This section describes all ship properties. These can be accessed using `Ship(id).FIELD', using a `ForEach' loop, and with the search and print functions.
Many ship properties are only known for own ships. Some are also known for visual contacts, and only a few for non-visual contacts. (you may get non-visual contacts if you receive DOS-style RST files). Ships whose position was guessed by PCC also count as non-visual contacts. Unknown values are EMPTY, even if not explicitly stated here.
Ship properties can be prefixed with `Ship.'. This makes it possible to refer to a ship property which is currently shadowed by an equally-named property of another object. For example, the following is a more complicated way to say `CargoUpload "300n"':
With Planet(Orbit$) Do CargoTransfer Ship.Id, "300n"
Without the explicit `Ship.', this would pass a planet Id where `CargoTransfer' expects a ship Id, which makes no sense.
Some of the ship properties can be assigned. If that would violate any constraint of a fleet (i.e. you try to change the speed of an ordinary member), the assignment is silently ignored.
Aux | |
The auxiliary weapon of the ship, "Fighters" or a torpedo system name. EMPTY if no auxiliary weapon or not known See also: Torpedo Systems | |
Aux$ | |
The auxiliary weapon of the ship, number code: 1 to 10 if torpedoes, 11 if fighters, EMPTY if none or not known See also: Storage.Ammo(x) See also: Torpedo Systems | |
Aux.Ammo | |
Number of torpedoes or fighters aboard the ship | |
Aux.Count | |
Number of auxiliary weapons (fighter bays, torpedo launchers) on the ship, 0 if none | |
Aux.Short | |
The auxiliary weapon of the ship, 3 character code: "Ftr" (fighters) or a torpedo system code. EMPTY if no auxiliary weapon or not known See also: Torpedo Systems | |
Beam | |
The name of the beam weapon of the ship. EMPTY if no beam weapon or not known See also: Beams | |
Beam$ | |
Type of beam weapon on this ship, 0 if none See also: Beams | |
Beam.Count | |
Number of beam weapons on this ship | |
Beam.Max | |
Maximum number of beams | |
Beam.Short | |
The beam weapon of the ship, 3 character code. EMPTY if no beam weapon or not known See also: Beams | |
Cargo.Colonists | |
Number of colonist clans in cargo hold | |
Cargo.D | |
Amount of Duranium in cargo hold | |
Cargo.Free | |
Free cargo space in kt. Negative if ship is overloaded | |
Cargo.M | |
Amount of Molybdenum in cargo hold | |
Cargo.Max | |
Maximum cargo on this ship | |
Cargo.MaxFuel | |
Maximum fuel on this ship | |
Cargo.Money | |
Megacredits in cargo hold (don't occupy space) | |
Cargo.N | |
Amount of fuel (Neutronium) aboard the ship | |
Cargo.Str | |
All cargo of this ship, as a cargo set. This will include minerals, fuel, colonists, supplies, money, and ammunition. | |
Cargo.Supplies | |
Amount of supplies in cargo hold | |
Cargo.T | |
Amount of Tritanium in cargo hold | |
Comment | |
Your comment as entered with [F9]. Since PCC 1.0.8, this is a normal property (which can, for example, be assigned to using the `:=' operator) See also: CreateShipProperty, CreatePlanetProperty | |
Crew | |
Crew members aboard the ship | |
Crew.Normal | |
Number of crew members usually on this ship | |
Damage | |
Damage, in percent | |
Enemy | |
The primary enemy of the ship if set (short name), or EMPTY | |
Enemy$ | |
Primary enemy, player number or 0. This property can be assigned to | |
Enemy.Adj | |
The primary enemy of the ship if set (adjective), or EMPTY | |
Engine | |
The engine of the ship | |
Engine$ | |
Engine type (1 to 9) | |
Engine.Count | |
Number of engines in this ship | |
FCode | |
The friendly code. This property can be assigned to. | |
Fighter.Bays | |
Number of fighter bays in this ship | |
Fighter.Count | |
Number of fighters on the ship | |
Fleet | |
Name of the fleet this ship is in, or EMPTY if none. This name is intended for printout; if the user did not set one, it is the name of the leader ship. | |
Fleet$ | |
Id of the fleet this ship is in, 0 if none | |
Fleet.Name | |
This property is only defined for fleet leaders; it is the name of the fleet. This value can be assigned to. | |
Fleet.Status | |
This ship's status in respect to fleets:
| |
HasFunction(name) | |
True if the ship has the specified hull function. The parameter is either the name ("Gravitonic") or number (7) of the function, as it can be used in SHIPLIST.TXT. Considers all functions assigned to this ship type as well as to this individual ship, and honors level restrictions. See also: Hull.Special See also: Hull Functions | |
Heading | |
Heading as a compass point, EMPTY if no waypoint set or not moving. Usually known for visual contacts See also: Compass | |
Heading$ | |
Heading of ship in degrees. EMPTY if no waypoint set or not known. Usually known for visual contacts See also: Compass | |
Hull | |
Name of this ship's hull. Same as `Hull(Hull$).Name'. Usually known for visual contacts | |
Hull$ | |
Hull type (1 to 105). Usually known for visual contacts | |
Hull.Short | |
Short name (12 characters) of this ship's hull. Same as `Hull(Hull$).Name.Short'. Usually known for visual contacts | |
Hull.Special | |
Important special capabilities of this ship, as a string of code letters. Under PHost, not necessarily the same as `Hull(Hull$).Special'; it will include abilities available to this very ship only. This field is provided for simplicity, and for compatibility with older versions of PCC. To access all hull functions, use `HasFunction(name)'. See also: Hull Capabilities | |
Hull.Special.Str | |
This field is no longer supported since PCC 1.1.12. In PCC up to 1.1.11, this field contains a free-form string describing the ship's special capabilities; it is the same as `Hull(Hull$).Special.Str'. | |
Id | |
Id number | |
Level | |
Experience level, if PHost experience system in use and level is known. EMPTY otherwise. | |
Level.Gain | |
Experience level gain, if PHost experience system in use. For ships, honors a possible Training mission. For planets, honors the planet's happiness. For both, includes general aging. EMPTY if not applicable. | |
Level.Name | |
Name of experience level, if PHost experience system in use and level is known. EMPTY otherwise. | |
Level.Points | |
Experience points, if PHost experience system in use and points are known. EMPTY otherwise. | |
Loc | |
Location of this ship
Known for all ships on the map | |
Loc.X | |
X coordinate of the ship. Known for all ships on the map | |
Loc.Y | |
Y coordinate of the ship. Known for all ships on the map | |
Marked | |
TRUE if the ship is marked, else FALSE | |
Mass | |
Mass of ship in kt, or EMPTY if not known | |
Mission | |
The starship mission, or EMPTY if not known. If known, this field contains the mission name as shown in the mission selection window | |
Mission$ | |
Numeric mission code. This property can be assigned to. | |
Mission.Intercept | |
I parameter of mission (Id of ship to intercept if `Mission$=8'). This property can be assigned to | |
Mission.Short | |
The starship mission (short name, 7 characters), or EMPTY if not known | |
Mission.Tow | |
T parameter of mission (Id of ship to tow if `Mission$=7'). This property can be assigned to | |
Move.Eta | |
Estimated time of arrival, in turns. EMPTY if hyperdriving, waypoint set but no speed, or not known. Note that if the ship takes more than 30 turns to reach the waypoint, PCC 1.0.18 and later will report it as unknown. I hope you do not attempt to go such large distances in one run... | |
Move.Fuel | |
Fuel usage for current waypoint. EMPTY if hyperdriving, waypoint set but no speed, or not known. Like for Move.Eta, PCC 1.0.18 reports this value as unknown if the movement time is more than 30 turns. | |
Name | |
Name of the ship. Usually known for visual contacts. This property can be assigned to if you own the ship | |
Orbit | |
Name of planet this ship is orbiting, EMPTY if none. Known for all ships on the map | |
Orbit$ | |
Id number of planet this ship is orbiting, 0 if none. Known for all ships on the map | |
Owner | |
Owner of the ship, short race name. Known for all ships on the map | |
Owner$ | |
Owner of the ship, player number. Known for all ships on the map | |
Owner.Adj | |
Owner of the ship, adjective. Known for all ships on the map | |
Owner.Real | |
Real owner of the ship, player number. For ships under remote control, this is the original owner; otherwise it is the same as `Owner$'. Usually known for all ships on the map | |
Played | |
True if this unit is played, false if it is a foreign or unknown unit | |
Score(x) | |
PHost can associate various scores with ships and planets (UTIL.DAT records 49 and 50). This property makes these scores available to scripts. Valid parameters can be found in the PHost documentation. As of PHost 4.1, the following values are valid:
This property yields EMPTY if the respective score does not exist or is not known. | |
Speed | |
The speed of the ship as a string ("Warp X" or "Hyperdrive"), EMPTY if not known. The warp factor is usually known for visual contacts | |
Speed$ | |
Warp factor of ship. No special treatment for Hyperdrive (activating the Hyperdrive using PCC's warp window sets `Speed$=2'). Usually known for visual contacts. This property can be assigned to if you own the ship | |
Tech.Hull | |
Hull tech level | |
Torp | |
The name of the torpedo system on the ship, or EMPTY if none or not known See also: Torpedo Systems | |
Torp$ | |
Type of torpedo system aboard the ship, or 0. Bug: some programs (Dominate?) generate ships which have fighters, but `Torp$' nonzero. By default, PCC corrects this during unpack, but other unpacks don't See also: Torpedo Systems | |
Torp.Count | |
Number of torpedoes on ship | |
Torp.LCount | |
Number of torpedo launchers | |
Torp.LMax | |
Maximum number of torpedo launchers | |
Torp.Short | |
The torpedo system on the ship, 3 character code, or EMPTY if none or not known See also: Torpedo Systems | |
Transfer.Ship | |
TRUE if this ship is transferring cargo to an other race's ship, FALSE if not, EMPTY if not known | |
Transfer.Ship.Colonists | |
Number of colonist clans being transferred to another race's ship | |
Transfer.Ship.D | |
Amount of Duranium being transferred to another race's ship | |
Transfer.Ship.Id | |
Id of the ship we're transferring cargo to, or 0 | |
Transfer.Ship.M | |
Amount of Molybdenum being transferred to another race's ship | |
Transfer.Ship.N | |
Amount of Neutronium being transferred to another race's ship | |
Transfer.Ship.Name | |
Name of ship this ship is transferring cargo to (in the form "name (#id)" or "Ship #id"), EMPTY if none or not known | |
Transfer.Ship.Supplies | |
Number of supplies being transferred to another race's ship | |
Transfer.Ship.T | |
Amount of Tritanium being transferred to another race's ship | |
Transfer.Unload | |
TRUE if this ship is unloading cargo to a planet or jettisoning into deep space, FALSE if not, EMPTY if not known | |
Transfer.Unload.Colonists | |
Number of colonist clans being unloaded/jettisoned | |
Transfer.Unload.D | |
Amount of Duranium being unloaded/jettisoned | |
Transfer.Unload.Id | |
Id of planet we're unloading cargo to, 0 if none or jettison | |
Transfer.Unload.M | |
Amount of Molybdenum being unloaded/jettisoned | |
Transfer.Unload.N | |
Amount of Neutronium being unloaded/jettisoned | |
Transfer.Unload.Name | |
Name of planet this ship is unloading cargo to, "jettison" if jettisoning into space, EMPTY if no transfer or not known | |
Transfer.Unload.Supplies | |
Number of supplies clans being unloaded/jettisoned | |
Transfer.Unload.T | |
Amount of Tritanium being unloaded/jettisoned | |
Type | |
Type of this ship (one of "Carrier", "Torpedo Ship", "Beam Weapons", "Freighter"), or EMPTY. Usually known for visual contacts | |
Type.Short | |
Type of this ship (one of "C", "T", "B" or "F"), or EMPTY. Usually known for visual contacts | |
Waypoint | |
Waypoint of the ship:
| |
Waypoint.Dist | |
Distance to waypoint in ly, as a real number | |
Waypoint.DX | |
Distance to waypoint in X direction | |
Waypoint.DY | |
Distance to waypoint in Y direction | |
Waypoint.Planet | |
Id of planet at waypoint, 0 if none | |
Waypoint.X | |
X coordinate of waypoint | |
Waypoint.Y | |
Y coordinate of waypoint |