Function Index

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Functions

AbortMission

Definition:
AbortMission() -> ??

Description:
Abort the currently running mission.

Arguments:

Returns:

Example:

Article

Definition:
Article(string word) -> string ret1

Description:
prepends the appropriate article to the string word

Arguments:
word string to prepend an article to.

Returns:
ret1 the string with an article prepended.

Example:
Article("apple") -> "an apple"

CanUseAddon

Definition:
CanUseAddon(string itemid) -> bool ret1 table ret2

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
ret1 license requirements of the item at the current station (only returned for local addons and if the player is docked with the station)

Example:
CanUseAddon(12345) -> true {1, 2, 2, 2, 2}

CanUseMerchandise

Definition:

Description:

Arguments:

Returns:

Example:

CancelPurchaseShipLayout

Definition:

Description:

Arguments:

Returns:

Example:

ClearGeneralChatLog

Definition:

Description:
doesn't seem to do anything ...

Arguments:

Returns:

Example:

ClearLastShipLoadout

Definition:
ClearLastShipLoadout() -> nil

Description:
prevents client from asking to rebuy ship after destruction

Arguments:

Returns:

Example:

ClearMissionChatLog

Definition:

Description:

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 ret1

Description:
Attaches the addon itemid to the active ship in port portid

Arguments:
portid portid of the the port
1 = battery
2-n = s-ports
n+1-m = l-ports
itemid itemid of the addon

Returns:
ret1 returns true if the player is docked and has an active ship otherwise nil

Example:
ConnectAddon(2, 123) -> true
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:
DisconnectAddon(123) -> true 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 form the given table

Arguments:
test string to replace tags in
matches table tags/replacement pairs

Returns:
ret1: converted text

Example:
FindAndReplaceTags("hi this is a <br> linebreak", {br="\n"})
-> "hi this is a
linebreak"


FindAndReplaceTagsCB

Definition:

Description:

Arguments:

Returns:

Example:


FindMissionByID

Definition:

Description:

Arguments:

Returns:

Example:


ForEachBuddy

Definition:
ForEachBuddy(function func(string name, bool isonline, int pos)) -> 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
pos id of sector in which the player is located

Returns:

Example:
ForEachBuddy(function (name, isonline, pos) print(name .." "..tostring(isonline).." "..tostring(pos)) end)
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

Arguments:
func gets called for each buddy
ncharid character id


Returns:

Example:
ForEachPlayer(function (id) print(id) end)
prints a list with all players in the sector


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: GetAccomplishmentLevels(9) -> 34 50
assuming 9 is busskills this player has 34 kills of the 500 required


GetAccomplishmentType

Definition:
GetAccomplishmentType(int accomid) -> int ret1 int ret2

Description:
returns some numbers..

Arguments:
accomid id of the accomplishment

Returns:
ret1 same as accomid?
ret2 some number. possibly if it's of the combat/economic class


Example:


GetActiveChatChannel

Definition:
GetActiveChatChannel() -> int channel

Description:
returns the active channel

Arguments:

Returns:
channel active chat channel

Example: GetActiveChatChannel() -> 1
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: GetActiveMissionInfo(1) -> "awesome mission" {1={"awesome mission question" 2={0="button" 1="awesome button text" action=1}}} 1234
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-<battery capacacity> fraction energy level as float from 0.0-1.0

Example: GetActiveShipEnergy() -> 150.0 0.5
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: GetActiveShipHealth() -> 500 10 10 0 0 0 520 10000
ship has 500 damagei n frontal region 520 dmg overall and a max health of 10000


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 id of port

Returns:
itemid itemid of addon in port

Example: GetActiveChatChannel(1) -> 1234
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: GetActiveShipMAss() -> 15.0000
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: GetActiveShipNumAddonPorts() -> 4 this ship has 3 ports


"GetStationSellableInventoryInfoByID"
"GetStationShipList"
"GetStationTurretInfo"
"GetStorageLocationSector"
"GetSurveyChoices"
"GetSurveyQuestion"
"GetSystemID"
"GetTargetDistance"
"GetTargetFriendlyStatus"
"GetTargetInfo"
"GetTip"
"GiveMoney"
"HasLastShipLoadout"

IsConnected()

Returns: wheater you are connected to the game

"IsEnemy"
"IsStormPresent"

JettisonAll()

Jettisons the cargo in your hold.

JettisonMultiple

JettisonMultiple{int itemid = int count; ...}

Same as JettisonSingle() but takes a table of itemid and count pairs as argument

JettisonSingle

JettisonSingle(int itemid, int count)

Jettisons count units of the cargo itemid

Script: jettison junk


"JoinChannel"
"LeaveChannel"
"ListChannels"
"LoadCargo"
"LoadChannels"
"LoadNavpath"
"Login"
"Logout"
"PlayerInStation"
"PlayerInventoryIterator"
"PrintJoinUsage"
"PrintLeaveUsage"
"ProcessEvent"
"PurchaseMerchandiseItem"
"PurchaseShipLoadout"
"RegisterEvent"
"ReloadInterface"
"ReplenishAll"
"ReplenishWeapon"
"RequestCharacterStats"
"RequestLaunch"
"RequestMissionDetails"
"RequestMissionList"
"RequestNewsArticle"
"RequestTargetStats"
"SaveChannels"
"SaveNavpath"
"SaveShipLoadout"
"SelectActiveShip"
"SelectCharacter"
"SellInventoryItem"
"SendChat"
"SendMissionQuestionResponse"
"SetCurrentChatTab"
"SetHomeStation"
"SetShipPurchaseColor"
"ShortLocationStr"
"SubmitSurvey"
"TabCompleteName"
"UnloadCargo"
"UnloadSellCargo"
"UnregisterEvent"
"clearscene"
"debugprint"
"ipairs"
"loadscene"
"log_print"
"next"
"pairs"
"spickle"
"tonumber"
"tostring"
"type"
"unpack"
"unspickle"

Variables

"CLASSTYPE_ADDON": 2
"CLASSTYPE_FLAG": 3
"CLASSTYPE_GENERIC": 0
"CLASSTYPE_MISSION": 5
"CLASSTYPE_SHIP": 1
"CLASSTYPE_STORAGE": 4
"VO_VERSION": 3
"Platform": "Unix"

Tables

"Buddy"
"Duel"
"FactionName"
"FactionNameFull"
"FactionStanding"
"Game"
"Guild"
"Ignore"
"InvManager"
"Mentor"
"NavRoute"
"Skills"
"Timer"
"Vote"
"coroutine"
"gkini"
"gkinterface"
"gkmisc"
"gvector"
"iup"
"joystick"
"math"
"math3d"
"quaternion"
"radar"
"string"
"table"