VoidExpanse/scope-generator
Scope generator
Used for generation items, objects, systems in game, and also for getting some specific info about them.
Visibility: Global.
List of functions
AddAsteroid | ||
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Arguments | Returns | Example |
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int: identifier of created object |
var id = generator.AddAsteroid(1,100,100,"Asteroid01",1, 0, {x:0,y:0,z:0}, {x:0,y:0,z:0}); |
Description | ||
Adds asteroid with specified parameters into game world. Asteroid contents (extractable resources), asteroid's look and other parameters can be modified only in .xml file, which is specified in this function by parameter "type". |
AddBase | ||
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Arguments | Returns | Example |
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int: identifier of created object |
var id = generator.AddBase(1, 100, 100, "Base01", "Station Horizon", {class: "order"}); |
Description | ||
Adds space station to game world. |
AddItem | ||
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Arguments | Returns | Example |
|
object:
|
var obj = generator.AddItem(1, "SomeItem", 5); |
Description | ||
Adds item to some object's inventory. In VoidExpanse not all objects do have inventory, so this function must be applied only to those, which have it, such as ships, space stations, containers. |
AddContainer | ||
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Arguments | Returns | Example |
|
int: identifier of object created |
var id = generator.AddContainer(1, 0, 0, "Container01", "DropList01"); |
Description | ||
Adds a floating container to game world. By default container is empty. Also containers, which has no contents, are unstable (self-destroyed as soon as someone will look at it's contents), so it's better not to create empty containers. Content can be added with generator.AddItem function. |
AddDecoration | ||
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Arguments | Returns | Example |
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int: ID of created object |
var id = generator.AddDecoration(1, "Decoration01", {x:0,y:0}, 100, {x:5, y:5}, {x:5, y:5}, 2); |
Description | ||
Adds a decoration to game world. Decoration is a non-interactive object, which is used as a... decoration. |
AddJumpgate | ||
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Arguments | Returns | Example |
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int: ID of created object |
var id = generator.AddJumpgate(1, 2, 100, 100, 20, "Jumpgate01", {sometag: "sometag"}); |
Description | ||
Adds a jumpgate - an object, which allows ships to travel between systems. Every jumpgate must be paired with another one, for example, if in system A theres a jumpgate, that leads to system B, then in system B must be a jumpgate, that leads to system A. |
AddNPCShipToSystem | ||
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Arguments | Returns | Example |
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int: ID of created object |
var id = generator.AddNPCShipToSystem("Pirate", "PirateAI", 100, "PirateNpc01", 1, 105, 223, {class: "pirate", uniq_id: "boss"}); |
Description | ||
Adds an npc ship into game. NPC's avatar and faction are set through another functions - generator.SetNPCAvatar and relations.SetShipFaction |
OverrideDropList | ||
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Arguments | Returns | Example |
|
void |
generator.OverrideDropList(23303, ["DropList01", "DropList02"]); |
Description | ||
Adds specified droplists to npc's droplists list. |
AddPlanet | ||
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Arguments | Returns | Example |
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int: ID of created object |
var id = generator.AddPlanet(1, 0, 0, "Earth", 123); |
Description | ||
Adds planet to game world. Planet's look is driven by seed, based on which planet's look will be defined by random generator. If you want a particular planet, you should either use seed with defined results (by our tool - SeedGenerator), or use another function - AddPlanetWithType. |
AddPlanetWithType | ||
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Arguments | Returns | Example |
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int: ID of created object |
var id = generator.AddPlanet(1, 0, 0, "Earth", 123); |
Description | ||
Adds planet to game world. Planet's look is driven partially be seed, but mostly by the specified type. |