API Index: Difference between revisions
No edit summary |
|||
Line 405: | Line 405: | ||
prints a list with all players in the sector | prints a list with all players in the sector | ||
<br><br> | <br><br> | ||
=== GeneratePlayerDiedMessage === | |||
'''Definition:'''<br> | |||
GeneratePlayerDiedMessage(string name1, name2, int weapon) -> string msg | |||
<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> | |||
'''msg''' kill message | |||
<br><br> | |||
'''Example:'''<br> | |||
<source lang="lua"> | |||
GeneratePlayerDiedMessage("foo", "bar", 0) -> "bar destroyed foo" | |||
GeneratePlayerDiedMessage("foo", "foo", 0) -> "foo is having issues" | |||
</source> | |||
<br><br> | |||
=== GetAccomplishmentLevels === | === GetAccomplishmentLevels === |
Revision as of 14:14, 9 November 2007
WARNING: This index is is mostly based on guesswork and experimentation. A lot of entries may be incomplete or inaccurate.
Functions
AbortMission
Definition:
AbortMission() -> nil
Description:
Abort the currently running mission.
Arguments:
Returns:
Example:
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(string itemid) -> bool ret1 {string l1 ..}
Description:
check if the player can equip the addon itemid
Arguments:
itemid itemid of addon to check
Returns:
ret1 true or false depending on equipability
l1 license requirements of the item at the current station (1-5) (only returned for local addons and if the player is docked with the station)
Example:
<source lang="lua">CanUseAddon(12345) -> true {1, 2, 2, 2, 2}</source>
CanUseMerchandise
Definition:
Description:
Arguments:
Returns:
Example:
CancelPurchaseShipLoadout
Definition:
Description:
Arguments:
Returns:
Example:
CheckCharProximity
Definition:
Description:
Arguments:
Returns:
Example:
CheckProximityWarning
Definition:
Description:
Arguments:
Returns:
Example:
ClearGeneralChatLog
Definition:
Description:
doesn't seem to do anything ...
Arguments:
Returns:
Example:
ClearLastShipLoadout
Definition:
ClearLastShipLoadout() -> nil
Description:
clear last shiploadout. prevents client from asking to rebuy ship after destruction
Arguments:
Returns:
Example:
ClearMissionChatLog
Definition:
Description:
does nothing..
Arguments:
Returns:
Example:
ClearProximityCache
Definition:
Description:
I guess it clears the proximity cache?
Arguments:
Returns:
Example:
ClearStationChatLog
Definition:
Description:
does nothing...
Arguments:
Returns:
Example:
ConfigureMultipleWeaponGroups
Definition: ConfigureMultipleWeaponGroups{table group1key1, table group1key2 ... table group1key6, table group2key1, table group2key2...}
Description:
configures weapon groups according to given tables
Arguments:
group*key* each table seems to represent one group key to which a group of ports can be assigned. Members of the tables contain boolean values where each index represents a port. the first index seems to switch the whole group on or off depending on its value. that kind of works for the first table at least ..
Returns:
Example:
ConfigureMultipleWeaponGroups
ConfigureWeaponGroup
Definition:
Description:
Arguments:
Returns:
Example:
ConnectAddon
Definition:
ConnectAddon(int portid, int itemid) -> 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
Returns:
canconnect returns true if the player is docked and has an active ship otherwise nil
Example:
<source lang="lua">ConnectAddon(2, 123) -> true</source>
put the addon 123 into port 2 while the player is docked to a station
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
Returns:
Example:
DeleteCharacter
Definition:
DeleteCharacter(int slot) -> nil
Description:
Deletes the character in the character slot slot
Arguments:
slot which character to delete
Returns:
Example:
DisableProximityWarning
Definition:
DisableProximityWarning() -> nil
Description:
disable the proximity warning ...
Arguments:
Returns:
Example:
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
Arguments:
Returns:
Example:
EnableProximityWarning
Definition:
DisableProximityWarning() -> nil
Description:
enable the proximity warning ...
Arguments:
Returns:
Example:
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 <br> linebreak", {br="\n"})
-> "hi this is a
linebreak"</source>
FindAndReplaceTagsCB
Definition:
Description:
Arguments:
Returns:
Example:
FindMissionByID
Definition:
Description:
Arguments:
Returns:
Example:
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
Returns:
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
Returns:
Example:
<source lang="lua">ForEachPlayer(function (id) print(id) end)</source>
prints a list with all players in the sector
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>
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
GetAccomplishmentType
Definition:
GetAccomplishmentType(int accomindex) -> int accomplishmenttype int accomplishmentlevel
Description:
returns some numbers..
Arguments:
accomindex index of the accomplishment
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>
GetActiveChatChannel
Definition:
GetActiveChatChannel() -> int channel
Description:
returns the active channel
Arguments:
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:
GetActiveChatChannel() -> int cargocount
Description:
returns amount of cargo in the ship
Arguments:
Returns:
cargocount amount of cargo in the ship
Example:
GetActiveShipEnergy
Definition:
GetActiveShipEnergy() -> float eng fraction
Description:
returns the energy level of the active ship
Arguments:
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
Arguments:
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..
Arguments:
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
Arguments:
Returns:
itemid item id of active ship
Example:
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
Arguments:
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
Arguments:
Returns:
cargo cargospace
Example:
GetActiveShipMaxSpeed
Definition:
GetActiveShipMaxSpeed() -> int speed
Description:
returns max nonturbo speed of active ship
Arguments:
Returns:
speed ...
Example:
GetActiveShipName
Definition:
GetActiveShipName() -> string name
Description:
returns a string with the active ships name
Arguments:
Returns:
name ...
Example:
GetActiveShipNumAddonPorts
Definition:
GetActiveShipNumAddonPorts() -> int ports
Description:
returns number of ports in active ship
Arguments:
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 ...
Arguments:
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
Arguments:
Returns:
speed ...
Example:
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.
Example:
GetAvailableMissionInfo
Definition:
GetAvailableMissionInfo(int midx) -> {int itemtype, string name, bool active, string icon, string desc}
Description:
Returns information about the mission with the provided index
Arguments:
midx index of mission in missionlist
Returns:
itemtype no idea
name name of mission
active is this mission active
icon path to icon
desc mission description
Example:
GetBarPatrons
Definition:
GetBarPatrons() -> {[charid1], [charid2]...}
Description:
get people in the current station bar
Arguments:
Returns:
charid? index of returned table are charids of characters in the bar
Example:
GetBuddyInfo
Definition:
GetBuddyInfo() -> ???
Description:
not figured out yet
Arguments:
Returns:
Example:
GetCharacterDescription
Definition:
GetCharacterDescription() -> string desc
Description:
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.
Arguments:
???
Returns:
desc your character description text whne no argument is provided
Example:
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
Example:
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
Example:
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
Example:
GetCurrentChatTab
Definition:
Description:
no idea maybe unused. always returns 2 here
Arguments:
Returns:
Example:
GetCurrentSectorid
Definition:
GetCurrentSectorid() -> int sectorid
Description:
get current sector id
Arguments:
Returns:
sectorid sectorid of current sector
Example:
GetCurrentStationType
Definition:
GetCurrentStationType() -> int type
Description:
return the current station type..
Arguments:
Returns:
type current station type. seems be usually 0 except when docked to a capship then 1
Example:
GetCurrentSystemid
Definition:
GetCurrentSystemid() -> int systemid
Description:
get current system id..
Arguments:
Returns:
systemid id of current system
Example:
GetEULA
Definition:
GetEULA() -> string eula
Description:
return eula
Arguments:
Returns:
eula string containing the eula
Example:
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
Example:
GetFinishedMissionInfo
Definition:
GetFinishedMissionInfo() -> string name table msg int itemid
Description:
see GetActiveMissionInfo
Arguments:
Returns:
Example:
GetFullPath
Definition:
Description:
sounds obvious but it isn't
Arguments:
Returns:
Example:
GetGeneralChatLog
Definition:
GetGeneralChatLog() -> table log
Description:
returns the chatlog
Arguments:
Returns:
log table containing chatlog
Example:
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
Example:
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
Example:
GetGroupOwnerID
Definition:
GetGroupOwnerID() -> int charid
Description:
get charid of group owner
Arguments:
Returns:
charid character id
Example:
GetGuildAcronym
Definition:
GetGuildAcronym() -> string acronym
Description:
get your guilds acronym
Arguments:
Returns:
acronym string containing guild acronym
Example:
GetGuildBalance
Definition:
GetGuildBalance() -> int balance
Description:
get amount of money in guild bank
Arguments:
Returns:
balance money in bank
Example:
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]
Arguments:
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
Example:
GetGuildBankWithdrawalLimits
Definition:
GetGuildBankWithdrawalLimits() -> int ret1 ret2 ret3
Description:
get withdrawal limits? returns three numbers
Arguments:
Returns:
ret1
ret4
ret3
Example:
GetGuildMOTD
Definition:
GetGuildMOTD() -> string motd
Description:
get your guilds message of the day
Arguments:
Returns:
motd string containing the motd
Example:
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
Arguments:
Returns:
name string containing guild name
Example:
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:
<source lang="lua">
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
Arguments:
Returns:
sectorid sectorid of home station
Example:
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
Example:
GetInventoryItemClassType
Definition:
GetInventoryItemClassType(int itemid) -> int type
Description:
get class of an item
Arguments:
itemid inventory item
Returns:
type type of item
known types:
0 = trade goods
1 = ship
3 = addon
Example:
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)
Example:
GetInventoryItemExtendedDesc
Definition:
GetInventoryItemExtendedDesc(int itemid) -> string desc
Description:
get description of item
Arguments:
itemid inventory item
Returns:
desc item description text.
Example:
GetInventoryItemIcon
Definition:
GetInventoryItemIcon(int itemid) -> string path
Description:
get path to icon of inventory item
Arguments:
itemid inventory item
Returns:
path path to icon
Example:
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)
Example:
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
Example:
GetInventoryItemQuantity
Definition:
GetInventoryItemQuantity(int itemid) -> int quant
Description:
get quantity of inventory item..
Arguments:
itemid inventory item
Returns:
quant quantity
Example:
GetInventoryItemType
Definition:
GetInventoryItemType(int itemid) -> int type
Description:
get item type
Arguments:
itemid inventory item
Returns:
type type
Example:
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
Example:
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
Example:
GetLastAggressor
Definition:
GetLastAggressor(int itemid) -> int nodeid ret1
Description:
get node id of last aggressor and some number
Arguments:
Returns:
nodeid node id of last aggressor
ret1 no clue
Example:
GetLastPrivateSpeaker
Definition:
GetLastPrivateSpeaker(int itemid) -> string name
Description:
get name of last character that pmed you
Arguments:
Returns:
name last messager
Example:
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
Arguments:
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(?)
Example:
GetLastShipLoadoutPurchaseCost
Definition:
GetLastShipLoadoutPurchaseCost() -> int cost
Description:
what you payed for your last ship(?)
Arguments:
Returns:
cost
Example:
GetLicenseLevel
Definition:
GetLicenseLevel(int type) -> int level
Description:
get the level of the provided license
Arguments:<be>
type type of license (1-5)
Returns:
level license level or 0 if invalid type given
Example:
GetLicenseRequirement
Definition:
GetLicenseRequirement(int level) -> int xp
Description:
get xp required for given level
Arguments:<be>
level license level
Returns:
xp
Example:
GetMaxRadarDistance
Definition:
GetMaxRadarDistance() -> int dist
Description:
get current(?) max radar range
Arguments:
Returns:
dist max radar range
Example:
GetMinJumpDistance
Definition:
GetMinJumpDistance() -> int dist
Description:
get minimum distance from large objects to jump
Arguments:
Returns:
dist min jump distance
Example:
GetMissionChatLog
Definition:
GetMissionChatLog() -> {bool updated, string 1.. }
Description:
get advancement log
Arguments:
Returns:
1-n advancement log
updated no clue
Example:
GetMissionTimers
Definition:
GetMissionTimers() -> int time
Description:
get time left on the current mission. may have some functionality for multiple missions
Arguments:
Returns:
time time left on this timer in 1000th seconds
Example:
GetMoney
Definition:
GetMoney() -> int money
Description:
get how many credits you own
Arguments:
Returns:
money
Example:
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
Example:
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
Example:
GetNumAccomplishments
Definition:
GetNumAccomplishments(int charid) -> int accomplishments
Description:
get number of accomplishmeants for given character(?). not well tested, may require caching of the char info
Arguments:
charid character id (?)
Returns:
accomplishments number of accomplishments
Example:
GetNumActiveMissions
Definition:
GetNumActiveMissions() -> int missions
Description:
get number of active missions.
Arguments:
Returns:
missions number of active missions
Example:
GetNumAvailableMissions
Definition:
GetNumAvailableMissions() -> int missions
Description:
get number of available missions
Arguments:
Returns:
missions
Example:
GetNumCharacters
Definition:
GetNumCharacters() -> int chars
Description:
get number of characters you have defined
Arguments:
Returns:
chars
Example:
GetNumCompletedMissions
Definition:
GetNumCompletedMissions() -> int missions
Description:
get number of completed missions
Arguments:
Returns:
missions
Example:
GetNumFinishedMissions
Definition:
GetNumFinishedMissions() -> int missions
Description:
get number of finished missions. as displayed in the mission log panel
Arguments:
Returns:
missions
Example:
GetNumGroupMembers
Definition:
GetNumCharacters() -> int chars
Description:
get number of characters in your group
Arguments:
Returns:
chars number of characters in your group or 0 if player is not in group
Example:
GetNumGuildMembers
Definition:
GetNumGuildMembers() -> int numchars
Description:
get number of online guildmembers
Arguments:
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..
Arguments:
Returns:
num
Example:
GetNumStationDesiredItems
Definition:
GetNumStationAmmo() -> int num
Description:
get number of items this station desires
Arguments:
Returns:
num
Example:
GetNumStationMerch
Definition:
GetNumStationMerch() -> int num
Description:
get number of addons, ships an cargo this station sells
Arguments:
Returns:
num
Example:
GetNumStationTurrets
Definition:
GetNumStationTurrets() -> int num
Description:
get number of turrets on this station or ship
Arguments:
Returns:
num number of turrets attached to this station or ship. 0 if not docked
Example:
GetNumTips
Definition:
GetNumTips() -> int num
Description:
get size of load screen tips pool
Arguments:
Returns:
num
Example:
GetParentHealth
Definition:
GetParentHealth() -> float ret1 ret2
Description:
get health of object this one is attached to (turret to capship). untested!
Arguments:
Returns:
ret1 health in percent(?)
ret2 health as float (1-0)(?)
Example:
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
Example:
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 (1-9)(?)
Example:
GetPlayerFactionStanding
Definition:
GetPlayerFactionStanding(int factionid) -> int standing
Description:
get your standing with provided faction
Arguments:
factionid number representing a faction
Returns:
standing number representing faction standing 0-65535
Example:
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
Example:
GetPlayerName
Definition:
GetPlayerName(int charid) -> string name
Description:
get name of character
Arguments:
charid character id
Returns:
name
Example:
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
Example:
GetPrimaryShipIDOfPlayer
Definition:
GetPrimaryShipIDOfPlayer(int charid) -> int shipid
Description:
get shipid of a character (= objectid?)
Arguments:
charid character id
Returns:
shipid
Example:
GetPrimaryShipNameOfPlayer
Definition:
GetPrimaryShipNameOfPlayer(int charid) -> string name
Description:
get ship name (type) of provided character
Arguments:
charid character id
Returns:
name
Example:
GetProximityWarningDistance
Definition:
GetProximityWarningDistance() -> int dist
Description:
get proxy warnign distance
Note: even returns the distance when proxy warning is disabled
Arguments:
Returns:
dist proxy distance.
Example:
GetSectorAlignment
Definition:
GetSectorAlignment() -> int alignment
Description:
returns the alignment of the current sector
Arguments:
Returns:
alignment int representing alignment of the current sector. see: FactionName
Example:
GetSectorMonitoredStatus
Definition:
GetSectorMonitoredStatus() -> int monitor
Description:
returns the monitor status of the current sector (Unmonitored, Guarded ...) see: FactionMonitor and FactionMonitorStr
Arguments:
Returns:
monitor monitor status
Example:
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
Example:
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
Example:
GetShipList
Definition:
GetShipList() -> {int itemid ..}
Description:
get list of your ships in the current station. produces error when called outside station..
Arguments:
Returns:
itemid itemid of a ship
Example:
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
Example:
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 Function_Index#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
Example:
GetShipPurchaseColor
Definition:
GetShipPurchaseColor() -> int color
Description:
get selected color from the color picker
Arguments:
Returns:
colorid number representing color (0-255)
Example:
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
Example:
GetStationAddonList
Definition:
GetStationAddonList() -> {int itemid ..}
Description:
get array with your addons in the station hold
Arguments:
Returns:
itemid itemid of one of your addons
Example:
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
Returns:
Example:
GetStationCargoList
Definition:
GetStationCargoList() -> {int itemid ..}
Description:
get list of cargo items in the current station. produces error when called outside station..
Arguments:
Returns:
itemid itemid of a trade item
Example:
GetStationChatLog
Definition:
GetStationChatLog() -> {string msg ..}
Description:
get table with messages in the station chat
Arguments:
Returns:
msg chat message
Example:
GetStationCurrentCargo
Definition:
GetStationCurrentCargo() -> int cargo
Description:
get amount of cargo currently in this station. including cargo, equipment, ships ..
Arguments:
Returns:
cargo amount of cargo in cu
Example:
GetStationDesiredItem
Definition:
GetStationDesiredItem(int index) -> string ditem
Description:
get item that this station desires ...
Arguments:
index index in list of strings
Returns:
ditems desired item
Example:
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
Example:
GetStationLocation
Definition:
GetStationLocation() -> int stationid
Description:
get the stationid of the current station
Arguments:
Returns:
stationid stationid or nil if not docked to a station
Example:
GetStationMaxCargo
Definition:
GetStationMaxCargo() -> int cargo
Description:
return amount of cargo this station can hold.
Arguments:
Returns:
cargo amount of cargo in cu
Example:
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)
Returns:
Example:
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
Returns:
Example:
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
Example:
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 otherwise the shortname of a station
Example:
<source lang="lua">GetStationName(200*256+1) -> "SkyCommand"</source>
200 is the sectorid of sol2 h13
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 ...
Arguments:
Returns:
Example:
GetStationShipList
Definition:
GetStationShipList(int itemid) -> {int itemid1 ..}
Description:
get array of your ships in the current station
Arguments:
Returns:
itemid? itemid of ship in the current station
Example:
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
Example:
GetStationType
Definition:
GetStationType() -> string stype
Description:
get station type
Arguments:
Returns:
stype station type. returns "frigate" when docked to a cruiser otherwise nil
Example:
GetStorageItemInfo
Definition:
GetStorageItemInfo() -> ??
Description:
no clue. can't make it return anything
Arguments:
Returns:
Example:
GetStorageLocationSector
Definition:
GetStorageLocationSector(int arg1) -> int ret1
Description:
returns some number when fed with an itemid
Arguments:
Returns:
Example:
GetSurveyChoices
Definition:
GetSurveyChoices() -> {}
Description:
returns an empty table!
Arguments:
Returns:
Example:
GetSurveyQuestion
Definition:
GetSurveyQuestion() -> string ret1
Description:
returns an empty string!
Arguments:
Returns:
ret1 an empty string!
Example:
GetSystemID
Definition:
GetSystemID(int sectorid) -> int systemid
Description:
get systemid of the given sector. lua error on nil
Arguments:
sectorid sectorid
Returns:
systemid systemid
Example:
GetTargetDistance
Definition:
GetTargetDistance() -> float dist
Description:
get distance to target
Arguments:
Returns:
dist distance to target in m
Example:
GetTargetFriendlyStatus
Definition:
GetTargetFriendlyStatus() -> int fstatus
Description:
get friendlyness of target
Arguments:
Returns:
fstatus Returns 0 to 3. Target is friendly if 3, unfriendly otherwise
Example:
GetTargetInfo
Definition:
GetTargetInfo() -> string name float health dist int factionid string guild ship
Description:
get info about target
Arguments:
Returns:
name
health health in percent
dist distance in m
factionid faction of target
guild guild tag of target
ship name of targets ship
Example:
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
Example:
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(?)
Arguments:
Returns:
num 0 if tutorial wasn'T done -1 if it was, I think ...
Example:
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
Returns:
Example:
HasActiveShip
Definition:
HasActiveShip() -> bool aship
Description:
return true if the player has an active ship
Arguments:
Returns:
aship true if the player has an activer ship otherwise false
Example:
HasLastShipLoadout
Definition:
HasLastShipLoadout() -> bool loadout
Description:
return true if the player has a last ship loadout saved. (see ClearLastShipLoadout)
Arguments:
Returns:
loadout true if the player has a last shiploadout saved otherwise false
Example:
IsConnected
Definition:
IsConnected() -> bool connected
Description:
return true if the player is connected to the game
Arguments:
Returns:
connected true if the player is connected otherwise false
Example:
IsEnemy
Definition:
IsEnemy(charid) -> bool enemy
Description:
Part of the base radar functionality. Used in conjunction with GetFriendlyStatus.
Arguments:
Returns:
enemy returns true if someone is an enemy, otherwise false. Totally unreliable.
Example:
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
Example:
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
Example:
IsInDuel
Definition:
IsInDuel(charid) -> bool
Description:
Returns true if charid is in a duel, otherwise false.
Arguments:
Returns:
Example:
IsPlayerRequestingBuddy
Definition:
IsPlayerRequestingBuddy(?) -> ?
Description:
not tried. sounds obvious though
Arguments:
Returns:
Example:
IsPlayerRequestingDuel
Definition:
IsPlayerRequestingDuel(?) -> ?
Description:
not tried. sounds obvious though
Arguments:
Returns:
Example:
IsPlayerRequestingGroupInvite
Definition:
IsPlayerRequestingGroupInvite(?) -> ?
Description:
not tried. sounds obvious though
Arguments:
Returns:
Example:
IsProximityWarningEnabled
Definition:
IsProximityWarningEnabled() -> bool isproxy
Description:
tell if proximity warning is enabled
Arguments:
Returns:
isproxy true if proximity warning is enabled otherwise false
Example:
IsStormPresent
Definition:
IsStormPresent() -> bool isstorm
Description:
tell if there's a storm in the current sector
Arguments:
Returns:
isstorm true if storm is present otherwise false
Example:
JettisonAll
Definition:
JettisonAll() -> nil
Description:
Jettison all of your ships cargo
Arguments:
Returns:
Example:
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
Returns:
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
Returns:
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
Returns:
Example:
LeaveChannel
Definition:
LeaveChannel{channelid1 ..} -> nil
Description:
leave the provided channels
Arguments:
channelid1 channel number (1 - 2^32)
Returns:
Example:
ListChannels
Definition:
ListChannels() -> nil
Description:
print list of currently joined channels and usage info to the chatarea
Arguments:
Returns:
Example:
LoadCargo
Definition:
LoadCargo{item1 = {int itemid, int quantity} ..} -> nil
Description:
Load cargo items and quantitiss according to the provided table
Arguments:
item1 table containing quantity and itemid of cargo
itemid itemid of cargo item
quantity amount of this cargo to load
Returns:
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(?)
Arguments:
Returns:
Example:
LoadMissionNotes
Definition:
LoadMissionNotes() -> string notes
Description:
read and return players notes from playernotes.txt. See also: Function_Index#SaveMissionNotes
Arguments:
Returns:
notes mission notes text
Example:
Definition:
LoadNavpath(string navpath) -> {int sectorid1 ..}
Description:
load navroute by name and return array with hops
Arguments:
Returns:
sectorid1 sectorid of a hop on this navroute first index is first hop (1-n)
Example:
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
Returns:
Example:
Logout
Definition:
Logout() -> nil
Description:
Inititate logout sequence.
Arguments:
Returns:
Example:
MakeBotName
Definition:
MakeBotName(string arg1, int arg2) -> string bname
Description:
no clue. returns the string that's passed to it and requires an int as second argument
Arguments:
arg1: ?
arg2: random seed
Returns:
Example:
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>
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
Arguments:
Returns:
instation true if the player is in a station otherwise false
Example:
PlayerInventoryPairs
Definition:
PlayerInventoryPairs() -> int itemid table iteminfo
Description:
Iterator function that prints information about an item in the players inventory each time it is called. works like pairs()
Arguments:
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
PrintJoinUsage
Definition:
PrintJoinUsage() -> nil
Description:
prints how to use /join to the chatarea
Arguments:
Returns:
Example:
PrintLeaveUsage
Definition:
PrintLeaveUsage() -> nil
Description:
prints how to use /leave to the chatarea
Arguments:
Returns:
Example:
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.
Returns:
Example:
PurchaseMerchandiseItem
Definition:
PurchaseMerchandiseItem(int itemid, int amount) -> nil
Description:
buy the provided item
Arguments:
itemid itemid of cargo merch item
Returns:
Example:
PurchaseShipLoadout
Definition:
PurchaseShipLoadout(func arg1) -> ??
Description:
no clue takes function as first argument
Arguments:
Returns:
Example:
RegisterEvent
Definition:
RegisterEvent({func OnEvent}, string eventtype) -> nil
Description:
hook up object to event. the obect is a table with a method called OnEvent that is called when the event is triggered
Arguments:
OnEvent function to call when event is triggered
eventtype eventtype
Returns:
Example:
<source lang="lua">
obj = {}
-- 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>
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
Returns:
Example:
<source lang="lua">RegisterUserCommand("printsomething", function(data, args) print(data..tostring(args or {})[1]) end, "test")</source>
Registers the command "printsomething" that calls a function that prints the text "test" and the first argument appended
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 /addons directory.
Arguments:
Returns:
Example:
RepairShip
Definition:
RepairShip() -> ??
Description:
not tested
Arguments:
Returns:
Example:
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
Returns:
Example:
ReplenishWeapon
Definition:
ReplenishWeapon() -> ??
Description:
not tested
Arguments:
Returns:
Example:
RequestCharacterStats
Definition:
RequestCharacterStats() -> nil
Description:
no clue
Arguments:
Returns:
Example:
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.
Arguments:
Returns:
ret always true (?)
Example:
RequestMissionDetails
Definition:
RequestMissionDetails(int missionid) -> nil
Description:
Request information about the given mission (aka the info button) and pop up the info dialog if id is valid
Arguments:
missionid mission id (1-n)
Returns:
Example:
RequestMissionList
Definition:
RequestMissionList() -> nil
Description:
no clue. maybe used by /updatestation
Arguments:
Returns:
Example:
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
Returns:
Example:
RequestNewsHeadlines
Definition:
RequestNewsHeadlines() -> nil
Description:
ask server for news item list?
Arguments:
Returns:
Example:
RequestTargetStats
Definition:
RequestTargetStats() -> int charid
Description:
get character id of target (considreing the name maybe more?)
Arguments:
Returns:
charid character id of torgat or yours if no target selected
Example:
ResetTutorial
Definition:
ResetTutorial() -> nil
Description:
Reset the tutorial flag. the player will have to go through it again after docking.
Arguments:
Returns:
Example:
SaveChannels
Definition:
SaveChannels() -> nil
Description:
Save joined channels(?). Kinda useless since trhat's done as soon as you join one
Arguments:
Returns:
Example:
SaveMissionNotes
Definition:
SaveMissionNotes(string notes) -> nil
Description:
Save the provided string to the characters mission notes file. See also: Function_Index#LoadMissionNotes
Arguments:
notes text to be saved in the notes file
Returns:
Example:
Definition:
SaveNavpath({int sectorid1 ..}, string name) -> nil
Description:
Save the provided navroute
Arguments:
sectorid1 sectorid of each hop
name name of this route
Returns:
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
Arguments:
Returns:
Example:
SelectActiveShip
Definition:
SelectActiveShip(int itemid) -> nil
Description:
Set the given ship active
Arguments:
itemid itemid of ship in the current station
Returns:
Example:
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)
Returns:
Example:
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
Returns:
Example:
SendChat
Definition:
SendChat(string msg, string dst, string char) -> 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
char in case of dst = PRIVATE, the player to send the message
Returns:
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
Returns:
Example:
SetCurrentChatTab
Definition:
SetCurrentChatTab() -> ??
Description:
does nothing. maybe a leftover from the general/mission chat system
Arguments:
Returns:
Example:
SetHomeStation
Definition:
SetHomeStation() -> nil
Description:
set current station as your home station
Arguments:
Returns:
Example:
SetProximityWarningDistance
Definition:
SetProximityWarningDistance(int dist) -> nil
Description:
set proximity warning distance ..
Arguments:
dist proximity distance
Returns:
Example:
SetShipPurchaseColor
Definition:
SetShipPurchaseColor(int color) -> nil
Description:
color of the next ship the player will buy
Arguments:
color color value (0-255)
Returns:
Example:
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
Arguments:
Returns:
tut true if the player still has to do the tutorial otherwise false
Example:
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
Example:
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()
Arguments:
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()
Arguments:
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
StopTutorial
Definition:
StopTutorial() -> nil
Description:
does nothing..
Arguments:
Returns:
Example:
StrTable
Definition:
StopTutorial() -> nil
Description:
seems to be another serialisation function. similar (the same?) to splickle
Arguments:
Returns:
Example:
SubmitSurvey
Definition:
SubmitSurvey() -> nil
Description:
does nothing..
Arguments:
Returns:
Example:
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
Returns:
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 completed name.
Arguments:
name name to be completed
Returns:
completename completed name
Example:
UnloadCargo
Definition:
UnloadCargo{item1 = {int itemid, int quantity} ..} -> nil
Description:
Unload cargo items and quantities according to the provided table
Arguments:
item1 table containing quantity and itemid of cargo
itemid itemid of cargo item
quantity amount of this cargo to unload
Returns:
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{item1 = {int itemid, int quantity} ..} -> nil
Description:
Unload and sell cargo items and quantities according to the provided table
Arguments:
item1 table containing quantity and itemid of cargo
itemid itemid of cargo item
quantity amount of this cargo to unload and sell
Returns:
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({func OnEvent}, string eventtype) -> nil
Description:
Unregister an event registered with Function_Index#RegisterEvent
Arguments:
OnEvent function to run when event is triggered
eventtype eventtype
Returns:
Example:
UnregisterUserCommand
Definition:
UnregisterUserCommand(string command) -> nil
Description:
Unregister a command registered with Function_Index#RegisterUserCommand
Arguments:
command command to unregister
Returns:
Example:
XMLTagToString
Definition:
XMLTagToString() -> nil
Description:
might the reverse of ParseXML
Arguments:
Returns:
Example:
_ERRORMESSAGE
Definition:
_ERRORMESSAGE(string msg) -> nil
Description:
creates an error message with the provided string. probably more
Arguments:
msg a message
Returns:
Example:
assert
Definition:
Description:
[1]
Arguments:
Returns:
Example:
clearscene
Definition:
clearscene() -> nil
Description:
removes al objects from the game world
Arguments:
Returns:
Example:
collectgarbage
Definition:
Description:
[2]
Arguments:
Returns:
Example:
console_print
Definition:
console_print(string text) -> nil
Description:
print the given string to the ingame console
Arguments:
text string to print
Returns:
Example:
debugprint
Definition:
debugprint() -> ??
Description:
does nothing..
Arguments:
Returns:
Example:
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
Returns:
Example:
dostuff
Definition:
dostuff() -> ??
Description:
no clue. tries to open a nonexistant file
Arguments:
Returns:
Example:
error
Definition:
Description:
[3]
Arguments:
Returns:
Example:
filter_colorcodes
Definition:
filter_colorcodes(string in) -> string out
Description:
strips colorcodes from the provided string
Arguments:
in inputstring
Returns:
out outputstring
Example:
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>
ipairs
Definition:
Description:
[4]
Arguments:
Returns:
Example:
load
Definition:
Description:
[5]
Arguments:
Returns:
Example:
loadscene
Definition:
loadscene(string scene) -> ??
Description:
load a scene(?). don't know how it works though
Arguments:
scene filename of a scene
Returns:
Example:
loadstring
Definition:
Description:
[6]
Arguments:
Returns:
Example:
log_print
Definition:
loadscene(string str) -> nil
Description:
Writes string to the errors.log
Arguments:
str string to write to log
Returns:
Example:
next
Definition:
Description:
[7]
Arguments:
Returns:
Example:
oper
Definition:
Description:
not gonna bother
Arguments:
Returns:
Example:
pairs
Definition:
Description:
[8]
Arguments:
Returns:
Example:
pcall
Definition:
Description:
[9]
Arguments:
Returns:
Example:
printtable
Definition:
printtable{in} -> nil
Description:
print contents of a table to the console
Arguments:
in table to print
Returns:
Example:
rawequal
Definition:
Description:
[10]
Arguments:
Returns:
Example:
rawget
Definition:
Description:
[11]
Arguments:
Returns:
Example:
rawset
Definition:
Description:
[12]
Arguments:
Returns:
Example:
roper
Definition:
Description:
not gonna bother
Arguments:
Returns:
Example:
select
Definition:
Description:
[13]
Arguments:
Returns:
Example:
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>
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
Example:
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
Example:
tabcomplete
Definition:
Description:
produces lua error..
Arguments:
Returns:
Example:
tonumber
Definition:
Description:
[14]
Arguments:
Returns:
Example:
tostring
Definition:
Description:
[15]
Arguments:
Returns:
Example:
type
Definition:
Description:
[16]
Arguments:
Returns:
Example:
unpack
Definition:
Description:
[17]
Arguments:
Returns:
Example:
undeclare
Definition:
undeclare(string name) -> nil
Description:
undeclare a variable created with Function_Index#declare
Arguments:
name name of a variable
Returns:
Example:
unspickle
Definition:
unspickle(string in) -> table outtab
Description:
Converts a spickled string into a table
Arguments:
in input string
Returns:
outtab The unspickled table
Example:
xpcall
Definition:
Description:
[18]
Arguments:
Returns:
Example:
Tables
Buddy
Description:
functions to manipulate the characters buddylist
Details:
Buddy
Duel
Description:
Duel related methods
Details:
Duel
FactionColor
Description:
table with faction colors. indices represent factionid
Details:
FactionColor
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
Game
Description:
functions to control a few game features ..
Details:
Game
Group
Description:
Group related functions
Details:
Group
Guild
Description:
Guild related functions
Details:
Guild
Ignore
Description:
Ignorelist related functions
Details:
Ignore
InvManager
Description:
functions to get information about inventory items
Details:
InvManager
Mentor
Description:
Mentor related functions
Details:
Mentor
Description:
functions to manipulate your NavRoute
Details:
NavRoute
ShipOrder
Description:
table containing the ordering of ships in lists(?)
Details:
ShipOrder
ShipPalette
Description:
table to map palette color values to rgb values
Details:
ShipPalette
Skills
Description:
table to translate skillid's into skill names and back
Details:
Skills
SystemNames
Description:
table to translate systemid's into system names and back
Details:
SystemNames
TCPSocket
Description:
socket class
Details:
TCPSocket
Thread
Description:
Thread library
Details:
Thread
Timer
Description:
Timer class
Details:
Timer
Vote
Description:
functions to use the voteing feature
Details:
Vote
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
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
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
Other
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
Platform
Description
Constant with string representing the platform the game is running on
value
"Unix", "MacOS" or "Windows"
VO_VERSION
Description
constant with the games major version.
value
3
_VERSION
Description
lua version.
value
"Lua 5.1"
lcd
Description
no clue
value
sandbox
ColorName: true
ShowBarUpdateNotification: false
ShowGroupKillNotification: true
ShowLowGridPowerDialog: true
ShowTooltips: true
UseFontScaling: false
AccomplishmentTemplate: function
AccomplishmentTemplate2: function
ChatLogTemplate: function
CreateBig3DViewMenu: function
CreateCancelLoadoutMenu: function
CreateCapShipChatTab: function
CreateCapShipFactionInfo: function
CreateCapShipPDATab: function
CreateCapShipRepairTab: function
CreateCapShipTacticalTab: function
CreateCapShipTurretTab: function
CreateCharCreateFailedMenu: function
CreateCharCreateMenu: function
CreateCharSelectFailedMenu: function
CreateCharSelectMenu: function
CreateCharacterPDATab: function
CreateCommPDATab: function
CreateConnectingMenu: function
CreateCreditsDialog: function
CreateEULAMenu: function
CreateInvalidAmountMenu: function
CreateInventoryPDATab: function
CreateKilledByPDATab: function
CreateKilledPDATab: function
CreateLoadingMenu: function
CreateLoginDialog: function
CreateLoginHelpDialog: function
CreateLowGridPowerDialog: function
CreateMissionAbortMenu: function
CreateMissionPromptMenu: function
CreateMissionsPDATab: function
CreateNavigationPDATab: function
CreateNearbyShipsPDATab: function
CreateNewsMenu: function
CreateNotEnoughStorageMenu: function
CreateNotificationMenu: function
CreateOptionsMenu: function
CreatePDA: function
CreatePDATab1: function
CreateSensorPDATab: function
CreateShipCargoPDATab: function
CreateShipPDATab: function
CreateStation: function
CreateStationBlankTab: function
CreateStationChatTab: function
CreateStationCommerceTab: function
CreateStationCommoditiesBuyTab: function
CreateStationCommoditiesLoadTab: function
CreateStationCommoditiesSellTab: function
CreateStationCommoditiesTab: function
CreateStationEquipmentBuyTab: function
CreateStationEquipmentManageTab: function
CreateStationEquipmentSellTab: function
CreateStationEquipmentTab: function
CreateStationFactionInfo: function
CreateStationHelpMenu: function
CreateStationMissionBuyTab: function
CreateStationPDATab: function
CreateStationPortConfigTab: function
CreateStationShipPurchaseTab: function
CreateStationShipSelectionTab: function
CreateStationShipStatusTab: function
CreateStationVisitsPDATab: function
CreateStationWelcomeTab: function
CreateSurveyMenu: function
CreateTargetInfo: function
FactionStandingTemplate: function
FactionStandingWithInfoTemplate: function
FadeControl: function
FadeLookup: function
FadeStop: function
FillInObjectInfo: function
FillInPlayerInfo: function
GetAccomplishmentBigSize: function
GetAccomplishmentBigTexture: function
GetAccomplishmentBigUV: function
GetAccomplishmentCategory: function
GetAccomplishmentDescription: function
GetAccomplishmentName: function
GetAccomplishmentSize: function
GetAccomplishmentTexture: function
GetAccomplishmentTitle: function
GetAccomplishmentUV: function
GetCargoValue: function
GetChatLogReadState: function
GetFriendlyStatus: function
GetItemFullDesc: function
GetItemPartialDesc: function
GetMissionLogReadState: function
GetProfitColor: function
GetProfitHexColor: function
GetShipAmmoPrices: function
GetStationLogReadState: function
HelpCharAccom: function
HelpCharFaction: function
HelpCharGuild: function
HelpCharInventory: function
HelpCharStats: function
HelpCommoditiesAction: function
HelpGridPower: function
HelpLargeAddonsAction: function
HelpOtherAddonsAction: function
HelpPDAAdvancementLog: function
HelpPDAJettison: function
HelpPDAKilledByList: function
HelpPDAKilledList: function
HelpPDAMissionLog: function
HelpPDAMissionNotes: function
HelpPDANearbyShips: function
HelpPDAStationVisitsList: function
HelpSellAction: function
HelpSellAddons: function
HelpSellCommodities: function
HelpShipAmmo: function
HelpShipCargo: function
HelpShipEquip: function
HelpShipGroup: function
HelpShipPurchase: function
HelpShipSelect: function
HelpShipStatus: function
HelpSmallAddonsAction: function
HelpStationAddonEquip: function
HelpStationAddonGroups: function
HelpStationBuddies: function
HelpStationMission: function
HelpStationNav: function
HelpStationNews: function
HelpStationWelcome: function
HideAllDialogs: function
HideDialog: function
HideTooltip: function
LoadShipPresets: function
MakeBuyBackQuestionDlg: function
OnIdle: function
OpenAlarm: function
OverlapPrevention: function
PopupDialog: function
PrintPurchaseTransaction: function
ReinitIconPositions: function
RunTutorial: function
SaveShipPresets: function
SetChatLogRead: function
SetChatLogReceiver: function
SetMissionLogRead: function
SetMissionLogReceiver: function
SetStationLogRead: function
SetStationLogReceiver: function
SetViewObject: function
ShowDialog: function
ShowTooltip: function
StationSellItem: function
TutorialEnd: function
TutorialPart1: function
TutorialPart10: function
TutorialPart11: function
TutorialPart12: function
TutorialPart13: function
TutorialPart2: function
TutorialPart3: function
TutorialPart4: function
TutorialPart5: function
TutorialPart6: function
TutorialPart7: function
TutorialPart8: function
TutorialPart9: function
UpdateFade: function
calc_health_color: function
chatareatemplate: function
chatareatemplate2: function
clear_accomlistbox: function
clear_listbox: function
create_char_guild_tab: function
create_char_inventory_tab: function
create_jettison_control: function
create_ship_group_template: function
dofile: function
factioncontroltemplate3: function
factionfriendlyness: function
factionfriendlynesscolor: function
factionfriendlynessrange: function
fill_accomlistbox: function
fill_listbox: function
generalprint: function
get_itemdlg: function
get_jettisonitemdlg: function
getheight: function
getwidth: function
guildaccessdialogtemplate: function
guildactivitylogdialogtemplate: function
guildbanklogdialogtemplate: function
loadfile: function
log_chat: function
msgdlgtemplate1: function
msgdlgtemplate1a: function
msgdlgtemplate1aDone: function
msgdlgtemplate1aNext: function
msgdlgtemplate2: function
msgpromptdlgtemplate2: function
msgpromptdlgtemplate2lines: function
navmenu_template: function
print: function
purchaseprint: function
require: function
sectorprint: function
setup_accomrow: function
singletab_template: function
sort_commodities: function
sort_sellable_commodities: function
storagelocationcompare: function
store_itemdlg: function
store_jettisonitemdlg: function
test_list: function
testsurvey: function
DAMP: 0.5
DEFAULT_LICENSE_WATCH: 2
FontScale: 0.89
G: 100000
HUD_SCALE: 1
K: 15
K2: 100
M: 1
MAX_ACCOMICON2_COLUMNS: 4
MAX_ACCOMICONS: 20
MAX_ACCOMICON_COLUMNS: 5
IMAGE_DIR:
UserName:
defaulttutorialbgcolor: 0 0 0 64 *
tabseltextcolor: 1 241 255
tabunseltextcolor: 0 185 199
CapShipLog: table
FactionColor_RGB: table
FadeControls: table
Font: table
Font1: table
Font2: table
GeneralChatPanel: table
HUD: table
InterfaceManager: table
MissionLogPanel: table
ShipPalette_string: table
ShipPresets: table
StationLog: table
StationLogPanel: table
_generalchatlog: table
_missionlog: table
_stationlog: table
accomthing: table
chatreceiver: table
command_pretty_names: table
Big3DViewDialog: userdata
BuybackQuestionPrompt: userdata
CancelLoadoutPurchaseDialog: userdata
CapShipChatArea: userdata
CapShipChatTab: userdata
CapShipCurrentLocationInfo: userdata
CapShipDialog: userdata
CapShipFactionInfo: userdata
CapShipFactionLabel: userdata
CapShipLaunchButton: userdata
CapShipNameLabel: userdata
CapShipOptionsButton: userdata
CapShipPDACharacterStatsTab: userdata
CapShipPDACharacterTab: userdata
CapShipPDACommTab: userdata
CapShipPDAInventoryInventoryTab: userdata
CapShipPDAInventoryJettisonTab: userdata
CapShipPDAInventoryTab: userdata
CapShipPDAMissionAdvancementTab: userdata
CapShipPDAMissionBoardTab: userdata
CapShipPDAMissionBoardTabInfoButton: userdata
CapShipPDAMissionLogTab: userdata
CapShipPDAMissionNotesTab: userdata
CapShipPDAMissionsTab: userdata
CapShipPDASensorNearbyTab: userdata
CapShipPDASensorTab: userdata
CapShipPDAShipNavigationTab: userdata
CapShipPDAShipTab: userdata
CapShipRepairTab: userdata
CapShipSecondaryInfo: userdata
CapShipTabPDA: userdata
CapShipTabs: userdata
CapShipTacticalTab: userdata
CapShipTurretTab: userdata
CharCreateDialog: userdata
CharCreateFailedDialog: userdata
CharDeleteVerifierConfirmButton: userdata
CharDeleteVerifierDialog: userdata
CharDeleteVerifierEditbox: userdata
CharInfoMenu: userdata
CharSelectDialog: userdata
CharSelectFailedDialog: userdata
ConfirmationDialog: userdata
ConnectingDialog: userdata
CreditsDialog: userdata
EULADialog: userdata
HUDHelpMenu: userdata
HUDInterfaceOptionsDialog: userdata
InterfaceOptionsDialog: userdata
InvalidAmountDialog: userdata
LoadingDialog: userdata
LoginHelpDialog: userdata
LowGridPowerDialog: userdata
MaximizedCapShipChat: userdata
MaximizedSpaceChat: userdata
MaximizedStationChat: userdata
MissionAbortDialog: userdata
MissionPromptDialog: userdata
NewsDialog: userdata
NotEnoughStorageDialog: userdata
NotificationDialog: userdata
OptionsDialog: userdata
PDACharacterAccomTab: userdata
PDACharacterFactionTab: userdata
PDACharacterStatsTab: userdata
PDACharacterTab: userdata
PDAChatArea: userdata
PDACloseButton: userdata
PDACommTab: userdata
PDACurrentLocationInfo: userdata
PDADialog: userdata
PDAInventoryInventoryTab: userdata
PDAInventoryJettisonTab: userdata
PDAInventoryTab: userdata
PDAMissionAdvancementTab: userdata
PDAMissionBoardTab: userdata
PDAMissionBoardTabInfoButton: userdata
PDAMissionLogTab: userdata
PDAMissionNotesTab: userdata
PDAMissionsTab: userdata
PDASecondaryInfo: userdata
PDASensorNearbyTab: userdata
PDASensorTab: userdata
PDAShipNavigationTab: userdata
PDAShipTab: userdata
PDATab1: userdata
PDATabs: userdata
PDATargetInfo: userdata
QuestionDialog: userdata
StationChatArea: userdata
StationChatTab: userdata
StationCommerceCommoditiesTab: userdata
StationCommerceTab: userdata
StationCommerceWelcomeTab: userdata
StationCommoditiesBuyTab: userdata
StationCommoditiesLoadTab: userdata
StationCommoditiesSellTab: userdata
StationCurrentLocationInfo: userdata
StationDialog: userdata
StationEquipmentBuyLargeTab: userdata
StationEquipmentBuyOtherPurchaseButton: userdata
StationEquipmentBuyOtherTab: userdata
StationEquipmentBuyShipPurchaseButton: userdata
StationEquipmentBuyShipTab: userdata
StationEquipmentBuySmallPurchaseButton: userdata
StationEquipmentBuySmallTab: userdata
StationEquipmentBuyTab: userdata
StationEquipmentManagePortConfigTab: userdata
StationEquipmentManageShipSelectionTab: userdata
StationEquipmentManageTab: userdata
StationEquipmentSellTab: userdata
StationEquipmentTab: userdata
StationFactionInfo: userdata
StationFactionLabel: userdata
StationHelpDialog: userdata
StationHomeButton: userdata
StationLaunchButton: userdata
StationNameLabel: userdata
StationOptionsButton: userdata
StationPDACharacterStatsTab: userdata
StationPDACharacterTab: userdata
StationPDACommTab: userdata
StationPDAInventoryInventoryTab: userdata
StationPDAInventoryJettisonTab: userdata
StationPDAInventoryTab: userdata
StationPDAMissionAdvancementTab: userdata
StationPDAMissionBoardTab: userdata
StationPDAMissionBoardTabInfoButton: userdata
StationPDAMissionLogTab: userdata
StationPDAMissionNotesTab: userdata
StationPDAMissionsTab: userdata
StationPDASensorNearbyTab: userdata
StationPDASensorTab: userdata
StationPDAShipNavigationTab: userdata
StationPDAShipTab: userdata
StationSecondaryInfo: userdata
StationTabPDA: userdata
StationTabs: userdata
SurveyDialog: userdata
ToolTip: userdata
accombox: userdata
container: userdata
gridusagelabel: userdata
loadquantityedit: userdata
option17: userdata
option18: userdata
option19: userdata
option20: userdata
shipcargolabel: userdata
unloadquantityedit: userdata
unloadsellquantityedit: userdata