Difference between revisions of "Script.plist"
m (→Conditions: added mission_variables) |
(→Queriable states: organised and explained.) |
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=== Queriable states === |
=== Queriable states === |
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+ | States ending in '''_number''' return a floating point value, those ending in '''_bool''' return '''YES''' or '''NO''', '''_string''' return strings according to the query. |
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+ | ==== Player States ==== |
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mission_string; |
mission_string; |
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status_string; |
status_string; |
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gui_screen_string; |
gui_screen_string; |
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− | |||
− | galaxy_number; |
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− | planet_number; |
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score_number; |
score_number; |
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credits_number; |
credits_number; |
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scriptTimer_number; |
scriptTimer_number; |
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legalStatus_number; |
legalStatus_number; |
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+ | fuel_level_number; // returns the fuel level in LY |
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+ | dockedAtMainStation_bool; |
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+ | ==== Search Results ==== |
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shipsFound_number; |
shipsFound_number; |
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+ | foundEquipment_bool; |
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+ | ==== Random Numbers ==== |
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d100_number; |
d100_number; |
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pseudoFixedD100_number; |
pseudoFixedD100_number; |
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+ | ==== TIme ==== |
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clock_number; // returns the game time in seconds |
clock_number; // returns the game time in seconds |
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clock_secs_number; // returns the game time in seconds |
clock_secs_number; // returns the game time in seconds |
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clock_days_number; // returns the game time in days |
clock_days_number; // returns the game time in days |
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− | fuel_level_number; // returns the fuel level in LY |
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+ | ==== System States ==== |
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− | |||
+ | galaxy_number; |
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− | dockedAtMainStation_bool; |
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+ | planet_number; |
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− | foundEquipment_bool; |
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− | |||
sunWillGoNova_bool; // returns whether the sun is going to go nova |
sunWillGoNova_bool; // returns whether the sun is going to go nova |
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sunGoneNova_bool; // returns whether the sun has gone nova |
sunGoneNova_bool; // returns whether the sun has gone nova |
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− | |||
− | missionChoice_string; // returns nil or the key for the chosen option |
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− | |||
dockedStationName_string; // returns 'NONE' if the player isn't docked, [station name] if it is, 'UNKNOWN' otherwise |
dockedStationName_string; // returns 'NONE' if the player isn't docked, [station name] if it is, 'UNKNOWN' otherwise |
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− | |||
systemGovernment_string; |
systemGovernment_string; |
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systemGovernment_number; |
systemGovernment_number; |
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systemPopulation_number; |
systemPopulation_number; |
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systemProductivity_number; |
systemProductivity_number; |
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+ | |||
+ | ==== Mission Choice Results ==== |
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+ | missionChoice_string; // returns nil or the key for the chosen option |
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== Do == |
== Do == |
Revision as of 20:07, 20 January 2006
script.plist Used by missions and OXP's to check conditions and change scripted parameters accordingly. In OXP's it provides Oolite with additional information to generate and populate customised systems. Every condition is followed by a scripted action, a 'Do' or 'Else' entry, a 'do' entry can be nested (have conditions, followed by Do)
Contents
Conditions
Check whether the current status of one of a number of queriable states and mission_variables are equal, lessthan, morethan a given value or state, or oneof a list of space separated states.
example:
<key>conditions</key> <dict> <array> <string>shipsFound_number equal 0</string> </array> </dict>
Queriable states
States ending in _number return a floating point value, those ending in _bool return YES or NO, _string return strings according to the query.
Player States
mission_string; status_string; gui_screen_string; score_number; credits_number; scriptTimer_number; legalStatus_number; fuel_level_number; // returns the fuel level in LY dockedAtMainStation_bool;
Search Results
shipsFound_number; foundEquipment_bool;
Random Numbers
d100_number; pseudoFixedD100_number;
TIme
clock_number; // returns the game time in seconds clock_secs_number; // returns the game time in seconds clock_mins_number; // returns the game time in minutes clock_hours_number; // returns the game time in hours clock_days_number; // returns the game time in days
System States
galaxy_number; planet_number; sunWillGoNova_bool; // returns whether the sun is going to go nova sunGoneNova_bool; // returns whether the sun has gone nova dockedStationName_string; // returns 'NONE' if the player isn't docked, [station name] if it is, 'UNKNOWN' otherwise systemGovernment_string; systemGovernment_number; systemEconomy_number; systemTechLevel_number; systemPopulation_number; systemProductivity_number;
Mission Choice Results
missionChoice_string; // returns nil or the key for the chosen option
Do
The actions to perform when conditions are met.
Example:
<key>do</key> <dict> <array> <string>addShips: asp-cloaked 1</string> <string>addShips: pirate 12</string> </array> </dict>
Else
Actions performed when conditions are not met. Same as "Do".
Just a small start. probably better to list the condition parameters, methods in their own Omnibus. A_H
This is a stubby stub.