Scripting:CodeTranslation
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(Difference between revisions)
(→CColonieManager = CColonieManager) |
m (→CColonieManager = CColonieManager) |
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SchildeAufladen(Position As String, Menge As Integer) (Schilde) = RechargeShields(Position As String, Amount As Integer) (Shields) | SchildeAufladen(Position As String, Menge As Integer) (Schilde) = RechargeShields(Position As String, Amount As Integer) (Shields) | ||
TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) = ChangeTorpedoProduction(Position As String, TorpedoTyp As ETorpedoTyp) | TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) = ChangeTorpedoProduction(Position As String, TorpedoTyp As ETorpedoTyp) | ||
| - | TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = | + | TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = TransferFromShip(FromShipID As Integer, Amount As Integer, Resource As EBeamRessource) (Ship) |
| - | TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = | + | TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = TransferToShip(ToShipID As Integer, Amount As Integer, Resource As EBeamRessource) (Ship) |
Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt) = Shipyard_Build(ShipyardPosition As String, ShipType As EShipTyp) (Shipyard) | Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt) = Shipyard_Build(ShipyardPosition As String, ShipType As EShipTyp) (Shipyard) | ||
Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_Repair(ShipID As Integer, Amount As Integer) (Shipyard) | Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_Repair(ShipID As Integer, Amount As Integer) (Shipyard) | ||
Revision as of 13:09, 5 August 2010
Contents |
CColonieManager = CColonieManager
AlarmStufeÄndern(Stufe) = SetAlertLevel(Level) BenutzeKolonie(KolonieID) = SelectColony (ColonyID) EinwanderungsGrenzeFestlegen(Grenze) = SetImigrationLimit(Max) GebäudeAktivieren(Position As String, Status As Boolean) (Gebäude) = ActivateBuilding(Position As String, Status as Boolean)(Building) GebäudeBenennen(Position As String, Name As String) (Gebäude) = SetBuildingName(Position As String, Name As String) (Building) GebäudeReparieren(Position As String, Menge As Integer) (Gebäude) = RepairBuilding(Position As String, Amount As Integer) (Building) NotfusionsKammerAuffüllen(Position As String, Menge As Integer) (Kammer) = FillFusionChamber(Position As String, Amount As Integer)(Chamber) Replizieren(Position As String, Menge As Integer, Von As EReplikatorWare, Zu As EReplikatorWare) (Replizieren) = Replicate(Position As String, Amount As Integer, From As EReplikatorWare, To As EReplikatorWare) (Replicator) SchildeAufladen(Position As String, Menge As Integer) (Schilde) = RechargeShields(Position As String, Amount As Integer) (Shields) TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) = ChangeTorpedoProduction(Position As String, TorpedoTyp As ETorpedoTyp) TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = TransferFromShip(FromShipID As Integer, Amount As Integer, Resource As EBeamRessource) (Ship) TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = TransferToShip(ToShipID As Integer, Amount As Integer, Resource As EBeamRessource) (Ship) Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt) = Shipyard_Build(ShipyardPosition As String, ShipType As EShipTyp) (Shipyard) Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_Repair(ShipID As Integer, Amount As Integer) (Shipyard) Werft_ReserveBatterieAufladen(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_ChargeReserveBattery(ShipID As Integer, Menge As Integer) (Shipyard)
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(Status as Self)
SchildeAufladen(Menge As Integer) = ChargeShields(Menge=Amount)
SRS_Aktivieren(Status As Boolean) = SRS_Activate
StationsReserveBatterieAufladen(ShipID As Integer, Menge As Integer) = LoadStationReserveBattery
TraktorStrahlAbschalten() = TurnOffTractorbeam
TraktorStrahlEinschalten(ShipID As Integer) = TurnOnTractorbeam
TransferiereVonKolonie(FromColonieID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamFromColony (Anzahl=Number)
TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamFromShip
TransferiereZuKolonie(ToColonieID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamToColony
TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) = BeamToShip
Verstecken(Versteckt As Boolean) As Boolean = Hide(Hid As Self)
VerteidigenTo(ShipID As Integer) = DefendShip
VerteidigenToDelete() = CancelDefendShip
WarenÜberBordWerfen(Menge As Integer, WarenTyp As EWarenTyp) = JettisonGoods(WarenTyp=GoodsType)
WarpkernAktivieren(Status As Boolean) = ActivateWarpCore
WarpkernNachfüllen(Menge As Integer) = RefillWarpCore
WrackExtraktoren(Menge As Integer) = WreckExtractor
...
CMyKolonie = CMyColony
Class CMyKolonie : CKolonie
New (KolonieID As Integer) As CMyKolonie New (PosX As Integer, PosY As Integer) As CMyKolonie Property Aktion As CBaseColonieManager = Activation As CBaseColonyManager Property Bewohnbar As Boolean = Inhabitably As Self Property Coords As SPoint = Coords As SPoint Property Einwohner As Integer = Inhabitant As Integer Property Energie As Integer = Energy As Integer Property EnergieBilanz As Integer = Energy Balance As Integer Property EnergieKapazität As Integer = Energy Capacity As Integer Property EnergieKapazitätFrei As Integer = EnergyCapacity As Integer Property Energie Produktion As Integer = EnergyProduction As Integer Property EnergieVerbrauch As Integer = EnergyConsumption As Integer Function FeldByID(FeldID As Integer) As CKolonieFeld = FieldByID As CColonyField Function FeldByPosition(Position As String) As CKolonieFeld = FieldByPosition As CColonyField Property Felder As CKolonieFeldList = Fields As CColonyFieldList Property Gebäude As CGebäudeList = Building As CBuildingList Function GebäudeByID(FeldID As Integer) As CGebäude = BuildingByID(FieldID As Integer)As CBuilding Function GebäudeByIndex(Index As Integer) As CGebäude = BuildingByIndex As CBuilding Function GebäudeByPosition(Position As String) As CGebäude = BuildingsByPosition As CBuilding Property IsBesiedelt As Boolean = IsSettled As Self Property IsKolonie As Boolean = IsColony As Self Property Karte As CKolonieKarte = Map As CColonyMap Property Lager As CLager = Camp As CCamp Property Larne As Double = Larne As Double Property LeererRaum As Boolean = EmptySpace As Self Property Name As String = Name As String Property OrbitKarte As CKolonieKarte = OrbitColony As CColonyMap Property SektorID As Integer = SectorID As Integer Property SRS As CShipList = SRS As CShipList Property Typ = Type Property TypName As String = TypeName As String Property UserID As Integer (geerbt) = UserID As Integer (User) Property Wohnraum As Integer = LivingSpace As Self
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