X-Studio Script Editor - unofficial update for X3FL
Moderators: Moderators for English X Forum, Scripting / Modding Moderators, Moderators for the X3:FL Forums
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Re: X-Studio Script Editor - unofficial update for X3FL
Sorry for the delay, didn't see your reply before. Well, MSCI being extremely verbose and having no functions, plus the fact that we very often type the same sequence of lines, macros would be a nice hack to have. I know macros are dirty, but MSCI is dirty too, so for me, it would change a lot (I would make A TON of them).
Anyway, don't bother about it Could you maybe fix the foreach one? If not, there are some commands in the latest patches that are worth integrating into X-Studio. I know you can add them through custom syntax file, but you have the whole thing already setup to make proper integration Thanks for your work!
Anyway, don't bother about it Could you maybe fix the foreach one? If not, there are some commands in the latest patches that are worth integrating into X-Studio. I know you can add them through custom syntax file, but you have the whole thing already setup to make proper integration Thanks for your work!
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
Updated the editor to X-Studio-v1.08_X3FL-v1.3.8.
Updated archive.
For Cycrow:
Commands are not correctly written in the text file 0001-L044.xml:
Updated archive.
Added new script commands
Show
Code: Select all
3213 - <RefObj> clear sector objects
3214 - <RefObj> remove sector wreck: <Value>
3215 - load universe map: <Var/String>
3216 - <RefObj> set override comm range: <Var/Number>
3217 - <RetVar/IF> <RefObj> get override comm range
3218 - <RefObj> set sector text id: <Var/Number>
3219 - <RefObj> set sector description id: <Var/Number>
3220 - <RefObj> clear all wrecks
3221 - <RetVar/IF> <RefObj> has sector fog of war
3222 - <RefObj> set sector fog of war: <Var/Boolean>
3223 - <RetVar/IF> <RefObj> is sector always jumpable
3224 - <RefObj> set sector always jumpable: <Var/Boolean>
3225 - add script selection option: name=<Var/String>, pageid=<Var/Number>, textid=<Var/Number>, options=<Var/Array>, default=<Var/Number>
3226 - add script selection option: name=<Var/String>, pageid=<Var/Number>, textid=<Var/Number>, options=<Var/Array>, default=<Var/Number>, callback script=<Script Name>
3227 - remove script selection option: name=<Var/String>
3228 - <RetVar> get script selection value: name=<Var/String>
3229 - <RetVar> get all script selection options
3230 - set script selection option: name=<Var/String>, value=<Var/Number>
3231 - add script selection option: name=<Var/String>, pageid=<Var/Number>, textid=<Var/Number>, options=<Var/Array>, default=<Var/Number>, callback scriptname=<Var/String>
3232 - add object info menu: class=<Var/Class>, script=<Script Name>, prio=<Var/Number>
3233 - add object info menu: class=<Var/Class>, scriptname=<Var/String>, prio=<Var/Number>
3234 - remove object info menu: class=<Var/Class>, script=<Script Name>
3235 - remove object info menu: class=<Var/Class>, scriptname=<Var/String>
3236 - <RetVar/IF> get files in directory: <Var/String> search pattern=<Var/String>
Changed old script commands
Show
Code: Select all
2351 - <RetVar> register hotkey event script: script=<Script Name>, type=<Var/Number>, page id=<Var/Number>, text id=<Var/Number>, key=<Var/Number>
2352 - <RetVar> register hotkey: script=<Script Name>, type=<Var/Number>, page id=<Var/Number>, text id=<Var/Number>, menu=<Var/Boolean>, key=<Var/Number>
2353 - <RetVar> register hotkey event script: scriptname=<Var/String>, type=<Var/Number>, page id=<Var/Number>, text id=<Var/Number>, key=<Var/Number>
2354 - <RetVar> register hotkey: scriptname=<Var/String>, type=<Var/Number>, page id=<Var/Number>, text id=<Var/Number>, menu=<Var/Boolean>, key=<Var/Number>
Commands are not correctly written in the text file 0001-L044.xml:
Code: Select all
<t id="3221">%0%1 has sector fog of war</t> -> <t id="3221">%1%0 has sector fog of war</t>
<t id="3223">%0%1 is sector always jumpable</t> -> <t id="3223">%1%0 is sector always jumpable</t>
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Re: X-Studio Script Editor - unofficial update for X3FL
There seems to be a problem with the FL command "send incoming message":
Example script: !ship.cmd.mtc.bestsell.pl.pck
Code: Select all
IDS_SCRIPT_COMMAND_TRANSLATION_FAILED: Could not translate the standard script command 'send incoming message 'String' to player: type:0, display it=[Boolean], log it=[Boolean]' (ID:203) on line 515 (XML line 5084)
IDS_SCRIPT_COMMAND_NODE_COUNT_MISMATCH: The command has an inappropriate number of child <sourcevalue> tags
IDS_SCRIPT_COMMAND_NODE_COUNT_INCORRECT: The command should have 9 child nodes but 7 were detected
IDS_ERROR_APPEND_LOCATION: verifyCommandChildNodeCount(..) has encountered an IDS_SCRIPT_COMMAND_NODE_COUNT_INCORRECT error (ID: 0286) in Script Translation (XML).cpp, line 948
-
- Moderator (Script&Mod)
- Posts: 22254
- Joined: Sun, 14. Nov 04, 23:26
Re: X-Studio Script Editor - unofficial update for X3FL
Im guessing this is because that command has had an additional argument added in the the unofficial patch, and some of the scripts are using the old version.
you may have to just edit that file in the internal editor, simply deleting the command and replacing it with the adjusted version
The game and internal editor can handle missing arguments fine
you may have to just edit that file in the internal editor, simply deleting the command and replacing it with the adjusted version
The game and internal editor can handle missing arguments fine
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
Yes, there's nothing you can do about it.
You are trying to open a script from an older version of the game engine. The old command is missing the "type:0 and log it=[Boolean]" arguments
This command must be entered in its new version.
You are trying to open a script from an older version of the game engine. The old command is missing the "type:0 and log it=[Boolean]" arguments
Spoiler
Show
Code: Select all
<?xml version="1.0" standalone="yes" ?>
<?xml-stylesheet href="x2script.xsl" type="text/xsl" ?>
<script>
<name>!ship.cmd.mtc.bestsell.pl</name>
<version>1</version>
<engineversion>40</engineversion>
<description>Ship Player COMMAND REMOTE BESTSELL</description>
<arguments>
<argument index="1" name="ware" type="Var/Ware of Ship" desc="Select a ware" />
<argument index="2" name="range" type="Var/Number" desc="Maximum Jump Range" />
</arguments>
<sourcetext>
<line linenr="001" indent=""><comment><text>* </text><var>Created by Xai Corporation</var></comment></line>
<line linenr="002" indent=""><comment><text>* </text><var>Manual Trade Command</var></comment></line>
<line linenr="003" indent=""><comment><text>* </text><var></var></comment></line>
<line linenr="004" indent=""></line>
<line linenr="005" indent=""><comment><text>* </text><var>find best price for ware</var></comment></line>
<line linenr="006" interruptable="@" indent=""><var>$msg = </var><var>[THIS] -></var><text> call script </text><call>!ship.cmd.mtc.bestsell.std</call><text> : </text><text> Select a ware=</text><var>$ware</var><text> </text><text> Maximum Jump Range=</text><var>$range</var></line>
<line linenr="007" indent=""></line>
<line linenr="008" indent=""><var>if </var><var>$msg</var></line>
<line linenr="009" interruptable="@" indent=" "><var>= </var><text>wait randomly from </text><var>500</var><text> to </text><var>2000</var><text> ms</text></line>
<line linenr="010" indent=" "><text>send incoming message </text><var>$msg</var><text> to player: display it=</text><var>[FALSE]</var></line>
<line linenr="011" indent=" "><var>skip if </var><var>[DOCKEDAT]</var></line>
<line linenr="012" interruptable="@" indent="  "><var>$ware = </var><var>[THIS] -></var><text> call script </text><call>!lib.nav.switch</call><text> : </text><text> Target=</text><var>null</var><text> </text><text> Range=</text><var>null</var><text> </text><text> Sector Position=</text><var>null</var></line>
<line linenr="013" indent=""><text>end</text></line>
<line linenr="014" indent=""><text>return </text><var>null</var></line>
</sourcetext>
Code: Select all
send incoming message $msg to player: type:0, display it=[FALSE], log it=[FALSE]
-
- Posts: 4796
- Joined: Tue, 31. Oct 06, 12:11
Re: X-Studio Script Editor - unofficial update for X3FL
Ok I thought it was a complete new command. No problem.
-
- Posts: 92
- Joined: Tue, 14. Feb 17, 10:06
Re: X-Studio Script Editor - unofficial update for X3FL
I'll second the call for the foreach command. I didn't even realise foreach was a macro until X-Studio flipped out on me when I tried saving a script I'd updated for FL. While loops make me sad in the head.
That said, thanks for the update. The in-game editor is pretty cumbersome even with FL's improvements so it was nice to go back to X-Studio.
I made a couple of X3 mods | Colour By Race | True Relations
-
- Moderator (Script&Mod)
- Posts: 418
- Joined: Fri, 24. Nov 06, 15:48
Re: X-Studio Script Editor - unofficial update for X3FL
Hi Deniskos,
thank you for the continuous updates of the X-Studio for FL!
I've noticed that there is a problem when the program interface is switched to german and you want to set the game directory. Then there isn't a FL Option to choose from available. Only the four options till to AP are available. But if you set the game directory with the english interface before and then switch to german interface, it seems to work. It's not a big thing when you know about it and i also don't really need a german interface personally but maybe you can fix this or disable the option to switch the interface language that no one else ran into this thing.
thank you for the continuous updates of the X-Studio for FL!
I've noticed that there is a problem when the program interface is switched to german and you want to set the game directory. Then there isn't a FL Option to choose from available. Only the four options till to AP are available. But if you set the game directory with the english interface before and then switch to german interface, it seems to work. It's not a big thing when you know about it and i also don't really need a german interface personally but maybe you can fix this or disable the option to switch the interface language that no one else ran into this thing.
Neue Erweiterung für X3 verfügbar: Farnham's Legacy | +Optional: weitere Verbesserungen im inoffiziellen Patch v1.3.17 *** Modified***
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
Diese Woche im Angebot: HUD-GUI-Mix (FL) | Text-DB 0001-L049 (FL) | Textkorrekturen & Verbesserungen (FL)
Weitere Veröffentlichungen hier: N8workX
Nützliches Tool für nicht mehr vorhandene Downloads: web.archive.org
Externes Archiv für MOD/SCR Ressourcen: xdownloads.co.uk | code.google.com/archive/p/x3tcscripts/
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
Hello!
This is not only my merit. Cycrow has been very helpful.
Together with the next update I will post the source code, maybe someone will take it and fix the macro system. But everything is very difficult there.
This is not only my merit. Cycrow has been very helpful.
Together with the next update I will post the source code, maybe someone will take it and fix the macro system. But everything is very difficult there.
-
- Posts: 337
- Joined: Wed, 6. Nov 02, 20:31
Re: X-Studio Script Editor - unofficial update for X3FL
I've tried X-Studio-v1.08_X3FL-v1.3.8, and also another version of X-Studio for FL made by Cycrow and the first thing I tried to view for either was \addon2\scripts\!patch.pck.
In both cases, I get a bunch of "<Unrecognised Command>" lines just before the bottom.
Then I looked at \addon2\scripts\!setup.x3fl.pck and it showed quite a few mis-formatted lines that all start with "register hotkey ....". The editor highlights these lines as being incorrect format.
I'm wondering if there's an updated Custom.Syntax.txt file I should be using?
Or perhaps there's a better tool to use for FL other than X-Studio?
Perhaps visual studio is better?
Welcome all opinions.
Thanks.
In both cases, I get a bunch of "<Unrecognised Command>" lines just before the bottom.
Then I looked at \addon2\scripts\!setup.x3fl.pck and it showed quite a few mis-formatted lines that all start with "register hotkey ....". The editor highlights these lines as being incorrect format.
I'm wondering if there's an updated Custom.Syntax.txt file I should be using?
Or perhaps there's a better tool to use for FL other than X-Studio?
Perhaps visual studio is better?
Welcome all opinions.
Thanks.
Out of my mind. Back in 5 minutes.
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
This version does not display commands from the latest game patch, such as:Hairless-Ape wrote: ↑Fri, 25. Aug 23, 23:38I've tried X-Studio-v1.08_X3FL-v1.3.8, and also another version of X-Studio for FL made by Cycrow and the first thing I tried to view for either was \addon2\scripts\!patch.pck.
In both cases, I get a bunch of "<Unrecognised Command>" lines just before the bottom.
Code: Select all
<t id="3252">%0set capital sector: %1</t>
I normally open this script, no problems.Hairless-Ape wrote: ↑Fri, 25. Aug 23, 23:38Then I looked at \addon2\scripts\!setup.x3fl.pck and it showed quite a few mis-formatted lines that all start with "register hotkey ....". The editor highlights these lines as being incorrect format.
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
Updated editor to version X-Studio-v1.08_X3FL-v1.3.10
Added all new commands from [MOD] Unoffical Patch : V1.3.10 : 2023-07-01
Added all new commands from [MOD] Unoffical Patch : V1.3.10 : 2023-07-01
Spoiler
Show
Code: Select all
<t id="3237">%0get random face: race=%1, subrace=%2, female=%3</t>
<t id="3238">%0add face: id=%1, female=%2, subrace=%3</t>
<t id="3239">%0remove face: id=%1, female=%2, subrace=%3</t>
<t id="3240">%1%0get faces: female=%2, subrace=%3</t>
<t id="3241">%1%0get face from id: %2, female=%3, subrace=%4</t>
<t id="3242">%0 %1 << %2</t>
<t id="3243">%0 %1 >> %2</t>
<t id="3244">%0get matrix from angles: alpha=%1, beta=%2, gamma=%3</t>
<t id="3245">%0get angles from vector: x=%1, y=%2, z=%3</t>
<t id="3246">%0get angles from matrix: %1</t>
<t id="3247">%0matrix multiple: %1 * %2</t>
<t id="3248">%0matrix multiple inverse: %1 * %2</t>
<t id="3249">%0rotate vector: %0, alpha=%1, beta=%2</t>
<t id="3250">%0rotate vector inverse: %0, alpha=%1, beta=%2</t>
<t id="3251">%1%0is capital sector</t>
<t id="3252">%0set capital sector: %1</t>
-
- Posts: 337
- Joined: Wed, 6. Nov 02, 20:31
Re: X-Studio Script Editor - unofficial update for X3FL
I loaded up V1.3.10 you just published and tried again.
While it seems able to load "!setup.x3fl.pck" ok this time and shows no errors at that moment (which is great). However,
if I do something as simple as add 1 blank line and try to save the modified file, it gives syntax errors.
Compiling MSCI script '!setup.x3fl.pck'
Checking syntax of commands in '!setup.x3fl' and their compatibility with X3 Farnham's Legacy
Unrecognized or incompatible script command on line 34 : '$st = $st.ex[$i]'
Unrecognized or incompatible script command on line 98 : '$sector = $sectors[$i]'
more...
Compilation aborted due to syntax errors in script commands
My Application Preferences show it is properly set to X3 Farnham's Legacy and it recognizes the proper \adon2\scripts folder.
Perhaps I'm missing something?
While it seems able to load "!setup.x3fl.pck" ok this time and shows no errors at that moment (which is great). However,
if I do something as simple as add 1 blank line and try to save the modified file, it gives syntax errors.
Compiling MSCI script '!setup.x3fl.pck'
Checking syntax of commands in '!setup.x3fl' and their compatibility with X3 Farnham's Legacy
Unrecognized or incompatible script command on line 34 : '$st = $st.ex[$i]'
Unrecognized or incompatible script command on line 98 : '$sector = $sectors[$i]'
more...
Compilation aborted due to syntax errors in script commands
My Application Preferences show it is properly set to X3 Farnham's Legacy and it recognizes the proper \adon2\scripts folder.
Perhaps I'm missing something?
Out of my mind. Back in 5 minutes.
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
Uncheck the Automatically insert script code macros option and you will be happy.
-
- Posts: 161
- Joined: Wed, 11. Jun 08, 21:40
Re: X-Studio Script Editor - unofficial update for X3FL
The source code is available here.
-
- Posts: 337
- Joined: Wed, 6. Nov 02, 20:31
Re: X-Studio Script Editor - unofficial update for X3FL
That worked. You rock!
I'd recommend putting that in the instructions at the top of the thread.. make it easy on poor noobs like me
I took a brief look at the source.. I've not done C++ in about 20 years.. Too bad it's not in C#. Good stuff though.
I'd recommend putting that in the instructions at the top of the thread.. make it easy on poor noobs like me
I took a brief look at the source.. I've not done C++ in about 20 years.. Too bad it's not in C#. Good stuff though.
Out of my mind. Back in 5 minutes.
-
- Posts: 17
- Joined: Fri, 8. Dec 23, 23:04
Re: X-Studio Script Editor - unofficial update for X3FL
Can it be updated to the latest unofficial patch version, please?
-
- Posts: 1839
- Joined: Fri, 18. Jul 14, 05:28
Re: X-Studio Script Editor - unofficial update for X3FL
Custom.Syntax.txt- create in the X-Studio FL 1.3.10 folder. (New commands of the unofficial patch : 1.3.11 - 1.3.13)
If you are using the new X-Studio FL 1.3.13 version, this file is not needed.
IT IS RECOMMENDED TO USE X-STUDIO FL VERSION 1.3.13
If you are using the new X-Studio FL 1.3.13 version, this file is not needed.
IT IS RECOMMENDED TO USE X-STUDIO FL VERSION 1.3.13
Code: Select all
HEADQUARTERS
X3FL
1788
NONE
$1 $0 is player HQ has blueprints for: type=$2
RefObj
RetVar/IF
Var/Ship Type/Station Type
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3253
NONE
$1 $0 has sector additional info
RefObj
RetVar/IF
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3254
NONE
$0 add sector additional info: id=$1, title=$2, data=$3
RefObj
Var/String
Var/String
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3255
NONE
$0 add sector additional info: id=$1, title page=$2, title id=$3, data page=$4, data id=$5
RefObj
Var/String
Var/Number
Var/Number
Var/Number
Var/Number
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3256
NONE
$1 $0 get sector additional data
RefObj
RetVar/IF
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3257
NONE
$1 $0 get sector additional data title: id=$2
RefObj
RetVar/IF
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3258
NONE
$1 $0 get sector additional data text: id=$2
RefObj
RetVar/IF
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3259
NONE
$0 remove sector additional data: id=$1
RefObj
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3260
NONE
$0 get ware description: ware=$1
RetVar
Var/Ware
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3261
NONE
remove god proposed station: id=$0
RetVar
Var/Number
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3262
NONE
add laser restriction: laser=$0, race=$1
Var/Laser
Var/Race
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3263
NONE
remove laser restriction: laser=$0, race=$1
Var/Laser
Var/Race
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3264
NONE
clear laser restrictions: laser=$0
Var/Laser
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3265
NONE
$0 get laser restrictions: laser=$1
RetVar
Var/Laser
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3266
NONE
$0 is laser restricted: laser=$1, race=$2
RetVar
Var/Laser
Var/Race
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3267
NONE
$0 can ship type install laser: shiptype=$1, laser=$2, turret=$3
RetVar
Var/Ship Type
Var/Laser
Var/Number
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3268
NONE
$0 get system time
RetVar
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3269
NONE
$0 get custom ranks: sorted=$1
RetVar
Var/Boolean
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3270
NONE
$0 get mission ranks
RetVar
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3271
NONE
set custom rank: id=$0, name page=$1, name id=$2, title page=$3, title id=$4, percent=$5
Var/String
Var/Number
Var/Number
Var/Number
Var/Number
Var/Number
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3272
NONE
set custom rank: id=$0, name=$1, title=$2, percent=$3
Var/String
Var/String
Var/String
Var/Number
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3273
NONE
$0 get custom rank string: id=$1
RetVar
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3274
NONE
$0 get custom rank name: id=$1
RetVar
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3275
NONE
$0 get custom rank title: id=$1
RetVar
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3276
NONE
$0 get custom rank percent: id=$1
RetVar
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3277
NONE
$0 set allow player docking: $1
RefObj
Var/Boolean
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3278
NONE
$1 $0 is allow player docking
RefObj
RetVar/IF
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3279
NONE
remove custom rank: id=$0
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3280
NONE
add custom menu hyperlinked info: menu=$0, text=$1
Var/Array
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3281
NONE
set menu option: $0, maximum select lines=$1
Var/Array
Var/Number
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3282
NONE
$1 $0 get all production modifiers
RefObj
RetVar
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3283
NONE
$1 $0 get production modifier: ware=$2
RefObj
RetVar/IF
Var/Ware
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3284
NONE
$1 $0 should display production modifier: ware=$2
RefObj
RetVar/IF
Var/Ware
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3285
NONE
$0 add production modifier: ware=$1, percent=$2, display=$3
RefObj
Var/Ware
Var/Number
Var/Boolean
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3286
NONE
$0 remove production modifier: ware=$1
RefObj
Var/Ware
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3287
NONE
$1 $0 get sector override race name
RefObj
RetVar/IF
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3288
NONE
$0 set sector override race name: $1
RefObj
Var/String
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3289
NONE
$0 clear sector override race name
RefObj
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3290
NONE
$1 $0 is passenger eject disabled
RefObj
RetVar/IF
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3291
NONE
$0 set passenger eject disabled: $1
RefObj
Var/Boolean
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3292
NONE
$0 get mod name display
RetVar/IF
-------------- END DEFINITION ---------------
FARNHAMS_LEGACY
X3FL
3293
NONE
set mod name display: $0
Var/String
-------------- END DEFINITION ---------------
Last edited by alexalsp on Wed, 24. Jan 24, 18:35, edited 7 times in total.