Scripting:CodeTranslation
From STNE Wiki
(Difference between revisions)
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FliegeZu(Position As String) = FlyTo | FliegeZu(Position As String) = FlyTo | ||
InOrbitEintreten() = EnterOrbit | InOrbitEintreten() = EnterOrbit | ||
+ | LRS_Aktivieren(Status As Boolean) = LRS_Activation | ||
+ | Reparieren(ShipID As Integer, Hüllenpunkte As Integer) = Repair | ||
+ | ReplikatorAktivieren(Status As Boolean) = ActivateReplicator | ||
+ | ReserveBatterieEntladen(Menge As Integer) = UseReserveBattery | ||
+ | SchiffBauenRessourcenEinspeisen() = UseSuppliesForShipConstruction | ||
+ | SchildeAktivieren(Status As Boolean) = ActivateShields | ||
+ | SchildeAufladen(Menge As Integer) = ChargeShields | ||
+ | SRS_Aktivieren(Status As Boolean) = SRS_Activate | ||
+ | StationsReserveBatterieAufladen(ShipID As Integer, Menge As Integer) = LoadStationReserveBattery | ||
+ | TraktorStrahlAbschalten() = TurnOffTractorbeam | ||
+ | |||
... | ... | ||
Revision as of 22:50, 4 August 2010
Contents |
CColonieManager = CColonieManager
AlarmStufeÄndern(Stufe) = ChangeAlertStatus(Level) BenutzeKolonie(KolonieID) = UsingColony (ColonyID) EinwanderungsGrenzeFestlegen(Grenze) = ChangePopulation(Max) GebäudeAktivieren(Position As String, Status As Boolean) (Gebäude) = BuildingActivation(Building) GebäudeBenennen(Position As String, Name As String) (Gebäude) = BuildingNaming(Building) GebäudeReparieren(Position As String, Menge As Integer) (Gebäude) = BuildingRepair(Building) NotfusionsKammerAuffüllen(Position As String, Menge As Integer) (Kammer) = FillFusionChamber(Chamber) Replizieren(Position As String, Menge As Integer, Von As EReplikatorWare, Zu As EReplikatorWare) (Replizieren) = Replicator(Replicator) SchildeAufladen(Position As String, Menge As Integer) (Schilde) = ActivateShields(Shields) TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) = ChangeTorpedoProduction(TorpedoType) TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = BeamFromShip(Ship) TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = BeamToShip (Ship) Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt) = Shipyard_Construction(Shipyard) Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_Repair(Shipyard) Werft_ReserveBatterieAufladen(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_UseReserveBattery(Ship)
CShipManager
Abdocken() = DockFrom AlarmStufeÄndern(Stufe) = ChangeAlertStatus(Level) AndockenAn(ToShipID As Integer) = CollectSmallShips AusAllenFlottenAustreten() = QuicklyResignFromAll AusOrbitAustreten() = QuicklyResignFromOrbit Benennen = Name DeuteriumSammeln = DeuteriumCollecting ErzSammeln = OreCollecting Fliege(AnzahlFelder As Integer, Richtung As EShipRichtung) = Fly(Number Of Fields As Integer, In The Direction Of {EShipRichtung=DirectionOfShip}) FliegeZu(Position As String) = FlyTo InOrbitEintreten() = EnterOrbit LRS_Aktivieren(Status As Boolean) = LRS_Activation Reparieren(ShipID As Integer, Hüllenpunkte As Integer) = Repair ReplikatorAktivieren(Status As Boolean) = ActivateReplicator ReserveBatterieEntladen(Menge As Integer) = UseReserveBattery SchiffBauenRessourcenEinspeisen() = UseSuppliesForShipConstruction SchildeAktivieren(Status As Boolean) = ActivateShields SchildeAufladen(Menge As Integer) = ChargeShields SRS_Aktivieren(Status As Boolean) = SRS_Activate StationsReserveBatterieAufladen(ShipID As Integer, Menge As Integer) = LoadStationReserveBattery TraktorStrahlAbschalten() = TurnOffTractorbeam
...
CMyKolonie = CMyColony
Energie = Energy ...
... = ...
...