VCR Properties

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.

  • "Survived" if the object survived the battle and captured or destroyed its opponent;
  • "Captured" if the object was captured;
  • "Exploded" if the object was destroyed;
  • "Disabled" if battle ended because combatants didn't have offensive capabilities left;
  • "Timeout" if battle timed out;
  • "Invalid" if battle not playable in PCC.

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.


[ << Previous | Up | Next >> ]

Stefan Reuther <Streu@gmx.de>