This section describes all VCR properties. VCR properties are currently only accessible via the printing function ("VCR" section).
VCR properties always come in pairs, one for the left object, and one for the right one. The names closely resemble the matching properties of a ship.
Left, Right | |
The name of the left/right object, in the form "name (Ship #id)" or "name (Planet #id)" | |
Left.Aux$, Right.Aux$ | |
The auxiliary weapon of the object, 11 if fighters, 1 to 10 if torpedoes, EMPTY if no auxiliary weapon See also: Storage.Ammo(x) See also: Torpedo Systems | |
Left.Aux, Right.Aux | |
The auxiliary weapon of the object, "Fighters" or a torpedo system name. EMPTY if no auxiliary weapon See also: Torpedo Systems | |
Left.Aux.Ammo, Right.Aux.Ammo | |
Number of torpedoes/fighters | |
Left.Aux.Count, Right.Aux.Count | |
Number of auxiliary weapon systems (number of fighter bays or torpedo launchers), or EMPTY if no auxiliary weapon | |
Left.Aux.Short, Right.Aux.Short | |
The auxiliary weapon of the object, 3 character code: "Ftr" (fighters) or a torpedo system code. EMPTY if no auxiliary weapon or not known See also: Torpedo Systems | |
Left.Beam$, Right.Beam$ | |
Type of beam weapon, or 0 if none See also: Beams | |
Left.Beam, Right.Beam | |
The name of the beam weapon. EMPTY if no beam weapon or not known See also: Beams | |
Left.Beam.Count, Right.Beam.Count | |
Number of beams on this object | |
Left.Beam.Short, Right.Beam.Short | |
The beam weapon, 3 character code. EMPTY if no beam weapon or not known See also: Beams | |
Left.Crew, Right.Crew | |
Number of crew members on this object. `Right.Crew' may be EMPTY if the object is a planet | |
Left.Damage, Right.Damage | |
Damage of this object, before battle | |
Left.Id, Right.Id | |
Id number of this object. Usually a ship Id. `Right.Id' is a planet Id if `Right.Type' is "Planet" | |
Left.Mass, Right.Mass | |
Combat mass of object. The combat mass is the normal hull mass, plus the engine shield bonus, plus the Fed bonus, plus mass bonus (if applicable, see simulator options) | |
Left.Name, Right.Name | |
Name of the object (up to 20 characters). Either a planet name or a ship name | |
Left.Owner$, Right.Owner$ | |
Owner of object, player number | |
Left.Owner, Right.Owner | |
Owner of object, short race name (up to 20 characters) | |
Left.Owner.Adj, Right.Owner.Adj | |
Owner of object, adjective (up to 12 characters) | |
Left.Shield, Right.Shield | |
Shield charge status of object (0 to 100) | |
Left.Status, Right.Status | |
Battle result, from the point-of-view of this object.
Computing the value for this property may involve playing the whole VCR, and thus take a considerable amount of time. Results are cached, so you'll only have to wait once | |
Left.Type, Right.Type | |
Type of this object, one of "Planet", "Carrier", "Torpedo Ship", "Beam Weapons", or "Freighter". Only the right object can be a planet, the left one always is a ship | |
Left.Type.Short, Right.Type.Short | |
Type of this object, one of "P", "C", "T", "B" or "F" (first letter of `xxx.Type') | |
Magic | |
Magic number of the battle. If you don't know what it is, just ignore it. | |
Seed | |
Initial random seed of the battle. If you don't know what it is, just ignore it. | |
Type$ | |
Zero if it is a ship/ship battle, one if it is a ship/planet battle. |