.control control that is being faded
Example:
see Fadecontrol

FadeStop

Definition:
FadeStop(userdata control) -> nil
Description:
Stop fading a control
Arguments:
control control that is being faded
Example:
see Fadecontrol

FillInObjectInfo

Definition:
FillInObjectInfo(string name, desc) -> nil
Description:
Put given name and description into the character info dialog
Arguments:
name object name
desc object description

FillInPlayerInfo

Definition:
FillInPlayerInfo(int charid) -> nil
Description:
Fill character info dialog with info of given character
Arguments:
charid charid

FindAndReplaceTags

Definition:
FindAndReplaceTags(string text, table matches) -> string ret1
Description:
Replaces all occurances of with < and > enclosed substrings in text with matching values from the provided table
Arguments:
test string to replace tags in
matches table with tags/replacement pairs
Returns:
ret1: converted text
Example:
<source lang="lua">FindAndReplaceTags("hi this is a
linebreak", {br="\n"})
-> "hi this is a linebreak"</source>

FindAndReplaceTagsCB

Definition:
FindAndReplaceTagsCB(string text, function cb) -> string ret1
Description:
Pass each occurances of with < and > enclosed substrings in text to cb and replace them with the return value
Arguments:
test string to replace tags in
cb called with the content of each tag as argument
Returns:
ret1: converted text
Example:
<source lang="lua"> local function find_cb(t)

     if t == "br" then
     	 return "\n"
     end

end FindAndReplaceTags("hi this is a
linebreak", find_cb)
-> "hi this is a linebreak"</source>

ForEachBuddy

Definition:
ForEachBuddy(function func(string name, bool isonline, int sectorid)) -> nil
Description:
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
Arguments:
func gets called for each buddy
name name of the buddy
isonline true if the player is online else false
sectorid location of player as sectorid
Example:
<source lang="lua">ForEachBuddy(function (name, isonline, pos) print(name .." "..tostring(isonline).." "..tostring(pos)) end)</source>
prints a list with your buddies and their status

ForEachPlayer

Definition:
ForEachPlayer(function func(int charid)) -> nil
Description:
calls func with the character id of each player in the sector. that includes bots and the sector thingy itself
This function is called by the toplist when you open it.
Arguments:
func gets called for each buddy
ncharid character id

Example:
<source lang="lua">ForEachPlayer(function (id) print(id) end)</source>
prints a list with all players in the sector

ForgiveKiller

Definition:
ForgiveKiller(bool forgive) -> nil
Description:
Forgive the last killer.
Arguments:
forgive if true forgive the last killer if not don't

GeneratePlayerDiedMessage

Definition:
GeneratePlayerDiedMessage(string name1, name2, int weapon) -> string msg
Description:
generate appropiate kill message for the arguments.
Arguments:
name1 character that died
name2 character that killed name1
weapon weaponid of weapon with which the kill was made(?)
Returns:
msg kill message
Example:
<source lang="lua"> GeneratePlayerDiedMessage("foo", "bar", 0) -> "bar destroyed foo" GeneratePlayerDiedMessage("foo", "foo", 0) -> "foo is having issues" </source>

GetAccomplishmentBigSize

Definition:
GetAccomplishmentBigSize(int type, level) -> string bigsize
Description:
Get size of accomplishment medal
Arguments:
type accomplishment type
level accomplishment level
Returns:
bigsize iup size string of medal

GetAccomplishmentBigTexture

Definition:
GetAccomplishmentBigTexture(int type, level) -> string tex
Description:
Get texture of accomplishment medal
Arguments:
type accomplishment type
level accomplishment level
Returns:
tex filename of medal texture

GetAccomplishmentBigUV

Definition:
GetAccomplishmentBigUV(int type, level) -> string uv
Description:
Get uv mapping of accomplishment medal
Arguments:
type accomplishment type
level accomplishment level
Returns:
uv iup uv mapping of medal texture

GetAccomplishmentCategory

Definition:
GetAccomplishmentCategory(int type, level) -> string category
Description:
Get category of accomplishment
Arguments:
type accomplishment type
level accomplishment level
Returns:
category accomplishment category

GetAccomplishmentDescription

Definition:
GetAccomplishmentDescription(int type, level) -> string desc
Description:
Get description of accomplishment
Arguments:
type accomplishment type
level accomplishment level
Returns:
desc accomplishment description

GetAccomplishmentLevels

Definition:
GetAccomplishmentLevels(int accomid) -> int curlevel int reqlevel
Description:
returns the current and the required level for the selected accomplishment
Arguments:
accomid id of the accomplishment
Returns:
curlevel current level of the accomplishment
reqlevel what is required to get the accomplishment

Example:
<source lang="lua">GetAccomplishmentLevels(9) -> 34 50</source>
assuming 9 is buskills this player has 34 kills of the 50 required

GetAccomplishmentName

Definition:
GetAccomplishmentName(int type, level) -> string name
Description:
Get name of accomplishment
Arguments:
type accomplishment type
level accomplishment level
Returns:
name name of accomplishment

GetAccomplishmentSize

Definition:
GetAccomplishmentSize(int type, level) -> string size
Description:
Get size of accomplishment badge
Arguments:
type accomplishment type
level accomplishment level
Returns:
size iup size of badge

GetAccomplishmentTexture

Definition:
GetAccomplishmentTexture(int type, level) -> string tex
Description:
Get texture of accomplishment badge
Arguments:
type accomplishment type
level accomplishment level
Returns:
tex filename of badge texture

GetAccomplishmentTitle

Definition:
GetAccomplishmentTitle(int type, level) -> string title
Description:
Get title of accomplishment
Arguments:
type accomplishment type
level accomplishment level
Returns:
title accomplishment title

GetAccomplishmentType

Definition:
GetAccomplishmentType(int accomindex, char) -> int accomplishmenttype int accomplishmentlevel
Description:
returns some numbers..
Arguments:
accomindex index of the accomplishment
char charid of character whose accomplishment to look up
Returns:
accomplishmenttype type of accomplishment
accomplishmentlevel what level the accomplishment is, starting at 1.

Example:
<source lang="lua">local accomtype, accomlevel = GetAccomplishmentType(accomindex)
local description = GetAccomplishmentDescription(accomtype, accomlevel)</source>

GetAccomplishmentUV

Definition:
GetAccomplishmentUV(int type, level) -> string uv
Description:
Get uv mapping of accomplishment badge
Arguments:
type accomplishment type
level accomplishment level
Returns:
uv iup uv mapping of badge

GetActiveChatChannel

Definition:
GetActiveChatChannel() -> int channel
Description:
returns the active channel
Returns:
channel active chat channel
Example:
<source lang="lua">GetActiveChatChannel() -> 1</source>
you are currently in channel 1

GetActiveMissionInfo

Definition:
GetActiveMissionInfo(int num) -> string mname table mmsg int itemid
Description:
Get information about the selcted active mission
Arguments:
num index of active mission (always 1)
Returns:
mname string containing name of active mission
mmsg array where each index contains a mission log entry + optional interface elements and their properties
itemid itemid of the mission
Example:
<source lang="lua">GetActiveMissionInfo(1) -> "awesome mission" {1={"awesome mission question" 2={0="button" 1="awesome button text" action=1}}} 1234</source>
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

GetActiveShipCargoCount

Definition:
GetActiveShipCargoCount() -> int cargocount
Description:
returns amount of cargo in the ship
Returns:
cargocount amount of cargo in the ship

GetActiveShipEnergy

Definition:
GetActiveShipEnergy() -> float eng fraction
Description:
returns the energy level of the active ship
Returns:
eng energy level in game units 0 .. maxcapacacity
fraction energy level as float from 0.0-1.0
Example:
<source lang="lua">GetActiveShipEnergy() -> 150.0 0.5</source>
the battery of this ship is half empty and has a capacity of 300

GetActiveShipHealth

Definition:
GetActiveShipHealth() -> int d1 d2 d3 d4 d5 d6 dmg max
Description:
returns information about the active ships health
Returns:
d? damage to subsection 0 = no damage
dmg accumulated damage of subsections
max max health of ship
Example:
<source lang="lua">GetActiveShipHealth() -> 500 10 10 0 0 0 520 10000</source>
ship has 500 damagei n frontal region 520 dmg overall and a max health of 10000

GetActiveShipGridPowerAndUsage

Definition:
GetActiveShipGridPowerAndUsage() -> int power usage
Description:
returns the energy grid power and usage of the current ship..
Returns:
power energy grid power
fraction power usage
Example:
<source lang="lua">GetActiveShipGridPowerAndUsage() -> 20 12</source>
the ships power grid has a capacity of 20 and 12 are currently used

GetActiveShipID

Definition:
GetActiveShipID() -> int itemid
Description:
returns itemid of active ship
Returns:
itemid item id of active ship

GetActiveShipItemIDAtPort

Definition:
GetActiveShipItemIDAtPort(int portid) -> int itemid
Description:
returns itemid of addon in selected port
Arguments:
portid portid
Returns:
itemid itemid of addon in port
Example:
<source lang="lua">GetActiveShipItemIDAtPort(1) -> 1234</source>
addon in port 1 has itemid 1234

GetActiveShipMass

Definition:
GetActiveShipMass() -> int mass
Description:
returns mass of active ship
Returns:
mass mass of active ship
Example:
<source lang="lua">GetActiveShipMAss() -> 15.0000</source>
ship weights 15000kg

GetActiveShipMaxCargo

Definition:
GetActiveShipMaxCargo() -> int cargo
Description:
returns amount of cargo space of the active ship in cu
Returns:
cargo cargospace

GetActiveShipMaxSpeed

Definition:
GetActiveShipMaxSpeed() -> int speed
Description:
returns max nonturbo speed of active ship
Returns:
speed ...

GetActiveShipName

Definition:
GetActiveShipName() -> string name
Description:
returns a string with the active ships name
Returns:
name ...

GetActiveShipNumAddonPorts

Definition:
GetActiveShipNumAddonPorts() -> int ports
Description:
returns number of ports in active ship
Returns:
ports number of ports, including engine and battery
Example:
<source lang="lua">GetActiveShipNumAddonPorts() -> 4</source> this ship has 3 ports

GetActiveShipPortIDOfItem

Definition:
GetActiveShipPortIDOfItem(int itemid) -> int portid
Description:
returns portid of the given addon in active ship
Arguments:
itemid itemid of an addon
Returns:
portid portid of port the addon is in or nil if addon is not on the ship or invalid
Example:
<source lang="lua">GetActiveShipPortIDOfItem(1234) -> 3</source>

GetActiveShipPortInfo

Definition:
GetActiveShipPortInfo(int portid) -> table portinfo
Description:
returns information about the given port
Arguments:
portid portid
Returns:
portinfo table with port info
fields include:
type: int holding the type of port
name string describing port
position: vector with port position on ship
orientation: quaternion holding orientation of port

Example:
<source lang="lua">GetActiveShipPortInfo(1) -> {type=4 name="PowerCell" position=(0, 0, 0) orientation=(0.000 0.000 0.000 1.000)}</source> portinfo of a ragnaroks battery port

GetActiveShipSelectedWeaponGroupIDs

Definition:
GetActiveShipSelectedWeaponGroupIDs() -> int id1 id2 id3
Description:
returns ids of the selected weapon groups ...
Returns:
id? id's of weapon groups. Probably mapping to those key buttons.
Example:
<source lang="lua">GetActiveShipSelectedWeaponGroupIDs() -> 0 6 12</source> default mapping

GetActiveShipSpeed

Definition:
GetActiveShipSpeed() -> int speed
Description:
returns current speed of active ship
Returns:
speed ...

GetActiveShipWeaponGroup

Definition:
GetActiveShipWeaponGroup(int id) -> table group
Description:
return which ports are enabled in the provided group
Arguments:
id id of weapon group correspondents to group key[0-5] + (trigger group[0-2] * 6)
Returns:
port table where the indexes are the port ids and values bools that are true when the port is active
Example:
<source lang="lua">GetActiveShipWeaponGroup(6) -> {2=true 3=true}</source> 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

GetAddonItemInfo

Definition:
GetAddonItemInfo(int itemid) -> int current maximum
Description:
Returns current and maximum ammo if itemid is a weapon with ammo, or current/maximum armor if itemid is a ship.
Arguments:
itemid itemid of an addon or ship.
Returns:
current Current ammo/armor, or -1.
maximum Maximum ammo/armor, or -1.

GetAvailableMissionInfo

Definition:
GetAvailableMissionInfo(int midx) -> {int itemtype, string name, bool active, int category, string icon, string desc}
Description:
Returns information about the mission with the given index.
Arguments:
midx index of mission in missionlist (1 based)
Returns:
itemtype no idea
name name of mission
active is this mission active
category mission category
icon path to icon
desc mission description

GetBarPatrons

Definition:
GetBarPatrons() -> {[charid1], [charid2]...}
Description:
get people in the current station bar
Returns:
charid? index of returned table are charids of characters in the bar

GetBestPriceInfoOfItem

Definition:
GetBestPriceInfoOfItem(int item) -> int price, station
Description:
Get highest sell price of a cargo item in the active ship in the currentsystem
Arguments:
item itemid of cargo item
Returns:
price highest price in system
station locationid of station with highest price
Example:
<source lang="lua"> -- print best prices in system for all cargo items in the ship for _,item in ipairs(GetShipInventory(GetActiveShipID()).cargo) do local price, station = GetBestPriceInfoOfItem(item) print(GetInventoryItemName(item).." "..tostring(price).."c at "..LocationStr(math.floor(station / 100))) end </source>

GetBotSightedInfoForSector

Definition:
GetBotSightedInfoForSector(int sectorid) -> string botinfo
Description:
returns bot ihnfo text for the given sector
Arguments:
sectorid sectorid
Returns:
botinfo string with bots in given sector or an empty string

GetBuddyInfo

Definition:
GetBuddyInfo(int char) -> string name, bool isonline, int sectorid
Description:
Get name, online status and location of a buddy
Arguments:
char charid of a buddy
Returns:
name name of buddy
isonline online status
sectorid sectorid of location of buddy

GetCargoValue

Definition:
GetCargoValue() -> int value, price
Description:
Get value and buy price of the cargo and equipped addons on the active ship at the current station
Returns:
value value of cargo and addons
price buy price of cargo and addons at the current station

GetCharacterDescription

Definition:
GetCharacterDescription(int charid) -> string desc
Description:
Get the character description of a character
Arguments:
charid charid of a character
Returns:
desc character description

GetCharacterID

Definition:
GetCharacterID(int nodeid) -> int charid
Description:
returns character id of the provided node id
Arguments:
nodeid node id of one of the characters in the sector
Returns:
charid character id of the given node if a valid nodeid is valid otherwise the players charid

GetCharacterIDByName

Definition:
GetCharacterIDByName(string name) -> int charid
Description:
get character id by name
Arguments:
name name of a character
Returns:
charid a character id or nil


GetCharacterInfo

Definition:
GetCharacterInfo(int cslot) -> string name faction int money kills deaths loc home cl ll hl tl ml
Description:
Get information about your characters
Arguments:
cslot a character slot (1-6)
Returns:
name
faction
money
kills all kills
deaths
loc sectorid of current location
home sectorid of characters homestation
cl combat level
ll light weapon level
hl heavy weapon level
tl trade level
ml mining level
Example:
<source lang="lua">GetCharacterInfo(1) -> "Dude" "Corvus" 10000 10 100 4444 4444 1 1 1 0 0
</source> 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

GetCharacterKillDeaths

Definition:
GetCharacterKillDeaths(int charid) -> int kills deaths pks
Description:
get info about kills and deaths. returns your own info if no charid given or a lua error if an invalid one ...
Arguments:
charid character id or nil
Returns:
kills total kills deaths total deaths pks player kills

GetChatLogReadState

Definition: GetChatLogReadState() -> bool read
Description:
Tell if the general chat log was displayed. SetChatLogRead was called since the last line was added to the log.
Returns:
read true if the log was displayed

GetCurrentChatTab

Definition: GetCurrentChatTab() -> int tab
Description:
Unused. Get The current chat tab (general chat or mission chat)
Returns:
tab 1 = general, 2 = mission

GetCurrentSectorid

Definition: GetCurrentSectorid() -> int sectorid
Description:
get current sector id
Returns:
sectorid sectorid of current sector

GetCurrentStationType

Definition: GetCurrentStationType() -> int type
Description:
return the current station type..
Returns:
type current station type. seems be usually 0 except when docked to a capship then 1

GetCurrentSystemid

Definition: GetCurrentSystemid() -> int systemid
Description:
get current system id..
Returns:
systemid id of current system

GetEULA

Definition: GetEULA() -> string eula
Description:
return eula
Returns:
eula string containing the eula

GetFactionInfo

Definition: GetFactionInfo(int faction) -> string info
Description:
get faction info text for the provided faction
Arguments:
faction id of a faction
Returns:
info string containing faction info

GetFinishedMissionInfo

Definition: GetFinishedMissionInfo() -> string name table msg int itemid
Description:
see GetActiveMissionInfo

GetFriendlyStatus

Definition: GetFriendlyStatus(int char) -> int fstatus
Description:
get friendlyness of a character
Arguments:
char nodeid
Returns:
fstatus Returns 0 to 3. Target is friendly if 3, unfriendly otherwise

GetFullPath

Definition: GetFullPath(int sector, table navroute) -> table fullpath
Description:
Get the full path, including wormhole sectors, from sector along navroute
Arguments:
sector sectorid of starting sectors
navroute list of sectorids
Returns:
fullpath navroute plus sectorids of wormhole sectors
Example:
<source lang="lua"> -- get full path from Sol a1 to betheshee a1 via sol b1 -- the function adds some duplicate entries GetFullPath(1, {2, 257}) -> {1, 2, 2, 226, 351, 257} </source>

GetGeneralChatLog

Definition: GetGeneralChatLog() -> table log
Description:
returns the chatlog
Returns:
log table containing chatlog


GetGroupMemberID

Definition: GetGroupMemberID(int index) -> int charid
Description:
get charid of group member with given index
Arguments:
index group member index (1-8)
Returns:
charid character id

GetGroupMemberLocation

Definition: GetGroupMemberLocation(int charid) -> int loc
Description:
get location of a groupmember
Arguments:
charid character ids of a groupmember
Returns:
loc sectorid of groupmember or 0 for yourself

GetGroupOwnerID

Definition: GetGroupOwnerID() -> int charid
Description:
get charid of group owner
Returns:
charid character id

GetGuildAcronym

Definition:
GetGuildAcronym() -> string acronym
Description:
get your guilds acronym
Returns:
acronym string containing guild acronym

GetGuildBalance

Definition:
GetGuildBalance() -> int balance
Description:
get amount of money in guild bank
Returns:
balance money in bank

GetGuildBankPrivileges

Definition:
GetGuildBankPrivileges() -> table deposit withdraw logview
Description:
get your guilds bank privileges as three tables. they contain the ranks carrying each privilege.
see [API_Index#Guild]
Returns:
deposit table with ranks that can deposit money
withdraw table with ranks that can withdraw money
logview table with ranks that can view the transfer log

GetGuildBankWithdrawalLimits

Definition:
GetGuildBankWithdrawalLimits() -> int ret1 ret2 ret3
Description:
get withdrawal limits? returns three numbers
Returns:
ret1
ret4
ret3

GetGuildMOTD

Definition:
GetGuildMOTD() -> string motd
Description:
get your guilds message of the day
Returns:
motd string containing the motd

GetGuildMemberInfo

Definition: GetGuildMemberInfo(int index) -> int charid rank string name
Description:
get information about the guildmember of the given index
Arguments:
index index of online guildmembers 1-n
Returns:
charid character id
rank rank: 0=member, 1=lieutenant, 2=council member, 3=council member and lieutenant, 4=commander
name name of member

Example:
<source lang="lua"> for i=1,GetNumGuildMembers()do

 local id, rank, name = GetGuildMemberInfo(i)
 print("guild member: "..name)

end</source>

GetGuildMemberInfoByCharID

Definition: GetGuildMemberInfoByCharID(int charid) -> int charid rank string name
Description:
get information about the guildmember
Arguments:
charid charid of online guildmember
Returns:
charid character id
rank rank: 0=member, 1=lieutenant, 2=council member, 3=council member and lieutenant, 4=commander
name name of member
Example:
<source lang="lua">local charid,rank,charname = GetGuildMemberInfoByCharID(GetCharacterID())</source>

GetGuildName

Definition: GetGuildName() -> string name
Description:
get guild name
Returns:
name string containing guild name

GetGuildTag

Definition: GetGuildTag(int charid) -> string tag
Description:
get guild tag of self or another character.
Arguments:
charid character id or nil to get self's guild tag.
Returns:
tag string containing guild tag or empty string if character not known or not in a guild.
Example:
local guildtag = GetGuildTag() if guildtag ~= "" then

 print('['..guildtag..'] You are a member of the guild '..(GetGuildName() or guildtag)..'\n')

else

 print('Not a member of a guild.\n')

end</source>

GetHomeStation

Definition: GetHomeStation() -> int sectorid
Description:
get sectorid of home station
Returns:
sectorid sectorid of home station

GetInventoryItemClassSubType

Definition: GetInventoryItemClassSubType(int itemid) -> int subtype
Description:
get subclass of an item
Arguments:
itemid inventory item
Returns:
subtype sub type of item
known types:
0 = light weapon or ship
1 = heavy weapon
3 = engine
4 = battery
10 = trade goods

GetInventoryItemClassType

Definition: GetInventoryItemClassType(int itemid) -> int type
Description:
get class of an item
Arguments:
itemid inventory item
Returns:
type class of item. you can use those CLASSTYPE_* constants to identify types

GetInventoryItemContainerID

Definition: GetInventoryItemContainerID(int itemid) -> int container
Description:
get container of item
Arguments:
itemid inventory item
Returns:
container itemid of container of or null if it's not in one (a ship)

GetInventoryItemExtendedDesc

Definition: GetInventoryItemExtendedDesc(int itemid) -> string desc
Description:
get description of item
Arguments:
itemid inventory item
Returns:
desc item description text.

GetInventoryItemIcon

Definition: GetInventoryItemIcon(int itemid) -> string path
Description:
get path to icon of inventory item
Arguments:
itemid inventory item
Returns:
path path to icon

GetInventoryItemInfo

Definition: GetInventoryItemInfo(int itemid) -> string ipath name int quant float mass string sdesc desc1 desc2 int container class subtype
Description:
get most info about inventory item
Arguments:
itemid inventory item
Returns:
ipath icon path
name name or item
quant amount of items
mass per item mass as float in tons
sdesc short description
desc1 long description
desc2 long description again, sometimes omitted don't know what's the difference
container itemid of container this item is in
class type of item (see GetInventoryItemClassType)
subtype subtype of item (see GetInventoryItemClassSubType)

GetInventoryItemLocation

Definition: GetInventoryItemLocation(int itemid) -> int stationid
Description:
get location of an inventory item
Arguments:
itemid itemid of an inventory item
Returns:
stationid stationid or nil if itemid is invalid
Example:
<source lang="lua">ShortLocationStr(SplitStationID(GetInventoryItemLocation(1234))) -> "Dau L-10"</source>
get the stationid of the item 1234
get the sectorid part of that stationid
print out the sectors name

GetInventoryItemLongDesc

Definition: GetInventoryItemLongDesc(int itemid) -> string desc
Description:
get long description of an inventory item
Arguments:
itemid itemid of an inventory item
Returns:
desc long description of an inventory item
Example:
<source lang="lua">GetInventoryItemLongDesc(1234) -> "Damage: 1100|Velocity: 190m/s|Energy: 30/blast|Delay: 0.4s|Mass: 1000 kg| \ Volume (as cargo): 1 cu|Good auto-targeting||KC-Cannon housing with PR-11 plasma cells"</source>

GetInventoryItemMass

Definition: GetInventoryItemMass(int itemid) -> float mass
Description:
get mass of inventory item
Arguments:
itemid inventory item
Returns:
path mass of item as float in tons
Example:
<source lang="lua">GetInventoryItemMass(1234) -> 4.000</source>
the mass of item 1234 is 4000kg

GetInventoryItemName

Definition: GetInventoryItemName(int itemid) -> string name
Description:
get name of inventory item
Arguments:
itemid inventory item
Returns:
name name

GetInventoryItemQuantity

Definition: GetInventoryItemQuantity(int itemid) -> int quant
Description:
get quantity of inventory item..
Arguments:
itemid inventory item
Returns:
quant quantity

GetInventoryItemType

Definition: GetInventoryItemType(int itemid) -> int type
Description:
get item type
Arguments:
itemid inventory item
Returns:
type type

GetInventoryItemUnitCost

Definition: GetInventoryItemUnitCost(int itemid) -> int cost
Description:
get price paid for the given item(?)
Arguments:
itemid itemid of an inventory item
Returns:
cost price of item

GetInventoryItemVolume

Definition: GetInventoryItemVolume(int itemid) -> int volume
Description:
get per unit volume of item in cu
Arguments:
itemid itemid of an inventory item
Returns:
volume volume in cu

GetItemFullDesc

Definition: GetItemFullDesc(table item) -> string desc
Description:
get full description of an inventory item
Arguments:
item iteminfo table
Returns:
desc full description of item

GetItemPartialDesc

Definition: GetItemPartialDesc(table item) -> string desc
Description:
get partial description of an inventory item
Arguments:
item iteminfo table
Returns:
desc partial description of item

GetLastAggressor

Definition: GetLastAggressor(int itemid) -> int nodeid ret1
Description:
get node id of last aggressor and some number
Returns:
nodeid node id of last aggressor ret1 no clue

GetJoinedChannels

Definition: GetJoinedChannels() -> table channels
Description:
get array with currently joined channels
Returns:
channels array with joined channels

GetLastPrivateSpeaker

Definition: GetLastPrivateSpeaker(int itemid) -> string name
Description:
get name of last character that pmed you
Returns:
name last messager

GetLastShipLoadout

Definition: GetLastShipLoadout() -> {groups = {1 = group1 .. 18 = group18}, int ship, ports= {1 = port1 ..}, int shipcolor}
Description:
get last ship loadout, color and weapon groups. this function only works in space
Returns:
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(?)

GetLastShipLoadoutPurchaseCost

Definition: GetLastShipLoadoutPurchaseCost() -> int cost
Description:
what you payed for your last ship(?)
Returns:
cost

GetLicenseLevel

Definition: GetLicenseLevel(int type) -> int level
Description:
get the level of the provided license
Arguments:
type type of license (1-5)
Returns:
level license level or 0 if invalid type given

GetLicenseRequirement

Definition: GetLicenseRequirement(int level) -> int xp
Description:
get xp required for given level
Arguments:
level license level
Returns:
xp

GetListOfSeenNames

Definition: GetListOfSeenNames() -> table names
Description:
get table with names of characters that have been in the same sector as the player or have sent messages
Returns:
names table with names of characters

GetMaxRadarDistance

Definition: GetMaxRadarDistance() -> int dist
Description:
get current(?) max radar range
Returns:
dist max radar range

GetMinJumpDistance

Definition: GetMinJumpDistance() -> int dist
Description:
get minimum distance from large objects to jump
Returns:
dist min jump distance

GetMissionChatLog

Definition: GetMissionChatLog() -> {bool updated, string 1.. }
Description:
get advancement log
Returns:
1-n advancement log updated no clue

GetMissionLogReadState

Definition: GetMissiontLogReadState() -> bool read
Description:
Tell if the mission chat/advanmcement log was displayed. SetMissionLogRead was called since the last line was added to the log.
Returns:
read true if the log was displayed

GetMissionTimers

Definition: GetMissionTimers() -> int time
Description:
get time left on the current mission. may have some functionality for multiple missions
Returns:
time time left on this timer in 1000th seconds

GetMoney

Definition: GetMoney() -> int money
Description:
get how many credits you own
Returns:
money

GetNationKills

Definition: GetNationKills(int nation) -> int kills
Description:
get number of player kills for the given nation
Arguments:
nation id of nation (1-3)
Returns:
kills number of player kills or 0 if invalid nation

GetNewsHeadline

Definition: GetNewsHeadline(int index) -> string title int time ret1
Description:
get headline, post time and some number
Arguments:
index index of headline newest is 1
Returns:
title the headline time post date in unix time ret1 no clue, always 1

GetNumAccomplishments

Definition: GetNumAccomplishments(int charid) -> int accomplishments
Description:
get number of accomplishments for the given character
Arguments:
charid charid of a character
Returns:
accomplishments number of accomplishments

GetNumActiveMissions

Definition: GetNumActiveMissions() -> int missions
Description:
get number of active missions.
Returns:
missions number of active missions

GetNumAvailableMissions

Definition: GetNumAvailableMissions() -> int missions
Description:
get number of available missions
Returns:
missions

GetNumCharacters

Definition: GetNumCharacters() -> int chars
Description:
get number of characters you have defined
Returns:
chars

GetNumCompletedMissions

Definition: GetNumCompletedMissions() -> int missions
Description:
get number of completed missions
Returns:
missions

GetNumFinishedMissions

Definition: GetNumFinishedMissions() -> int missions
Description:
get number of finished missions. as displayed in the mission log panel
Returns:
missions

GetNumGroupMembers

Definition: GetNumCharacters() -> int chars
Description:
get number of characters in your group
Returns:
chars number of characters in your group or 0 if player is not in group

GetNumGuildMembers

Definition: GetNumGuildMembers() -> int numchars
Description:
get number of online guildmembers
Returns:
chars number of guildmembers currently online or 0 if player is not in a guild
Example:
<source lang="lua"> for i=1,GetNumGuildMembers() do

 local id, rank, name = GetGuildMemberInfo(i)
 print("member: "..name)

end</source>

GetNumNewsHeadlines

Definition: GetNumNewsHeadlines() -> int num
Description:
get number of news headlines..
Returns:
num

GetNumStationDesiredItems

Definition: GetNumStationDesiredItems() -> int num
Description:
Get number of items this station desires. The names of the items can then be fetched with GetStationDesiredItem.
Returns:
num The number of items the station wants.
Example:
<source lang="lua"> for i = 1, GetNumStationDesiredItems(), 1 do

   print("This station wants: "..GetStationDesiredItem(i))

done </source>

GetNumStationMerch

Definition: GetNumStationMerch() -> int num
Description:
get number of addons, ships an cargo this station sells
Returns:
num

GetNumStationTurrets

Definition: GetNumStationTurrets() -> int num
Description:
get number of turrets on this station or ship
Returns:
num number of turrets attached to this station or ship. 0 if not docked

GetNumTips

Definition: GetNumTips() -> int num
Description:
get size of load screen tips pool
Returns:
num

GetParentHealth

Definition: GetParentHealth() -> float ret1 ret2
Description:
get health of object this one is attached to (turret to capship). untested!
Returns:
ret1 health in percent(?) ret2 health as float (1-0)(?)

GetPlayerDistance

Definition: GetPlayerDistance(int charid) -> float distance
Description:
get distance to another character
Arguments:
charid character id of another character in this sector
Returns:
distance distance to character in m

GetPlayerFaction

Definition: GetPlayerFaction(int charid) -> int factionid
Description:
get nation of a player
Arguments:
charid character id or nil
Returns:
factionid number representing the faction (1-13, 99)

GetPlayerFactionStanding

Definition: GetPlayerFactionStanding(int factionid, charid) -> int standing
Description:
get a players standing with a faction
Arguments:
factionid a number representing a faction. Only 1 to 3 work for other players. factionid
charid charid of a player (in the current sector?). nil is equivalent of own id.
Returns:
standing number representing faction standing 0-65535, (0 in-game being -1000, 32768 in-game being 0 and 65535 being 1000 in-game)
Example:
If the player's Itani Faction Standing was 0: <source lang="lua">print( GetPlayerFactionStanding(1) ) -> "32768"</source> Or used in conjunction with GetPlayerFaction: <source lang="lua">print( GetPlayerFactionStanding( GetPlayerFaction(charid) ) -> "Will return the players faction standing of the faction that charid belongs to." )</source>

GetPlayerHealth

Definition: GetPlayerHealth(int charid) -> float health
Description:
get health of provided character
Arguments:
charid character id
Returns:
health health of character in percent or -1 if character is not in the current sector

GetPlayerName

Definition: GetPlayerName(int charid) -> string name
Description:
get name of character
Arguments:
charid character id
Returns:
name

GetPlayerNodeID

Definition: GetPlayerNodeID(int charid) -> int nodeid
Description:
get nodeid of a character in the sector
Arguments:
charid character id
Returns:
nodeid nodeid or nil if charid is invalid

GetPrimaryShipIDOfPlayer

Definition: GetPrimaryShipIDOfPlayer(int charid) -> int shipid
Description:
get shipid of a character (= objectid?)
Arguments:
charid character id
Returns:
shipid

GetPrimaryShipNameOfPlayer

Definition: GetPrimaryShipNameOfPlayer(int charid) -> string name
Description:
get ship name (type) of provided character
Arguments:
charid character id
Returns:
name

GetProfitColor

Definition: GetProfitColor(int price, cost) -> string color
Description:
get color depending on the given prices
Arguments:
price sell price
cost buy price
Returns:
color iup color string

GetProfitHexColor

Definition: GetProfitHexColor(int price, cost) -> string color
Description:
get color in hex format depending on the given prices
Arguments:
price sell price
cost buy price
Returns:
color hex color string. format: "rrggbb"

GetProximityWarningDistance

Definition: GetProximityWarningDistance() -> int dist
Description:
get proxy warnign distance
Note: even returns the distance when proxy warning is disabled
Returns:
dist proxy distance.

GetSectorAlignment

Definition: GetSectorAlignment() -> int alignment
Description:
returns the alignment of the current sector

Returns:
alignment int representing alignment of the current sector. see: FactionName

GetSectorMonitoredStatus

Definition: GetSectorMonitoredStatus() -> int monitor
Description:
returns the monitor status of the current sector (Unmonitored, Guarded ...) see: FactionMonitor and FactionMonitorStr

Returns:
monitor monitor status

GetShipAmmoPrices

Definition: GetShipAmmoPrices(int ship) -> table prices
Description:
get cost of ship ammo
Arguments:
ship itemid of a ship
Returns:
prices weapon itemid ammo price pairs
prices.allammoprice cost of reloading all weapons
prices.allammoquantity amoutn of ammo to reload

GetShipCargoCount

Definition: GetShipCargoCount(int itemid) -> int num
Description:
get amount of cargo in the ship
Arguments:
itemid item id of a ship
Returns:
num amount of argo in ship in cu

GetShipInventory

Definition: GetShipInventory(int itemid) -> {cargo = {int cargoitemid ..}, addons = {int addonitemid ..}}
Description:
get itemids of items attached to a ship
Arguments:
itemid item id of a ship
Returns:
cargo array with cargo items
addons array with addons
cargoitemid itemids of cargo items
addonitemid itemids of addons

GetShipList

Definition: GetShipList() -> {int itemid ..}
Description:
get list of your ships in the current station. produces error when called outside station..
Returns:
itemid itemid of a ship

GetShipMaxCargo

Definition: GetShipMaxCargo(int itemid) -> int cargo
Description:
get amount of cargo the given ship can hold
Arguments:
itemid itemid of a ship
Returns:
cargo cargo in cu

GetShipMeshInfo

Definition: GetShipMeshInfo(int itemid) -> string id model int color
Description:
get mesh information about equipment in your inventory. if an invalid itemid is given the info about the current ship is returned
Arguments:
itemid itemid of one of your ships or nil
Returns:
id of the ship
model filename of the model(?)
color colorid of the item see ShipPalette
Example:
<source lang="lua">GetShipMeshInfo(1234) -> "ship_generic_behemoth" "gaf/ship_generic_behemoth.dfs" 166</source>

GetShipPortIDOfItem

Definition: GetShipPortIDOfItem(int itemid1, int itemid2) -> int portid
Description:
get port of weapon in one of your ships
Arguments:
itemid1 itemid of one of your ships
itemid2 itemid of a weapon or nil
Returns:
portid port of a wweapon or first free port if itemid2 is nil

GetShipPurchaseColor

Definition: GetShipPurchaseColor() -> int color
Description:
get selected color from the color picker
Returns:
colorid number representing color (0-255)

GetSkillLevel

Definition: GetSkillLevel(int licenseid) -> int current next
Description:
get current and required xp for next level or provided skill
Arguments:
licenseid type of license (1-5)
Returns:
current current xp next xp required for next level

GetSkirmishInfo

Definition:
GetSkirmishInfo() -> int crew1 crew2 init1 init2 string name1 name2 bool active
Description:
returns crew info for skirmish missions
Returns:
crew1 crew members left for side 1 (top bar)
crew2 crew members left for side 2 (bottom bar)
init1 initial crew strength for side 1
init2 initial crew strength for side 2
name1 name of side 1
name2 name of side 2
active true if mission active(?)

GetStationAddonList

Definition: GetStationAddonList() -> {int itemid ..}
Description:
get array with your addons in the station hold
Returns:
itemid itemid of one of your addons

GetStationAmmoInfoByID

Definition: GetStationAmmoByID(int itemid) -> {bool is_ammorepair, string type, int unitcost, int price, string longdesc, string desc, bool locallyproduced, int itemid, string icon}
Description:
get info about ammo based weapons in the station by item id
Arguments:
itemid itemid

GetStationCargoList

Definition: GetStationCargoList() -> {int itemid ..}
Description:
get list of cargo items in the current station. produces error when called outside station..
Returns:
itemid itemid of a trade item

GetStationChatLog

Definition: GetStationChatLog() -> {string msg ..}
Description:
get table with messages in the station chat
Returns:
msg chat message

GetStationCurrentCargo

Definition: GetStationCurrentCargo() -> int cargo
Description:
get amount of cargo currently in this station. including cargo, equipment, ships ..
Returns:
cargo amount of cargo in cu

GetStationDesiredItem

Definition: GetStationDesiredItem(int index) -> string ditem
Description:
Get the string name of an item that this station desires. The index ranges from 1 to GetNumStationDesiredItems().
Arguments:
index index in list of strings
Returns:
ditems desired item

GetStationFaction

Definition: GetStationFaction(int stationid) -> int factionid
Description:
get faction of the given station
Arguments:
stationid stationid
Returns:
factionid factionid or 0 if stationid invalid

GetStationFactionAppraisalModifier

Definition: GetStationFactionAppraisalModifier() -> float modifier
Description:
Returns a number that seems to affect the price of storage space. depends on faction standing or something
Returns:
modifier

GetStationLocation

Definition: GetStationLocation() -> int stationid
Description:
get the stationid of the current station
Returns:
stationid stationid or nil if not docked to a station

GetStationLogReadState

Definition: GetStationLogReadState() -> bool read
Description:
Tell if the stationlog/bar was displayed. SetStationLogRead was called since the last line was added to the log.
Returns:
read true if the log was displayed

GetStationMaxCargo

Definition: GetStationMaxCargo() -> int cargo
Description:
return amount of cargo this station can hold.
Returns:
cargo amount of cargo in cu purchaseable max purchaseincrement purchase price mincargo rent

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 }
Description:
get info about items this station sells
Arguments:
merchid id of sold items (1-n), where n = GetNumStationMerch()
Example:
<source lang="lua"> for item = 1, GetNumStationMerch() do

   local haveitem = GetStationMerchInfo(item);
   console_print("Station has item: ".. haveitem.name);

end </source>

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 }
Description:
get info about items this station sells by itemid
Arguments:
itemid itemid of sold items



GetStationMerchPriceByID

Definition: GetStationMerchInfoByID(int itemid) -> int price
Description:
get price of an item this station sells
Arguments:
itemid itemid of sold items
Returns:
price price of an item or 0 if this item isn't sold



GetStationName

Definition: GetStationName(int stationid) -> string name
Description:
Get the name of a station. If the provided stationid is invalid the function produces a lua error.
Arguments:

  • stationid stationid or nil for the current station


Returns:

  • name Long name of the current station if no argument is given, otherwise the sector name and coordinates of a station.


Example:
<source lang="lua"> GetStationName(200*256+1) --returns "Sol II H-13" (200 is the sectorid for Sol II, H-13) GetStationName() -- returns "SkyCommand" when in the station at Sol II, H-13 </source>

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 }
Description:
get sellable inventory info by id ...

GetStationSellableInventoryPriceByID

Definition: GetStationSellableInventoryPriceByID(int itemid, int quantity) -> int value, unitprice
Description:
Get value of inventory items and price per unit in the current station
Arguments:
itemid itemid of an inventory item in the current station
quantity number of units of this item (optional)
Returns:
value value of item(s)
unitprice price per unit
Example:
<source lang="lua"> GetStationSellableInventoryPriceByID(1234, 2) -> 2000, 1400 -- Two units of item 1234 are worth 2000c. The station sells a unit for 1400c. </source>

GetStationShipList

Definition: GetStationShipList(int itemid) -> {int itemid1 ..}
Description:
get array of your ships in the current station
Returns:
itemid? itemid of ship in the current station

GetStationTurretInfo

Definition: GetStationTurretInfo(int turretid) -> {int objectid, int nodeid, float armorpercent, int itemid}
Description:
get information about a stations or ships turrets
Arguments:
turretid' id of a turret
Returns:
objectid
nodeid
armorpercent armor level
itemid

GetStationType

Definition: GetStationType() -> string stype
Description:
get station type
Returns:
stype station type. returns "frigate" when docked to a cruiser otherwise nil

GetStorageItemInfo

Definition: GetStorageItemInfo() -> ??
Description:
no clue. can't make it return anything

GetStorageLocationSector

Definition: GetStorageLocationSector(int arg1) -> int ret1
Description:
returns some number when fed with an itemid

GetSurveyChoices

Definition: GetSurveyChoices() -> {}
Description:
returns an empty table!

GetSurveyQuestion

Definition: GetSurveyQuestion() -> string ret1
Description:
returns an empty string!
Returns:
ret1 an empty string!

GetSystemID

Definition: GetSystemID(int sectorid) -> int systemid
Description:
get systemid of the given sector. lua error on nil
Arguments:
sectorid sectorid
Returns:
systemid systemid

GetTargetDistance

Definition: GetTargetDistance() -> float dist
Description:
get distance to target
Returns:
dist distance to target in m

GetTargetFriendlyStatus

Definition: GetTargetFriendlyStatus() -> int fstatus
Description:
get friendlyness of target
Returns:
fstatus Returns 0 to 3. Target is friendly if 3, unfriendly otherwise

GetTargetInfo

Definition: GetTargetInfo() -> string name float health dist int factionid string guild ship
Description:
get info about target
Returns:
name
health health in percent
dist distance in m
factionid faction of target
guild guild tag of target
ship name of targets ship

GetTip

Definition: GetTip(int tipid) -> string tip
Description:
get loading screen with given index
Arguments:
tipid tip id (1-n)
Returns:
tip loading screen tip

GetTurretNamesByStationType

Definition: GetTurretNamesByStationType(string stype) -> {string tur1 ..}
Description:
get turret name of provided station type
Arguments:
stype station type
Returns:
tur1 turret name (2-n)(?)
Example:
<source lang="lua">GetTurretNameByStationType("frigate") -> {2 = "LeftAft", 3 = "Left Front", 4 = "Left Lower Fin" ..}</source>

GetTutorialLevel

Definition: GetTutorialLevel() -> int num
Description:
return if the player has done the tutorial(?)
Returns:
num 0 if tutorial wasn'T done -1 if it was, I think ...

GetUserName

Definition: GetUserName() -> string Name
Description:
Returns the username.
Returns:
Name <test:username> or <dev:username> if you are on the test or dev server, otherwise <username>.

GiveMoney

Definition: GiveMoney(string char, int amount) -> nil
Description:
transfer money to a character
Arguments:
char name of a character within the sector
amount amount of money to transfer

HasActiveShip

Definition: HasActiveShip() -> bool aship
Description:
return true if the player has an active ship
Returns:
aship true if the player has an activer ship otherwise false

HasLastShipLoadout

Definition: HasLastShipLoadout() -> bool loadout
Description:
return true if the player has a last ship loadout saved. (see ClearLastShipLoadout)
Returns:
loadout true if the player has a last shiploadout saved otherwise false

HelpCharAccom

Description:
helpfunc

HelpCharFaction

Description:
helpfunc

HelpCharGuild

Description:
helpfunc

HelpCharInventory

Description:
helpfunc

HelpCharStats

Description:
helpfunc

HelpCommoditiesAction

Description:
helpfunc

HelpGridPower

Description:
helpfunc

HelpIgnore

Description:
helpfunc

HelpLargeAddonsAction

Description:
helpfunc

HelpOtherAddonsAction

Description:
helpfunc

HelpPDAAdvancementLog

Description:
helpfunc

HelpPDAJettison

Description:
helpfunc

HelpPDAKilledByList

Description:
helpfunc

HelpPDAKilledList

Description:
helpfunc

HelpPDAMissionLog

Description:
helpfunc

HelpPDAMissionNotes

Description:
helpfunc

HelpPDANearbyShips

Description:
helpfunc

HelpPDAPVPList

Description:
helpfunc

HelpPDAStationVisitsList

Description:
helpfunc

HelpSellAction

Description:
helpfunc

HelpSellAddons

Description:
helpfunc

HelpSellCommodities

Description:
helpfunc

HelpShipAmmo

Description:
helpfunc

HelpShipCargo

Description:
helpfunc

HelpShipEquip

Description:
helpfunc

HelpShipGroup

Description:
helpfunc

HelpShipPurchase

Description:
helpfunc

HelpShipSelect

Description:
helpfunc

HelpShipStatus

Description:
helpfunc

HelpSmallAddonsAction

Description:
helpfunc

HelpStationAddonEquip

Description:
helpfunc

HelpStationAddonGroups

Description:
helpfunc

HelpStationBuddies

Description:
helpfunc

HelpStationMission

Description:
helpfunc

HelpStationNav

Description:
helpfunc

HelpStationNews

Description:
helpfunc

HelpStationWelcome

Description:
helpfunc

HelpSystemNotes

Description:
helpfunc

HelpVoiceChat

Description:
helpfunc

HideAllDialogs

Definition: HideAllDialogs() -> nil
Description:
Hide all dialogs that were shown with ShowDialog or PopupDialog

HideDialog

Definition: HideDialog(userdata dialog) -> nil
Description:
Hide a dialog that was shown with ShowDialog or PopupDialog
Arguments:
dialog a currently shown dialog

HideTooltip

Definition: HideTooltip() -> nil
Description:
Hide ToolTip, the tooltip dialog

IsConnected

Definition: IsConnected() -> bool connected
Description:
return true if the player is connected to the game
Returns:
connected true if the player is connected otherwise false

IsEnemy

Definition: IsEnemy(charid) -> bool enemy
Description:
Part of the base radar functionality. Used in conjunction with GetFriendlyStatus.
Returns:
enemy returns true if someone is an enemy, otherwise false. Totally unreliable.

IsGroupMember

Definition: IsGroupMember(int charid) -> bool grmember
Description:
tell if the provided character is a group member
Arguments:
charid character id
Returns:
grmember true if character is a groupmember false if not or you aren't member of a group

IsGuildMember

Definition: IsGuildMember(int charid) -> bool guildmember
Description:
tell if the provided character is a guild member
Arguments:
charid character id
Returns:
gumember true if character is a guildmember false if not or you aren't member of a guild

IsInDuel

Definition: IsInDuel() -> bool duel
Description:
Returns true if the player is in a duel
Returns:
duel true if dueling

IsPlayerRequestingBuddy

Definition: IsPlayerRequestingBuddy(string name) -> bool req
Description:
Tell if the given player is requesting to become a buddy
Arguments:
name player name
Returns:
req true if player is requesting to become a buddy

IsPlayerRequestingDuel

Definition: IsPlayerRequestingDuel(string name) -> bool req
Description:
Tell if the given player is requesting a duel
Arguments:
name player name
Returns:
req true if player is requesting a duel

IsPlayerRequestingGroupInvite

Definition: IsPlayerRequestingGroupInvite(string name) -> bool req
Description:
Tell if the given player has sent a group invite
Arguments:
name player name
Returns:
req true if invited by player

IsProximityWarningEnabled

Definition: IsProximityWarningEnabled() -> bool isproxy
Description:
tell if proximity warning is enabled
Returns:
isproxy true if proximity warning is enabled otherwise false

IsStormPresent

Definition: IsStormPresent() -> bool isstorm
Description:
tell if there's a storm in the current sector
Returns:
isstorm true if storm is present otherwise false

IsTransactionInProgress

Definition: IsTransactionInProgress() -> bool trans
Description:
tell if a transaction is in progress (like selling a ship, items ..)
Returns:
trans true if transaction in progress

IsVoiceChatEnabled

Definition: IsVoiceChatEnabled() -> bool vc
Description:
tell if voice chat is enabled
Returns:
vc true if voice chat is enabled

JettisonAll

Definition: JettisonAll() -> nil
Description:
Jettison all of your ships cargo

JettisonMultiple

Definition: JettisonMultiple{item1 = {int id, int quantity} ..} -> nil
Description:
Jettison cargo items and quantitiss according to the provided table
Arguments:
item1 table containing quantity and itemid of cargo to jettison id itemid of cargo item quantity amount of this cargo to jettison
Example:
<source lang="lua">JettisonMultiple{{id=1234, quantity=2}, {id=1235, quantity=3}}</source>
jettison 2 untis of the cargo with the itemid 1234 and 3 with the id 1235

JettisonSingle

Definition: JettisonSingle(int itemid, int quantity) -> nil
Description:
Jettison provided type and amount of cargo
Arguments:
itemid itemid of cargo item quantity amount of cargo to jettison
Example:
<source lang="lua">JettisonMultiple(1234, 2)</source>
jettison 2 units of the cargo with the itemid 1234

JoinChannel

Definition: JoinChannel{channelid1 ..} -> nil
Description:
join the provided channels without leaving existing channels
Arguments:
channelid1 channel number (1 - 2^32) the last index is the active channel

LeaveChannel

Definition: LeaveChannel{channelid1 ..} -> nil
Description:
leave the provided channels
Arguments:
channelid1 channel number (1 - 2^32)

ListChannels

Definition: ListChannels() -> nil
Description:
print list of currently joined channels and usage info to the chatarea

LoadCargo

Definition: LoadCargo({{int itemid, int quantity} ..}, function cb) -> nil
Description:
Load cargo items and quantitiss according to the provided table
Arguments:
itemid itemid of cargo item
quantity amount of this cargo to load
cb optional function to call on success
Example:
<source lang="lua">LoadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source>
load 2 units of the cargo with the itemid 1234 and 3 with the id 1235

LoadChannels

Definition: LoadChannels() -> nil
Description:
restore chat channels from config file(?)

LoadMissionNotes

Definition: LoadMissionNotes() -> string notes
Description:
read and return players notes from playernotes.txt. See also: Function_Index#SaveMissionNotes
Returns:
notes mission notes text

LoadNavpath

Definition: LoadNavpath(string navpath) -> {int sectorid1 ..}
Description:
load navroute by name and return array with hops
Returns:
sectorid1 sectorid of a hop on this navroute first index is first hop (1-n)

LoadShipPresets

Definition: LoadShipPresets() -> nil
Description:
read ship presets from config file and setup buyback dialog

LoadSystemNotes

Definition: LoadSystemNotes(int systemid) -> string notes
Description:
load system notes from settings/<charactername>/system<systemid>notes.txt
Arguments:
sectorid systemid
Returns:
notes string with system notes

LocationStr

Definition: LocationStr(int sectorid) -> string sname
Description:
translate a sectorid into a sector name. error if no argument provided
Arguments:
sectorid sectorid
Returns:
sname sector name
Example:
<source lang="lua">LocationStr(5000) -> "Sedina System, Sector H-9"</source>

Login

Definition: Login(string username, string password) -> nil
Description:
Login to the game. crashes game when arguments are missing...
Arguments:
username vendetta account name
password password

Logout

Definition: Logout() -> nil
Description:
Inititate logout sequence.

MakeBotName

Definition: MakeBotName(string nameset, int seed) -> string name
Description:
Generate a name fromthe given nameset and optional random seed
Arguments:
nameset nameset from which to generate a name
seed optional random seed

Returns:
name a random name based on the nameset

MakeBuyBackQuestionDlg

Definition: MakeBuyBackQuestionDlg() -> userdata dialog
Description:
Create the buyback dialog
Returns:
dialog buyback dialog

NPlural

Definition: NPlural(string arg1, string arg2) -> string pstring
Description:
concaterates the two provided strings together and pluralizes the result
Arguments:
arg1 first substring
arg2 second substring

Returns:
pstring concaterated and pluralized string
Example:
<source lang="lua">NPlural("Serco", "Cookie") -> "Serco Cookies"</source>

MakeBuyBackQuestionDlg

Definition: MakeBuyBackQuestionDlg() -> userdata dialog
Description:
Create the buyback dialog
Returns:
dialog buyback dialog

OnIdle

Definition: OnIdle(float delta) -> nil
Description:
Idle handler
Arguments:
delta seconds since last call(?)

OpenAlarm

Definition: OpenAlarm(string title, text, buttontext) -> nil
Description:
Show ConfirmationDialog with the given message
Arguments:
title title text
text body text
buttontext text on button

OverlapPrevention

Definition: OverlapPrevention(table ip) -> bool overlap
Description:
Adjust icon positions in a viewport so that they don't overlap
Arguments:
ip table with viewport dimensions and icon positions
ip.icon_positions table with icon_postions
ip.width width of viewport
ip.height height of viewport
Returns:
overlap true if icons overlapped

ParseXML

Definition: ParseXML(string xmlstring) -> {dom}
Description:
returns the provided string as a collection of substrings and nodes as subtables ..see example
Arguments:
xmlstring string containing xml tags
Returns:
dom table with xml nodes and substrings
Example:
<source lang="lua">ParseXML("a <xml>test</xml>woohoo<tag>subtext<bla>subsubtext</bla></tag>") -> {"a ", {"test", "xml"}, "woohoo", {"subtext", {"subsubtext", "bla" }, "tag"}}</source>

PlayerInStation

Definition: PlayerInStation() -> bool instation
Description:
tell if the player is in a station or capship
Returns:
instation true if the player is in a station otherwise false

PlayerInventoryPairs

Definition: PlayerInventoryPairs() -> int itemid table iteminfo
Description:
Iterator function that returns information about an item in the players inventory each time it is called. works like pairs()
Returns:
itemid itemid
iteminfo inventory iteminfo
Example:
<source lang="lua">for i,v in PlayInventoryPairs() do console_print(i) printtable(v) end</source> prints the info of every item in the players inventory to the console

PopupDialog

Definition: PopupDialog(userdata dialog, int x, y) -> nil
Description:
Wrapper around iup.Popup that allows the dialog to be closed with HideDialog or HideAllDialogs
Arguments:
dialog dialog to show
x horizontal position
y vertical position

PrintJoinUsage

Definition: PrintJoinUsage() -> nil
Description:
prints how to use /join to the chatarea

PrintLeaveUsage

Definition: PrintLeaveUsage() -> nil
Description:
prints how to use /leave to the chatarea

PrintPurchaseTransaction

Definition: PrintPurchaseTransaction(string name, int quantity, totalvalue, totalcost) -> nil
Description:
Print a sale summery message to the chat log
Arguments:
name sold item
quantity number items sold
totalvalue value of items
totalcost price of items

Example:
<source lang="lua"> -- prints "100x of Stuff sold for a total amount of 1000c (profit of 1c)" to the chat log PrintPurchaseTransaction("Stuff", 100, 1000, 999) </source>

PrintTransactionTable

Definition: PrintTransactionTable() -> nil
Description:
print pending transactions.
Returns:
{[x]={trackback="...(tail call): ?", wantcount=0, count=0}} for current transactions, otherwise returns nil.

ProcessEvent

Definition: ProcessEvent(string eventtype, data) -> nil
Description:
Processes various events. Trigger a with Function_Index#RegisterEvent defined event
Arguments:
eventtype eventtype
data varies depending on eventtype. Sometimes it's a table, sometimes it's a string.

PurchaseMerchandiseItem

Definition: PurchaseMerchandiseItem(int itemid, int amount, func callback) -> nil
Description:
buy the provided item
Arguments:
itemid itemid of cargo merch item
amount number of items to purchase
callback function that gets called when transaction is finished, callback is called with no arguments in case of success or with numeric errorcode in case of failure

PurchaseShipLoadout

Definition: PurchaseShipLoadout(func arg1) -> ??
Description:
no clue takes function as first argument

RegisterEvent

Definition: RegisterEvent(object eventhandler, string eventtype) -> nil
Description:
Hook up object to event. The object is a function or a table with a method called OnEvent or the name of the event. See Event Intro
Arguments:
eventhandler object to register with event
eventtype eventtype
Example:
see Event Intro

RegisterUserCommand

Definition: RegisterUserCommand(string commandname, func callback(dataarg, {arguments1, ..}), data) -> nil
Description:
hook up object to command
Arguments:
commandname string containing the command
callback function accepting two arguments to run when command is executed
dataarg see data
arguments1 arguments of the command (Note: if there are no arguments the table is nil not an empty table.)
data data to pass callback
Example:
<source lang="lua"> -- function to call when the command is entered local function printfunc(data, args)

 -- data contains the third parameter of RegisterUserCommand
 local str = tostring(data)
 -- if the command was entered without parameters args is nil otherwise a table containing the parameters
 if args then
   str = str..tostring(args[1])
 end
 print(str)

end RegisterUserCommand("printsomething", printfunc, "test")</source>
Registers the command "printsomething" that calls a function that prints the text "test" and the first argument appended

ReinitIconPositions

Definition: ReinitIconPositions(timer icontimer, int ship, userdata viewport, table iconlist, userdata iconcontainer, table ipcache) -> nil
Description:
Setup icons in a viewport
Arguments:
icontimer timer for overlap prevention animation
ship itemid of ship to use
viewport target viewport
iconlist table to portdata to portids
iconcontainer target box
ipcache table that maps icon_positions to ship types that acts as a cache

ReloadInterface

Definition: ReloadInterface() -> nil
Description:
Reloads everything related to the interface that isn't a texture. This means VO lua scripts as well as scripts in the /plugins directory.

RentStorage

Definition: RentStorage(int storage) -> nil
Description:
Rent storage space at the current station.
Arguments:
storage amount of space to rent. value is rounded up to a multiple of 10K

RepairShip

Definition: RepairShip() -> ??
Description:
not tested

ReplenishAll

Definition: ReplenishAll(int itemid, func cb) -> nil
Description:
replenish all weapons on provided ship
Arguments:
itemid itemid of ship
cb function to be called once the transaction is complete

ReplenishWeapon

Definition: ReplenishWeapon() -> ??
Description:
not tested

RequestCharacterStats

Definition: RequestCharacterStats() -> nil
Description:
no clue

RequestLaunch

Definition: RequestLaunch() -> bool ret
Description:
Launches from the station. Any issues preventing launch are reported via pop-up window. Otherwise, the player's ship undocks.
Returns:
ret always true (?)

RequestMissionDetails

Definition: RequestMissionDetails(int missionid) -> nil
Description:
Request information about the given mission (aka the info button) and pop up API_Index#MissionPromptDialog if id is valid
Arguments:
missionid mission id (1-n)

RequestMissionList

Definition: RequestMissionList() -> nil
Description:
no clue. maybe used by /updatestation

RequestNewsArticle

Definition: RequestNewsArticle(int newsindex) -> nil
Description:
ask server for news item(?)
fills API_Index#NewsDialog with given news item
Arguments:
newsindex index of news item, newest first

RequestNewsHeadlines

Definition: RequestNewsHeadlines() -> nil
Description:
ask server for news item list?

RequestTargetStats

Definition: RequestTargetStats() -> int charid
Description:
get character id of target (considreing the name maybe more?)
Returns:
charid character id of torgat or yours if no target selected

ResetTutorial

Definition: ResetTutorial() -> nil
Description:
Reset the tutorial flag. the player will have to go through it again after docking.

RunTutorial

Definition: RunTutorial() -> nil
Description:
launch tutorial

SaveChannels

Definition: SaveChannels() -> nil
Description:
Save joined channels(?). Kinda useless since trhat's done as soon as you join one

SaveMissionNotes

Definition: SaveMissionNotes(string notes) -> nil
Description:
Save the provided string to the characters mission notes file. See also: API Index#LoadMissionNotes
Arguments:
notes text to be saved in the notes file

SaveShipPresets

Definition: SaveShipPresets(int index) -> nil
Description:
Save ship preset(s) and recreate buyback dialog
Arguments:
index ship preset to save if omitted all presets are save

SaveSystemNotes

Definition: SaveSystemNotes(string notes, int systemid) -> nil
Description:
save system notes to settings/<charactername>/system<systemid>notes.txt
Arguments:
notes Notes to save. Normally a spickled version of an API Index#SystemNotes entry, but it accepts anything
sectorid systemid

SaveNavpath

Definition: SaveNavpath({int sectorid1 ..}, string name) -> nil
Description:
Save the provided navroute
Arguments:
sectorid1 sectorid of each hop
name name of this route
Example:
<source lang="lua">SaveNavpath({5000, 5001, 5002}, "sedina") -> nil</source>
a route that hops around in sedina called "sedina"

SaveShipLoadout

Definition: SaveShipLoadout() -> ??
Description:
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

SectorIDFromLocationStr

Definition: SectorIDFromLocationStr(string location) -> int sectorid
Description:
Convert a location string into a sectorid.
Arguments:
location location string. output of API_Index#ShortLocationStr
Returns:
sectorid sectorid
Example:
<source lang="lua">SectorIDFromLocationStr("Sedina H-9") -> 5000</source>

SelectActiveShip

Definition: SelectActiveShip(int itemid) -> nil
Description:
Set the given ship active
Arguments:
itemid itemid of ship in the current station

SelectCharacter

Definition: SelectCharacter(int charslot) -> nil
Description:
Select characteri in given slot and enter the game with it (only "works" when you haven'T one selected yet)
Arguments:
charslot a character slot (1-5)

SellInventoryItem

Definition: SellInventoryItem(int itemid, int amount) -> nil
Description:
Sell the provided amount of an inventory item from the current station or ship when docked to a station
Arguments:
itemid itemid of an item at the current station
amount how many to sell
Example:

SendChat

Definition: SendChat(string msg, string dst, string dstparam) -> nil
Description:
Send a message to the provided destination.
Arguments:
msg the message
dst destination
known destinations:
"SAY" sector chat
"SECTOR" sector chat
"STATION" station chat
"PRIVATE" private chat. requires char parameter
"CHANNEL" chat chat
"SYSTEM" system chat
"GROUP" group chat
"GUILD" guild chat
"MISSION" mission chat. to activate reply buttons in the mission log send numbers. where 1 correspondends to the top most button
dstparam if dst = PRIVATE, the player to send the message, if dst = CHANNEL the channel to send the message (nil for current channel)
Example:
<source lang="lua">SendChat("Hi", "PRIVATE", "dude") -> nil</source>
send the message "Hi" to player dude

SendMissionQuestionResponse

Definition: SendMissionQuestionResponse(int num) -> nil
Description:
called by the initial info dialog 1 = accept, 0 = decline
Arguments:
num 1 or 0

SetChatLogRead

Definition: SetChatLogRead() -> nil
Description:
Mark the general chat log as read/displayed

SetChatLogReceiver

Definition: SetChatLogReceiver(table chatcontainer) -> nil
Description:
Point the general chat log to a chat container
Example:
see ChatLogTemplate Example

SetCurrentChatTab

Definition: SetCurrentChatTab() -> ??
Description:
does nothing. maybe a leftover from the general/mission chat system

SetHomeStation

Definition: SetHomeStation() -> nil
Description:
set current station as your home station

SetMissionLogRead

Definition: SetMissionLogRead() -> nil
Description:
Mark the advancement log as read/displayed

SetMissionLogReceiver

Definition: SetMissionLogReceiver(table chatcontainer) -> nil
Description:
Point the advancement log to a chat container
Example:
see ChatLogTemplate Example

SetProximityWarningDistance

Definition: SetProximityWarningDistance(int dist) -> nil
Description:
set proximity warning distance ..
Arguments:
dist proximity distance

SetShipPurchaseColor

Definition: SetShipPurchaseColor(int color) -> nil
Description:
color of the next ship the player will buy
Arguments:
color color value (0-255)

SetStationLogRead

Definition: SetStationLogRead() -> nil
Description:
Mark the station log as read/displayed

SetStationLogReceiver

Definition: SetStationLogReceiver(table chatcontainer) -> nil
Description:
Point the station log to a chat container
Example:
see ChatLogTemplate Example

SetViewObject

Definition: SetViewObject(userdata modelview, string meshname, string meshfile, int color) -> nil
Description:
Change the ship in a modelview
Arguments:
modelview modelview to change
meshname mesh name of ship
meshfile filename of mesh
color colorid

SHA1

Definition: SHA1(string text) -> string hash
Description:
generate SHA1 hash of the given string
Arguments:
text text to hash
Returns:
hash hash of text
Example:
<source lang="lua">SHA1("hi there!") -> "a903cda4b5b93d3204af0fd6b7b92d24af1923a5"</source>

ShortLocationStr

Definition: ShortLocationStr(int sectorid) -> string loc
Description:
string representing the provided sector
Arguments:
sectorid sectorid
Returns:
loc short sector description
Example:
<source lang="lua">ShortLocationStr(5000) -> "Sedina H-9"</source>

ShouldTutorialRun

Definition: ShouldTutorialRun() -> bool tut
Description:
tell if the player has done the tutorial
Returns:
tut true if the player still has to do the tutorial otherwise false

ShowDialog

Definition: ShowDialog(userdata dialog, int x, y) -> nil
Description:
Wrapper around iup.Show that allows the dialog to be closed with HideDialog or HideAllDialogs
Arguments:
dialog dialog to show
x horizontal position (optional)
y vertical position (optional)

ShowTooltip

Definition: ShowTooltip(int x, y, string text) -> nil
Description:
Show the ToolTip the tooltip dialog with the given text
Arguments:
x horizontal position
y vertical position
text text in tooltip

SplitSectorID

Definition: SplitSectorID(int sectorid) -> int systemid sectorh sectorv
Description:
split up a sectorid into systemid and axis on the system grid
Arguments:
sectorid sectorid
Returns:
systemid
sectorh horizonatal axis
sectorv vertical axis
Example:
<source lang="lua">SplitSectorID(5000) -> 20 8 9</source>
Sedina h9

SplitStationID

Definition: SplitStationID(int stationid) -> int systemidl sectorhv
Description:
split up a stationid into systemid -1 and sector in system. this may be totally wrong
Arguments:
stationid a stationid
Returns:
systemidl systemid - 1
secttorhv sector in system

StartSellInventoryItem

Definition: StartSellInventoryItem(int itemid, function cb) -> nil
Description:
Receive instant price updates for the given item.
Arguments:
itemid itemid of inventory item for which to receive instant price updates. Pass 0 to disable updates. cb function to call on success

StationPlayerAmmoPairs

Definition: StationPlayerAmmoPairs() -> int itemid table ammoinfo
Description:
Iterator function that prints information about ammo based weapons in the players inventory at the current station each time it is called. works like pairs()
Returns:
itemid itemid
iteminfo ammoinfo
Example:
<source lang="lua">for i,v in StationPlayerAmmoPairs() do console_print(i) printtable(v) end</source> prints the ammo info of every ammo based weapon at the current station

StationSellableInventoryPairs

Definition: StationSellableInventoryPairs() -> int itemid table iteminfo
Description:
Iterator function that prints information about an item in the players inventory at the current station each time it is called. works like pairs()
Returns:
itemid itemid
iteminfo iteminfo
Example:
<source lang="lua">for i,v in StationSellableInventoryPairs() do console_print(i) printtable(v) end</source> prints the item info of every inventory item at the current station to the console

StationSellItem

Definition: StationSellItem(userdata button, table item, int quantity, function cb) -> nil
Description:
Sell items with aconfirmation dialog
Arguments:
button button that clalled this function. it will be activated if sale failed
item iteminfo
quantity how many units to sell cb optional function to call when done. an error code is passed to it

StopTutorial

Definition: StopTutorial() -> nil
Description:
does nothing..

StrTable

Definition: StopTutorial() -> nil
Description:
seems to be another serialisation function. similar (the same?) to splickle

SubmitSurvey

Definition: SubmitSurvey() -> nil
Description:
does nothing..

SwapAddons

Definition: SwapAddons(int portid1 itemid1 porid1 itemid2 function cb) -> nil
Description:
Swap two addons equipped to the current ship (crashes client after undocking)
Arguments:
portid1 port of first item
itemid1 itemid of addon that is supposed to go into port with id portid1
portid2 port of second item
itemid2 itemid of addon that is supposed to go into port with id portid2
cb function to call on success
Example:
assuming 1234 is currently in port 3 and 1235 in port 2 this could be used to swap them
<source lang="lua">SwapAddons(2, 1234, 3, 1235)</source>

TabCompleteName

Definition: TabCompleteName(string name) -> string completename
Description:
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.
Arguments:
name name to be completed
Returns:
completename completed name

TutorialEnd

Definition: TutorialEnd() -> nil
Description:
finish up the tutorial

TutorialPart1

Definition: TutorialPart1() -> nil
Description:
Launch a tutorial segment

TutorialPart2

Definition: TutorialPart2() -> nil
Description:
Launch a tutorial segment

TutorialPart3

Definition: TutorialPart3() -> nil
Description:
Launch a tutorial segment

TutorialPart4

Definition: TutorialPart4() -> nil
Description:
Launch a tutorial segment

TutorialPart5

Definition: TutorialPart5() -> nil
Description:
Launch a tutorial segment

TutorialPart6

Definition: TutorialPart6() -> nil
Description:
Launch a tutorial segment

TutorialPart7

Definition: TutorialPart7() -> nil
Description:
Launch a tutorial segment

TutorialPart8

Definition: TutorialPart8() -> nil
Description:
Launch a tutorial segment

TutorialPart9

Definition: TutorialPart9() -> nil
Description:
Launch a tutorial segment

TutorialPart10

Definition: TutorialPart10() -> nil
Description:
Launch a tutorial segment

TutorialPart11

Definition: TutorialPart11() -> nil
Description:
Launch a tutorial segment

TutorialPart12

Definition: TutorialPart12() -> nil
Description:
Launch a tutorial segment

TutorialPart13

Definition: TutorialPart13() -> nil
Description:
Launch a tutorial segment

UnloadCargo

Definition: UnloadCargo({{int itemid, int quantity} ..}, function cb) -> nil
Description:
Unload cargo items and quantities according to the provided table
Arguments:
itemid itemid of cargo item
quantity amount of this cargo to unload
cb optional function to call on success
Example:
<source lang="lua">UnloadCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source>
unload 2 units of the cargo with the itemid 1234 and 3 with the id 1235

UnloadSellCargo

Definition: UnloadSellCargo({{int itemid, int quantity} ..}, function cb) -> nil
Description:
Unload and sell cargo items and quantities according to the provided table
Arguments:
itemid itemid of cargo item
quantity amount of this cargo to unload and sell
cb optional function to call on success
Example:
<source lang="lua">UnloadSellCargo{{itemid=1234, quantity=2}, {itemid=1235, quantity=3}}</source>
unload and sell 2 units of the cargo with the itemid 1234 and 3 with the id 1235

UnregisterEvent

Definition: UnregisterEvent(object, string eventtype) -> nil
Description:
Unregister an object registered with RegisterEvent
Arguments:
eventhandler object to unregister
eventtype eventtype

UnregisterUserCommand

Definition: UnregisterUserCommand(string command) -> nil
Description:
Unregister a command registered with RegisterUserCommand
Arguments:
command command to unregister

UnrentStorage

Definition: UnrentStorage(int storage) -> nil
Description:
Unrent storage space at the current station.
Arguments:
storage amount of space to unrent. value is rounded down to multiple of 10K

UpdateFade

Definition: UpdateFade(float delta) -> nil
Description:
Do a fade step on controls registered with FadeControl
Arguments:
delta time since last update

XMLTagToString

Definition: XMLTagToString() -> nil
Description:
might the reverse of ParseXML

_ERRORMESSAGE

Definition: _ERRORMESSAGE(string msg) -> nil
Description:
creates an error message with the provided string. probably more
Arguments:
msg a message

assert

Definition:
Description:
[1]

bbhash

Definition: bbhash(string input, int arg2) -> string hash
Description:
Seems to be some kind of hash function
Arguments:
input string from which to generate hash
arg2 initializer(?)
Returns:
hash generated hash

calc_health_color

Definition: calc_health_color(float health, int alpha, mode) -> string color
Description:
Create an iup color string corresponding to the given health
Arguments:
health health (0-100)
alpha optional alpha value (0-255)
mode optional premultiply mode "*" or "&"
Returns:
color iup color string. format: "RRR GGG BBB AAA M"

chatareatemplate

Definition: chatareatemplate(string statontabname, bool expanded) -> table container
Description:
create old style chatarea that combines general, mission and station log. the container seems to be incompatible with the chatareatemplate2 based maximized chat containers which breaks the maximize button
Arguments:
stationtabnaem "Station", "ShipCom" or nil. determines which maximized chat container to show on clicking the maximize button and whether to show the station log
expanded create a maximized chat container
Returns:
container chat container
container.area the chat area box
container.chatlog ChatLogTemplate for the general chat
container.missionlog ChatLogTemplate for the mission log
container.stationlog optional ChatLogTemplate for the station log
container.setup setup the chatarea

chatareatemplate2

Definition: chatareatemplate2(bool maximized) -> userdata box
Description:
create a chatarea control. wrapper around ChatLogTemplate
Arguments:
maximized create maximized control
Returns:
box chataretemplate2

clear_accomlistbox

Definition: clear_accomlistbox(userdata control, table itemlist) -> int selection
Description:
Clear an accomplishment list control. See: AccomplishmentTemplate
Arguments:
control accomplishment list to clear
itemlist list of accomplishment list items. return value of fill_accomlistbox
Returns:
selection index of selected item

clear_listbox

Definition: clear_listbox(userdata control, table itemlist) -> int selection
Description:
Clear a list control
Arguments:
control list to clear
itemlist list of list items. return value of fill_listbox
Returns:
selection index of selected item

clearscene

Definition: clearscene() -> nil
Description:
removes al objects from the game world

create_char_guild_tab

Definition:
create_char_guild_tab(bool sub) -> userdata box
Description:
Create guild tab
Arguments:
sub create as a sub tab
Returns:
box CharGuildTab

create_char_inventory_tab

Definition:
create_char_guild_tab(bool expand_local_branches, show_prices, showsellbutton) -> userdata box, tree
Description:
Create inventory tab
Arguments:
expand_local_branches expand the "Local Inventory" branch by default
show_prices show item prices while docked to station
showsellbutton show a sell button. the sell button is inactive unless show_pricess is set
Returns:
box CharInventoryTab
tree the tree control in the tab

create_jettison_tab

Definition:
create_jettison_tab() -> userdata box
Returns:
box PDAInventoryJettisonTab

create_ship_group_template

Definition:
create_ship_group_template(table iconlist, bool sub) -> userdata box
Description:
Create weapon groups tab
Arguments:
iconlist list of portdata
sub create as a sub tab
Returns:
box GroupsTab

collectgarbage

Definition:
Description:
[2]

comma_value

Definition: comma_value(float number) -> string formatted_number
Description:
returns a formatted version of the provided number according to API_Index#SI_unit
Arguments:
number: unformatted number
Returns:
formatted_number formatted number
Example:
assuming SI_unit is 3: <source lang="lua">comma_value(1000.00) -> "1,000.00"</source>

console_clear

Definition: console_clear() -> nil
Description:
clear console on the next API_Index#ReloadInterface

console_print

Definition: console_print(string text) -> nil
Description:
print the given string to the ingame console
Arguments:
text string to print

debugprint

Definition: debugprint() -> ??
Description:
does nothing..

declare

Definition: declare(string name, value) -> nil
Description:
declare a variable and assign a value
Arguments:
name name of the variable
value it's value. can be any type

deviceByMode

Definition: deviceByMode(table arg1, mode) -> table ret
Description:
not sure. possibly to find audio devices by capability

dofile

Definition:
Description:
[3]

error

Definition:
Description:
[4]

factioncontroltemplate3

Definition: factioncontroltemplate3(userdata frame, function cb, float font) -> userdata container
Description:
Create a fancy progressbar/faction standing indicator
Arguments:
frame iup frame to use for progressbar
cb optional function to call on click
font optional font size. see Font
Returns:
container factioncontroltemplate3

factionfriendlyness

Definition: factionfriendlyness(int standing) -> string name
Description:
get string that represents the given faction standing
Arguments:
standing standing (0-65535)
Returns:
name standing as string
Example:
<source lang="lua"> factionfriendlyness(1000) -> "Hate" </source>

factionfriendlynesscolor

Definition: factionfriendlynesscolor(int standing) -> string color
Description:
get iup color that represents that given faction standing
Arguments:
standing standing (0-65535)
Returns:
color iup color string
Example:
<source lang="lua"> factionfriendlynesscolor(1000) -> "195 3 0" </source>

factionfriendlynessrange

Definition: factionfriendlynessrange(int standing) -> float range
Description:
get progress within the current faction standing level
Arguments:
standing standing (0-65535)
Returns:
float progress within faction standing level
Example:
<source lang="lua"> -- a standing of 7000 is about halfway into "Hate" factionfriendlynessrange(7000) -> 0.534... </source>

fill_accomlistbox

Definition: fill_accomlistbox(userdata control, table itemlist, function setup_cb, click_cb) -> table dialoglist
Description:
fill an accomplishement listbox with accomlistsubdialogs according to given values. normally called from AccomplishmentTemplate2
Arguments:
control iup list to fill
itemlist itemlist
setup_cb function called for each item in itemlist. see: setup_cb
click_cb function to after clicking on an item
Returns:
dialoglist list of accomlistsubdialog
Example:
see: Example

fill_listbox

Definition: fill_listbox(userdata control, table itemlist, int curselindex, function setup_cb, bool show_quantity, show_price) -> table dialoglist
Description:
fill a listbox with listsubdialogs according to given values
Arguments:
control iup list to fill
itemlist list of iteminfo
curselindex index of current selection setup_cb function called for each item in itemlist. see: setup_cb
click_cb function to after clicking on an item
show_quantity show item quantity in list
show_price show item price in list
Returns:
dialoglist list of listsubdialog
Example:
see: Example

fillModesDropdown

Definition: fillModesDropdown() -> ?
Description:
no clue. fill some kind of drop down menu(?)

filter_colorcodes

Definition: filter_colorcodes(string in) -> string out
Description:
strips colorcodes from the provided string
Arguments:
in inputstring
Returns:
out outputstring

format_time

Definition: format_time(int msecs) -> string tstring
Description:
get string representation of the provided time
Arguments:
msecs time in microseconds
Returns:
tstring time string
Example:
<source lang="lua">format_time(60001) -> "01:00.001" </source>

generalprint

Definition:
generalprint(string str) -> nil
Description:
print given string to the chat area via CHAT_MSG_PRINT event. Results is printed in the active channel text color.
Arguments:
str string to print

get_itemdlg

Definition:
get_itemdlg(bool showquantity, showprice) -> table dialog
Description:
Get a new listsubdialog or recycle one from the cache
Arguments:
showquantity show quantity in dialog
showprice show price
Returns:
dialog listsubdialog

get_jettisonitemdlg

Definition:
get_jettisonitemdlg(int itemid) -> userdata dialog
Description:
Get a new jettisonlistsubdialog or recycle one from the cache
Arguments:
itemid itemid of item to show in dialog
Returns:
dialog jettisonlistsubdialog

getheight

Definition:
getheight(userdata control) -> int height
Description:
Get height of an iup control
Arguments:
control iup control
Returns:
height height of control

getwidth

Definition:
getwidth(userdata control) -> int width
Description:
Get width of an iup control
Arguments:
control iup control
Returns:
width width of control

guildaccessdialogtemplate

Definition:
guildaccessdialogtemplate() -> userdata dialog
Description:
create guild access dialog
Returns:
''dialog guild access dialog

guildactivitylogdialogtemplate

Definition:
guildactivitylogdialogtemplate() -> userdata dialog
Description:
create guild activity dialog
Returns:
dialog guildactivitydialog

guildbanklogdialogtemplate

Definition:
guildbanklogdialogtemplate() -> userdata dialog
Description:
create guild bank dialog
Returns:
dialog guildactivitydialog

hextorgb

Definition: hextorgb(string hexcolors) -> string deccolors
Description:
Convert hexadecimal formated color string into a decimal one used by iup
Arguments:
hexcolors hexadecimal color string
Returns:
deccolors decimal color string
Example:
<source lang="lua">hextorgb("ff00ff") -> "255 0 255"</source>

ipairs

Definition:
Description:
[5]

listpromptdlgtemplate

Definition:
listpromptdlgtemplate(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons, a title and a listbox
Arguments:
msg message to display in the dialog
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog listpromptdlgtemplate

load

Definition:
Description:
[6]

loadfile

Definition:
Description:
[7]

loadscene

Definition: loadscene(string scene) -> ??
Description:
load a scene(?). don't know how it works though
Arguments:
scene filename of a scene

loadstring

Definition:
Description:
[8]

log_chat

Definition:
log_chat(string str) -> nil
Description:
Writes current time and given string to the errors.log
Arguments:
str string to write to log

log_print

Definition: log_print(string str) -> nil
Description:
Writes string to the errors.log
Arguments:
str string to write to log

msgdlgtemplate1

Definition:
msgdlgtemplate1(string msg, buttontext, function button_cb, string size, posx, posy, bgcolor) -> userdata dialog
Description:
Create fullscreen dialog with button and message
Arguments:
msg dialog message
buttontext text on button
button_cb function called on button click
size iup size string
posx iup size string
posy iup size string
bgcolor iup color string
Returns:
dialog msgdlgtemplate1

msgdlgtemplate1a

Definition:
msgdlgtemplate1a(string msg, size, posx, posy, userdata control, string bgcolor) -> userdata dialog
Description:
Create a dialog and optionally disable input to the background except to the given control. Note: if a control is given display the dialog with :show_all() if not use ShowDialog or :show()
Arguments:
msg dialog message
size iup size of dialog
posx iup horizontal position
posy iup vertical position
control control to unmask
bgcolor iup background color
Returns:
dialog message dialog
Example:
Note: The dialogs in both examples can't be closed without some extra work <source lang="lua"> -- with unmasked control -- run from station menu local d = msgdlgtemplate1aNext("bla", "200x200", 10, 10, StationLaunchButton) d:show_all() </source> <source lang="lua"> -- without unmasked control local d = msgdlgtemplate1aNext("bla", "200x200", 10, 10) ShowDialog(d) </source>

msgdlgtemplate1aDone

Definition:
msgdlgtemplate1aDone(function button_cb, string msg, size, posx, posy, userdata control, string bgcolor) -> userdata dialog
Description:
Same as msgdlgtemplate1a but with a "Close" button
Arguments:
nutton_cb function called on clicking "Close"
msg dialog message
size iup size of dialog
posx iup horizontal position
posy iup vertical position
control control to unmask
bgcolor iup background color
Returns:
dialog message dialog
Example:
<source lang="lua"> local d local function button_cb() HideDialog(d) end -- with unmasked control d = msgdlgtemplate1aDone(button_cb, "bla", "200x200", 10, 10, StationLaunchButton) d:show_all() -- without unmasked control -- local d = msgdlgtemplate1aNext("bla", "200x200", 10, 10) -- ShowDialog(d) </source>

msgdlgtemplate1aNext

Definition:
msgdlgtemplate1aNext(function button_cb, string msg, size, posx, posy, userdata control, string bgcolor) -> userdata dialog
Description:
Same as msgdlgtemplate1a but with a "Next" button
Arguments:
nutton_cb function called on clicking "Next"
msg dialog message
size iup size of dialog
posx iup horizontal position
posy iup vertical position
control control to unmask
bgcolor iup background color
Returns:
dialog message dialog
Example:
see msgdlgtemplate1aDone

msgdlgtemplate2

Definition:
msgdlgtemplate2(string msg, ltitle, function lcb, string rtitle, function rcb, string bgcolor, alignment) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons and a message
Arguments:
msg message to display in the dialog
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
bgcolor iup color of background
alignment iup alignment of msg
Returns:
dialog msgdlgtemplate2

msgdlgtemplate2withcheck

Definition:
msgdlgtemplate2withcheck(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons, a checkbox and a message
Arguments:
msg message to display in the dialog
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog msgdlgtemplate2withcheck

msgpromptdlgtemplate2

Definition:
msgpromptdlgtemplate2(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons, an entry field and a message
Arguments:
msg message to display in the dialog
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog msgpromptdlgtemplate2

msgpromptdlgtemplate2

Definition:
msgpromptdlgtemplate2(string msg, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons, an entry field and a message
Arguments:
msg message to display in the dialog
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog msgpromptdlgtemplate2

msgpromptdlgtemplate2lines

Definition:
msgpromptdlgtemplate2lines(string msg, msg2, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons, two entry fields and two messages
Arguments:
msg message to display in the dialog
msg2 second message
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog msgpromptdlgtemplate2lines

multidlgtemplate1

Definition:
multidlgtemplate1(string msg, msg2, buttontitle, function cb) -> userdata dialog
Description:
Create a fullscreen dialog with a button and two messages (one in a multiline control)
Arguments:
msg message to display in the dialog
msg2 second message. shown in a multiline control
buttontitle right button title
cb right button callback
Returns:
dialog multidlgtemplate1

multidlgtemplate2

Definition:
multidlgtemplate2(string msg, msg2, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons and two messages (one in a multiline control)
Arguments:
msg message to display in the dialog
msg2 second message. shown in a multiline control
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog multidlgtemplate2

multilistdlgtemplate

Definition:
multilistdlgtemplate(string msg, msg2, table tbl, ltitle, function lcb, string rtitle, function rcb) -> userdata dialog
Description:
Create a fullscreen dialog with two buttons, a dialog title, a dropdown menu, a title for the dropdown menu and a listbox
Arguments:
msg dialog title
msg2 listbox title
tbl unused
ltitle left button title
lcb left button callback
rtitle right button title
rcb right button callback
Returns:
dialog multilistdlgtemplate

navmenu_template

Definition: navmenu_template(bool showjumpbutton, function close_cb, bool issubsub) -> userdata container, distancetext, jumpbutton, zoombutton, undolastbutton
Description:
Create a control with a navmenu description box and some control buttons Arguments:
showjumpbutton show the jump button if true
close_cb function to call after clicking the jump button while the player is able to jump
issubsub create a sub sub tab
Returns:
container navmenu_template
distancetext distance label
' jumpbutton jump button or nil
zoombutton zoom button
undolastbutton undo button

next

Definition:
Description:
[9]

oper

Definition:
Description:
not gonna bother

pairs

Definition:
Description:
[10]

pcall

Definition:
Description:
[11]

print

Definition:
print(string str) -> nil
Description:
print given string to the chat area
Arguments:
str string to print

printtable

Definition: printtable{in} -> nil
Description:
print contents of a table to the console
Arguments:
in table to print

purchaseprint

Definition:
purchaseprint(string str) -> nil
Description:
print given string to the chat area via CHAT_MSG_CONFIRMATION event. Results in white text by default. Same as when buying or selling things.
Arguments:
str string to print

rawequal

Definition:
Description:
[12]

rawget

Definition:
Description:
[13]

rawset

Definition:
Description:
[14]

require

Definition:
Description:
[15]

rgbtohex

Definition:
rgbtohex(string deccolor) -> string hexcolor
Description:
Returns string containing escaped hexadecimal version of the in decimal given color
Arguments:
deccolor string with color in decimal format (format: "r g b")
Returns:
hexcolor string starting with ascii code 127 followed by the color in hexadecimal format. (format: '\127RRGGBB') on failure it returns your input value
Example:
The following prints "hi!" in red to the chat area. The by rgbtohex() returned string is the equivalent of "\127ff0000"
<source lang="lua">print(rgbtohex("255 0 0").."hi!")</source>

roper

Definition:
Description:
not gonna bother

sectorprint

Definition:
sectorprint(string str) -> nil
Description:
print given string to the chat area via CHAT_MSG_SERVER_SECTOR event. Results in white text by default.
Arguments:
str string to print

select

Definition:
Description:
[16]

setup_accomrow

Definition:
setup_accomrow(int index, table itemlist, userdata subdlg, function click_cb) -> int newindex
Description:
Initializes a list item in an accomplishment list. (used as setup_cb argument of fill_accomlistbox)
Arguments:
index position within itemlist
itemlist see itemlist
subdialog an itemlist dialog
click_cb function called after clicking on subdialog
Returns:
newindex position within itemlist + items consumed

singletab_template

Definition:
singletab_template(string title, userdata contents) -> userdata tab
Description:
Wrap a control into a tab like frame
Arguments:
title tab title
contents iup control

Returns:
tab tabbified control

sort_commodities

Definition:
sort_commodities(table a, b) -> bool order
Description:
Sort function for iteminfo tables. See table.sort in the lua reference
Arguments:
a iteminfo
b iteminfo
Returns:
order sort order

sort_sellable_commodities

Definition:
sort_sellable_commodities(table a, b) -> bool order
Description:
Sort function for iteminfo tables that prioritizes items in the active ship. See table.sort in the lua reference

Arguments:
a iteminfo
b iteminfo
Returns:
order sort order

spickle

Definition: spickle(table intab) -> string
Description:
Converts a table into a string roughly of the format "value","value",{"tablevalue","tablevalue";tablekey="value"};key="value",key="value"
Arguments:
intab input table
Returns:
The spickled string
Example:
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
<source lang="lua">spickle(blah) returns "string1",{},"string2";apple="orange",fulltable={3,4,"string3"}</source>

storagelocationcompare

Definition:
storagelocationcompare(int a, b) -> bool order
Description:
Sort function for locationid values. See table.sort in the lua reference
Arguments:
a locationid
b locationid
Returns:
order sort order

store_itemdlg

Definition:
store_itemdlg(userdata dlg) -> nil
Description:
Store a reference to an itemlist subdialog in the item dialog cache
Arguments:
dlg itemlist sub dialog

store_jettisonitemdlg

Definition:
store_jettisonitemdlg(userdata dlg) -> nil
Description:
Store a reference to an jettisonlist subdialog in the jettison dialog cache
Arguments:
dlg jettisonlist sub dialog

strip_whitespace

Definition: strip_whitespace(string in) -> string out
Description:
strip whitespace from beginning and end of string
Arguments:
int input string
Returns:
out output string

substitute_vars

Definition: substitute_vars(string in) -> string out
Description:
replace variables like %target% in input with their corresponding value
Arguments:
int input string
Returns:
out output string

tabcomplete

Definition:
Description:
produces lua error..
Example:

testsurvey

Definition:
testsurvey() -> nil
Description:
Test function for the survey feature

tonumber

Definition:
Description:
[17]
Example:

tostring

Definition:
Description:
[18]
Example:

type

Definition:
Description:
[19]

unpack

Definition:
Description:
[20]
Example:

undeclare

Definition: undeclare(string name) -> nil
Description:
undeclare a variable created with Function_Index#declare
Arguments:
name name of a variable

unspickle

Definition: unspickle(string in) -> table outtab
Description:
Converts a spickled string into a table
Arguments:
in input string
Returns:
outtab The unspickled table

xpcall

Definition:
Description:
[21]

Tables

Bitlib

Description:
functions to manipulate the bitwise operations


Details:
Bitlib

Buddy

Description:
functions to manipulate the characters buddylist


Details:
Buddy


CapShipLog

Description:
table with parts of a cap ship chat area.

Details:
CapShipLog


Duel

Description:
Duel related methods


Details:
Duel


FactionColor

Description:
table with faction colors. indices represent factionid

Details:
FactionColor


FactionColor_RGB

Description:
table that maps factionid's to colors in RGB format

Details:
FactionColor_RGB


FactionMonitor

Description:
table with monitoring types. indices represent numeric monitoring types and values, string representations of that type

Details:
FactionMontor


FactionMonitorStr

Description:
table with monitoring types. values represent numeric monitoring types and indices, string representations of that type

Details:
FactionMontorStr


FactionName

Description:
Array with short names of the ingame faction


Details:
FactionName


FactionNameFull

Description:
Array with long names of the ingame faction


Details:
FactionNameFull


FactionStanding

Description:
table for mapping names of standing levels to it#s int value


Details:
FactionStanding


Font

Description:
table that maps font names to sizes


Details:
Font


Font1

Description:
table that maps font names to sizes


Details:
Font1


Font2

Description:
table that maps font names to sizes


Details:
Font2


Game

Description:
functions to control a few game features ..


Details:
Game


GeneralChatPanel

Description:
table with parts of a chat area. seems to point to PDA or HUD chat panel depending on what is visible(?)

Details:
GeneralChatPanel


Group

Description:
Group related functions


Details:
Group


Guild

Description:
Guild related functions


Details:
Guild


HUD

Description:
table with HUD all hud releted functions and parts


Details:
HUD


Ignore

Description:
Ignorelist related functions


Details:
Ignore


InterfaceManager

Description:
table with event handler for some interface related events and function initialize the interface


Details:
InterfaceManager


InvManager

Description:
functions to get information about inventory items


Details:
InvManager


ListColors

Description:
colors for list widgets


Details:
ListColors


Mentor

Description:
Mentor related functions


Details:
Mentor


MissionLogPanel

Description:
table with parts of the mission log

Details:
MissionLogPanel


NavRoute

Description:
functions to manipulate your NavRoute


Details:
NavRoute


ShipOrder

Description:
table containing the ordering of ships in lists(?)


Details:
ShipOrder


ShipPalette

Description:
array that maps palette color values to rgb values


Details:

ShipPalette


ShipPalette_strings

Description:
array that maps palette color values to string representations of rgb values


Details:
ShipPalette_string


ShipPresets

Description:
array with properties of ship presets


Details:
ShipPresets


Skills

Description:
table to translate skillid's into skill names and back


Details:
Skills


StationLog

Description:
table with parts of a stations chat area.

Details:
StationLog


StationLogPanel

Description:
table with parts of a chat area.


Details:
StationLogPanel


SystemNames

Description:
Table to translate systemid's into system names and back


Details:
SystemNames

SystemNotes

Description:
System Notes public table. Used for adding notes to the navmap.


Details:
SystemNotes

TagFuncs

Description:
Text markup callbacks(?)


Details:
TagFuncs

TCPSocket

Description:
socket class


Details:
TCPSocket


Thread

Description:
Thread library


Details:
Thread


Timer

Description:
Timer class


Details:
Timer


VoiceChat

Description:
voice chat related functions


Details:
VoiceChat


Vote

Description:
functions to use the voting feature


Details:
Vote


_generalchatlog

Description:
array with log with chatlog

Details:
_generalchatlog


_missionlog

Description:
array with mission log

Details:
_missionlog


_stationlog

Description:
array with log of visisted stations

Details:
_stationlog


accomthing

Description:
no clue

Details:
accomthing


chatinfo

Description:
table with display options for each chat event


Details:
chatinfo


chatreceiver

Description:
event handler for chat events


Details:
chatreceiver


command_pretty_names

Description:
table that maps commands to their descriptions


Details:
command_pretty_names


coroutine

Description:
coroutine class


Details:
coroutine


debug

Description:
debugging helpers


Details:
debug


gkini

Description:
functions to manipulate the games config file


Details:
gkini


gkinterface

Description:
interface related functions..


Details:
gkinterface


gkmisc

Description:
misc functions ..


Details:
gkmisc


gknet

Description:
network related functions


Details:
gknet


gksound

Description:
audio related functions


Details:
gksound


gvector

Description:
gvector class. to create and manipulate vectors


Details:
gvector


ignore_time

Description:
array with with ignored name and period entries


Details:
ignore_time


iup

Description:
functions realted to iup. create and manipulate ui elements


Details:
iup


joystick

Description:
functions to change joystick settings


Details:
joystick


math3d

Description:
functions to do some vector math


Details:
math3d


math

Description:
standard math library


Details:
math


os

Description:
functions to interface with the operating system


Details:
os


quaternion

Description:
quaternion class. to create and manipulate quats


Details:
quaternion


preset_buttons

Description:
table with preset button controls


Details:
preset_buttons

radar

Description:
functions to query and set radar parameters


Details:
radar


string

Description:
string manipulation functions


Details:
string


table

Description:
the standard table library


Details:
table

Variables

CLASSTYPE_ADDON

Description
constant with inventory item class of addons
Value
2


CLASSTYPE_FLAG

Description
constant with inventory item class of flags(?)
Value
3


CLASSTYPE_GENERIC

Description
constant with inventory item class of generic items
Value
0


CLASSTYPE_MISSION

Description
constant with inventory item class of missions
Value
5


CLASSTYPE_SHIP

Description
constant with inventory item class of ships
Value
1


CLASSTYPE_STORAGE

Description
constant with inventory item class of storage containers (station hold)
value
4

ColorChatInput

Description
Boolean that controls coloring


DEFAULT_LICENSE_WATCH

Description
license to display in the HUD if not set by player
Value
2

FlashIntensity

Description
Alpha value of the Bloodflash
Value
1

FontScale

Description
font scaling
Value
1


HUD_SCALE

Description
HUD scaling. set via rHUDxscale cvar. 1 means 640. the higher the resolution the lower the value
Value
1


IMAGE_DIR

Description
subdirectory in the game directory where to look for images (skin option in config.ini)


MAX_ACCOMICON_COLUMNS

Description
number of ribbons per column to show in the char info screen(?)
Value
5


MAX_ACCOMICON2_COLUMNS

Description
number of ribbons per column to show in pda accomplishments tab(?)
Value
4


MAX_ACCOMICONS

Description
number of ribbons to show in char info(?)
Value
20


Platform

Description
Constant with string representing the platform the game is running on
Value
"Unix", "MacOS" or "Windows"


SI_unit

Description
Number format
Value
1: unformatted
2: space as thousands separator, comma as decimal separator
3: comma as thousands separator, point as decimal separator

SensorSort

Description
Current sort order of nearby ship list
Value
1: Name
2: Faction
3: Ship
4: Distance

ShowLogoffDialog

Description
Show logoff confirmation dialog if true


ShowSetHomeDialog

Description
Show homing confirmation dialog if true


SortItems

Description
Sort order for lists
Value
1: Name
2: Price
3: Group>Name>Price
4: Group>Price>Name



VO_VERSION

Description
constant with the games major version.
Value
3


_VERSION

Description
lua version.
Value
"Lua 5.1"


defaulttutorialbgcolor

Description
color of the not highlighted parts while the tutorial is active(?)
Value "0 0 0 64 *"


lcd

Description
functions for the Logitech G-series keyboard screens

tabseltextcolor

Description
color of unselected tab
Value "1 241 255"


tabunseltextcolor

Description
text color of unselected tab
Value "0 185 199"


Userdata

Mostly UI componoents

AskForgivenessDialog

Description
the forgive dialog. see QuestionDialog


Big3DViewDialog

Description
dialog that is shown after clicking on the maximize button in the "Ship"->"Buy->"Buy Ship" tab. created with CreateBig3DViewMenu

Details:
Big3DViewDialog


BuybackQuestionPrompt

Description
dialog that is shown when arriving at the home station after dieing


CancelLoadoutPurchaseDialog

Description
"Purchasing ..." dialog that is shown while buying a preset. created with CreateCancelLoadoutMenu

Details:
MessageDialog

CapShipChatArea

Description
vbox with contents the cap ship interface chat area (entry, log, radios ...)


CapShipChatTab

Description
vbox with contents of the "Commerce"->"Ship Com" tab


StationCurrentLocationInfo

Description
label in the top right corner of the cap ship interface with the current system and sector name


StationDialog

Description
the base dialog of the cap ship interface


CapShipFactionInfo

Description
vbox in the cap ship interface with faction information. contains API_Index#CapShipNameLabel and API_Index#CapShipNameInfo. created with CreateCapShipFactionInfo

Details:
CapShipFactionInfo


CapShipFactionLabel

Description
label in the cap ship interface with the name of the faction that owns the current cap ship ("a ... ship")


CapShipLaunchButton

Description
button in the cap ship interface that launches the ship


CapShipNameLabel

Description
label in the cap ship interface with the name of the current cap ship (top right)


CapShipOptionsButton

Description
button in the cap ship interface that opens the options dialog


CapShipPDACharacterTab

Description
hbox with contents of the PDAs "Your PDA"->"Character"->"Statistics" tab


CapShipPDACharacterTab

Description
frame with contents of the PDAs "Your PDA"->"Character" tab


CapShipPDACommTab

Description
frame with contents of the PDAs "Your PDA"->"Comm" tab


CapShipPDAInventoryInventoryTab

Description
hbox with contents of the PDAs "Your PDA"->"Inventory"->"Inventory" tab


CapShipPDAInventoryJettisonTab

Description
vbox with contents of the PDAs "Your PDA"->"Inventory"->"Cargo" tab


CapShipPDAInventoryTab

Description
frame with contents of the PDAs "Your PDA"->"Inventory" tab


CapShipPDAMissionAdvancementTab

Description
hbox with contents of the PDAs "Your PDA"->"Missions"->"Advancement Logs" tab


CapShipPDAMissionBoardTab

Description
frame with contents of the PDAs "Your PDA"->"Missions"->"Mission Board" tab


CapShipPDAMissionBoardTabInfoButton

Description
button in the cap ship interface "Your PDA"->"Missions"->"Mission Board" tab to request mission info


CapShipPDAMissionLogTab

Description
hbox with contents of the cap ship interface "Your PDA"->"Missions"->"Mission Logs" tab


CapShipPDAMissionNotesTab

Description
vbox with contents of the cap ship interface "Your PDA"->"Missions"->"Mission Notes" tab


CapShipPDAMissionsTab

Description
frame with contents of the cap ship interface "Your PDA"->"Missions" tab


CapShipPDASensorNearbyTab

Description
vbox with contents of the cap ship interface "Your PDA"->"Sensor Log"->"Nearby Ships" tab


CapShipPDASensorTab

Description
frame with contents of the cap ship interface "Your PDA"->"Sensor Log" tab


CapShipPDAShipNavigationTab

Description
hbox with contents of the cap ship interface "Your PDA"->"Navigation"->"Navigation" tab


CapShipPDAShipTab

Description
frame with contents of the cap ship interface "Your PDA"->"Navigation" tab


CapShipRepairTab

Description
frame with contents of the cap ship interface "Tactical"->"Repair/Refill" tab. created with CreateCapShipRepairTab

Details:
CapShipRepairTab


CapShipSecondaryInfo

Description
label with character info (Money, Ship, Licenses ...) displayed in the bottom right of the cap ship interface


CapShipTabPDA

Description
box with contents of the cap ship interface "Your PDA" tab. created with CreateCapShipPDATab

Details:
CapShipTabPDA


CapShipTabs

Description
vbox with contents of the cap ship interface tabs


CapShipTacticalTab

Description
frame with contents of the cap ship interface "Tactical" tab. created with CreateCapShipTacticalTab

Details:
CapShipTacticalTab


CapShipTurretTab

Description
frame with contents of the cap ship interface "Tactical"->"Turrets" tab. created with CreateCapShipTurretTab

Details:
CapShipTurretTab


CharCreateDialog

Description
the character creation dialog


CharCreateFailedDialog

Description
error dialog that is shown the character creation failed. created with CreateCharCreateFailedMenu

Details:
MessageDialog


CharDeleteVerifierConfirmButton

Description
continue button in API_Index#CharDeleteVerifierDialog


CharDeleteVerifierDialog

Description
the verification dialog that shown by the "Delete Character" button


CharDeleteVerifierEditbox

Description
entry in API_Index#CharDeleteVerifierDialog


CharInfoDialog

Description
the character info dialog. opened with k in space.


CharSelectDialog

Description
the character selection dialog.


CharSelectFailedDialog

Description
error dialog with title "Character selection failed". created with CreateCharSelectFailedMenu

Details:
MessageDialog


ChatColorOptionsDialog

Description
dialog opened via "Options"->"Interface"->"Chat Color Settings"


ConfirmationDialog

Description
dialog with an ok button. no clue where it's used


ConnectingDialog

Description
"Connecting..." dialog shown during login. created with CreateConnectingMenu

Details:
MessageDialog


CreditsDialog

Description
dialog with credits. opened with the credits button at the log in prompt


EULADialog

Description
dialog that with the Eula shown at login


HUDHelpMenu

Description
dialog with common keybindings. opened with the F1 key while in space


HUDInterfaceOptionsDialog

Description
dialog with the HUD options, opened with the "HUD Settings" buttons in the Interface options dialog


InterfaceOptionsDialog

Description
dialog with the interface options


InvalidAmountDialog

Description
error dialog with the text "Invalud Amount". no idea where it's used


LoadingDialog

Description
dialog with the loading screen that is shown during sector load


LoginHelpDialog

Description
dialog with help text that is shown by the "Help" button in the login screen


LowGridPowerDialog

Description
error dialog that is shown when trying to connect an that requires more grid power than the ship can provide


MaximizedCapShipChat

Description
dialog with the maximized cap ship chat


MaximizedSpaceChat

Description
dialog with the maximized space chat


MaximizedStationChat

Description
dialog with the maximized station chat


MissionAbortDialog

Description
dialog to confirm abortion of missions


MissionPromptDialog

Description
dialog with mission description and buttons to accept or decline


NewsDialog

Description
dialog showing a news article


NotEnoughStorageDialog

Description
error dialog that pops when trying to put more than the storage limit into a station


NotificationDialog

Description
A borderless iup dialog with a message. It's displayed during non interruptible processes, like launching.

Details:
NotificationDialog

OptionsDialog

Description
the Options dialog


PDACharacterAccomTab

Description
hbox with contents of the PDAs "Your PDA"->"Character"->"Accomplishments" tab


PDACharacterFactionTab

Description
hbox with contents of the PDAs "Your PDA"->"Character"->"Faction Standings" tab


PDACharacterStatsTab

Description
hbox with contents of the PDAs "Your PDA"->"Character"->"Statistics" tab


PDACharacterTab

Description
frame with contents of the PDAs "Your PDA"->"Character" tab


PDAChatArea

Description
vbox with contents a the PDA chat area (entry, log, radios ...)


PDACloseButton

Description
button to close the PDA


PDACommTab

Description
frame with contents of the PDAs "Your PDA"->"Comm" tab


PDACurrentLocationInfo

Description
label in the top right corner of the PDA with the current system and sector name


PDADialog

Description
the base dialog of the PDA


PDAInventoryInventoryTab

Description
hbox with contents of the PDAs "Your PDA"->"Inventory"->"Inventory" tab


PDAInventoryJettisonTab

Description
vbox with contents of the PDAs "Your PDA"->"Inventory"->"Cargo" tab


PDAInventoryTab

Description
frame with contents of the PDAs "Your PDA"->"Inventory" tab


PDAMissionAdvancementTab

Description
hbox with contents of the PDAs "Your PDA"->"Missions"->"Advancement Logs" tab


PDAMissionBoardTab

Description
frame with contents of the PDAs "Your PDA"->"Missions"->"Mission Board" tab


PDAMissionBoardTabInfoButton

Description
button in the PDAs "Your PDA"->"Missions"->"Mission Board" tab to request mission info


PDAMissionLogTab

Description
hbox with contents of the PDAs "Your PDA"->"Missions"->"Mission Logs" tab


PDAMissionNotesTab

Description
vbox with contents of the PDAs "Your PDA"->"Missions"->"Mission Notes" tab


PDAMissionsTab

Description
frame with contents of the PDAs "Your PDA"->"Missions" tab


PDASecondaryInfo

Description
label with character info (Money, Ship, Licenses ...) displayed in the bottom right of the PDA


PDASensorNearbyTab

Description
vbox with contents of the PDAs "Your PDA"->"Sensor Log"->"Nearby Ships" tab


PDASensorTab

Description
frame with contents of the PDAs "Your PDA"->"Sensor Log" tab


PDAShipNavigationTab

Description
hbox with contents of the PDAs "Your PDA"->"Navigation"->"Navigation" tab


PDAShipTab

Description
frame with contents of the PDAs "Your PDA"->"Navigation" tab


PDATab1

Description
not sure


PDATabs

Description
vbox with contents of the PDAs "Your PDA" tab


PDATargetInfo

Description
vbox with contents of the target info in the top right of the PDA (name, health, faction ...)


QuestionDialog

Description
A dialog with two buttons and a message


Details:
QuestionDialog


QuestionWithCheckDialog

Description
A dialog with two buttons, check box and a message

SellItemDialog

Description
dialog that pops up after clicking on the "Sell Selected" button

StationChatArea

Description
vbox with contents a stations chat area (entry, log, radios ...)


StationChatTab

Description
vbox with contents of the "Commerce"->"The Bar" tab


StationCommerceCommoditiesTab

Description
vbox with contents of the "Commerce"->"Commodities" tab


StationCommerceTab

Description
frame with contents of the "Commerce" tab


StationCommerceWelcomeTab

Description
vbox with contents of the "Commerce"->"Welcome" tab


StationCommoditiesBuyTab

Description
frame with contents of the "Commerce"->"Commodities"->"Buy" tab


StationCommoditiesLoadTab

Description
vbox with contents of the "Commerce"->"Load/Unload" tab


StationCommoditiesSellTab

Description
vbox with contents of the "Commerce"->"Commodities"->"Sell" tab


StationCurrentLocationInfo

Description
label in the top right corner of the station dialog with the current system and sector name


StationDialog

Description
the base dialog of the station interface


StationEquipmentBuyLargeTab

Description
frame with contents of the "Ship"->"Buy"->"Large" tab


StationEquipmentBuyOtherPurchaseButton

Description
"Purchase Selected" button in the "Ship"->"Buy"->"Other" tab


StationEquipmentBuyOtherTab

Description
frame with contents of the "Ship"->"Buy"->"Other" tab


StationEquipmentBuyShipPurchaseButton

Description
"Purchase Selected" button in the "Ship"->"Buy"->"Buy Ship" tab


StationEquipmentBuyShipTab

Description
frame with contents of the "Ship"->"Buy"->"Buy Ship" tab


StationEquipmentBuySmallPurchaseButton

Description
"Purchase Selected" button in the "Ship"->"Buy"->"Small Addons" tab


StationEquipmentBuySmallTab

Description
frame with contents of the "Ship"->"Buy"->"Small Addons" tab


StationEquipmentBuyTab

Description
frame with contents of the "Ship"->"Buy" tab


StationEquipmentManagePortConfigTab

Description
hbox with contents of the "Ship"->"Manage"->"Configure Ship" tab


StationEquipmentManageShipSelectionTab

Description
frame with contents of the "Ship"->"Manage"->"Select Ship" tab


StationEquipmentManageTab

Description
frame with contents of the "Ship"->"Manage" tab


StationEquipmentSellTab

Description
frame with contents of the "Ship"->"Sell" tab


StationEquipmentTab

Description
frame with contents of the "Ship" tab


StationFactionInfo

Description
vbox in the station window with faction information. contains API_Index#StationNameLabel and API_Index#StationNameInfo. created with CreateStationFactionInfo

Details:
StationFactionInfo


StationFactionLabel

Description
label in the station window with the name of the faction that owns the current station ("a ... station")


StationHelpDialog

Description
dialog shown via help buttons that contains a help text


StationHomeButton

Description
button in the station window that sets the current station as home station


StationLaunchButton

Description
button in the station window that launches the ship


StationNameLabel

Description
label in the station window with the name of the current station (top right)


StationOptionsButton

Description
button in the station window that opens the options dialog


StationPDACharacterStatsTab

Description
hbox with contents of the "Your PDA"->"Character"->"Statistics" tab


StationPDACharacterTab

Description
frame with contents of the "Your PDA"->"Character" tab


StationPDACommTab

Description
frame with contents of the "Your PDA"->"Comm" tab


StationPDAInventoryInventoryTab

Description
hbox with contents of the "Your PDA"->"Inventory"->"Inventory" tab


StationPDAInventoryJettisonTab

Description
vbox with contents of the "Your PDA"->"Inventory"->"Cargo" tab


StationPDAInventoryTab

Description
frame with contents of the "Your PDA"->"Inventory" tab


StationPDAMissionAdvancementTab

Description
hbox with contents of the "Your PDA"->"Missions"->"Advancement Logs" tab


StationPDAMissionBoardTab

Description
frame with contents of the "Your PDA"->"Missions"->"Mission Board" tab


StationPDAMissionBoardTabInfoButton

Description
info button displayed in the "Your PDA"->"Missions"->"Mission Board" tab


StationPDAMissionLogTab

Description
hbox with contents of the "Your PDA"->"Missions"->"Mission Logs" tab


StationPDAMissionNotesTab

Description
vbox with contents of the "Your PDA"->"Missions"->"Mission Notes" tab


StationPDAMissionsTab

Description
frame with contents of the "Your PDA"->"Missions" tab


StationPDASensorNearbyTab

Description
vbox with contents of the "Your PDA"->"Sensor Log"->"Nearby Ships" tab


StationPDASensorTab

Description
frame with contents of the "Your PDA"->"Sensor Log" tab


StationPDAShipNavigationTab

Description
hbox with contents of the "Your PDA"->"Navigation"->"Navigation" tab


StationPDAShipTab

Description
frame with contents of the "Your PDA"->"Navigation" tab


StationSecondaryInfo

Description
label with character info (Money, Ship, Licenses ...) displayed in the bottom right of the station interface


StationTabPDA

Description
frame with contents of the "You PDA" tab


StationTabs

Description
vbox housing the main station tabs ("Commerce", "Ship" and "You PDA")


StorageRentalDialog

Description
dialog for renting station storage


SurveyDialog

Description
A survey dialog. probably unused


ToolTip

Description
dialog with the current/last tooltip


VoiceChatOptions

Description
dialog with voice chat options


shipcargolabel

Description
label in the "Load/Unload" tab with number of cu and mass of cargo on the ship


sandbox

ColorName: true
Show3000mNavpoint: true
ShowBarUpdateNotification: false
ShowGroupKillNotification: true
ShowLowGridPowerDialog: true
ShowTooltips: true
UseFontScaling: false