Scripting:CodeTranslation

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   NotfusionsKammerAuffüllen(Position As String, Menge As Integer) (Kammer) = FillFusionChamber(Chamber)
   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)
   Replizieren(Position As String, Menge As Integer, Von As EReplikatorWare, Zu As EReplikatorWare) (Replizieren) = Replicator(Replicator)
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   SchildeAufladen(Position As String, Menge As Integer) (Schilde) = ActivateShields(Shields)
+
   SchildeAufladen(Position As String, Menge As Integer) (Schilde) = ActivateShields(Shields)  
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   TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) =  
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   TorpedoProduktionÄndern(Position As String, TorpedoTyp As ETorpedoTyp) (geerbt) = ChangeTorpedoProduction(TorpedoType)
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   TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt)
+
   TransferiereVonSchiff(FromShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = BeamFromShip(Ship)
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   TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt)
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   TransferiereZuSchiff(ToShipID As Integer, Anzahl As Integer, Ressource As EBeamRessource) (geerbt) = BeamToShip (Ship)
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   Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt)
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   Werft_Bauen(WerftPosition As String, ShipTyp As EShipTyp) (geerbt) = Shipyard_Construction(Shipyard)
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   Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt)
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   Werft_Reparieren(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_Repair(Shipyard)
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   Werft_ReserveBatterieAufladen(ShipID As Integer, Menge As Integer) (geerbt)
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   Werft_ReserveBatterieAufladen(ShipID As Integer, Menge As Integer) (geerbt) = Shipyard_UseReserveBattery(Ship)
== CShipManager ==
== CShipManager ==

Revision as of 22:11, 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

oldfunction = newfunction ...

CMyKolonie = CMyColony

Energie = Energy ...

... = ...

...