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modding:functions:index [2012/03/17 03:53] – created ttechmodding:functions:index [2017/02/03 01:44] (current) – Up to date as of API 34 xephyr
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 +Discuss this page on this page's [[modding:function:Index Talk Page|Talk Page]]
  
 +This index is complete as of [[modding:xml:api_version|API 34]].
 +
 +==== # ====
 +
 +(!= ...)
 +
 +(* x1 x2 ... xn) -> z
 +
 +(+ x1 x2 ... xn) -> z
 +
 +(- x y) -> z
 +
 +(- x) -> -x
 +
 +(/ x y) -> z
 +
 +(< ...)
 +
 +(<= ...)
 +
 +(= ...)
 +
 +(> ...)
 +
 +(>= ...)
 +
 +(@ list index)
 +
 +==== A ====
 +
 +[[modding:function:abs|(abs x) -> z]]
 +
 +[[modding:function:add|(add x1 x2 ... xn) -> z]]
 +
 +[[modding:function:and|(and exp1 exp2 ... expn) -> True/Nil]]
 +
 +[[modding:function:append|(append a b [...]) -> lists are concatenated]]
 +
 +[[modding:function:apply|(apply exp arg1 arg2 ... argn list) -> Result]]
 +
 +[[modding:function:armGetRepairCost|(armGetRepairCost type) -> Cost to repair 1 hit point]]
 +
 +[[modding:function:armGetRepairTech|(armGetRepairTech type) -> Tech level required to repair]]
 +
 +[[modding:function:atmAddEntry|(atmAddEntry ...)]]
 +
 +[[modding:function:atmAtomTable|(atmAtomTable ...)]]
 +
 +[[modding:function:atmDeleteEntry|(atmDeleteEntry ...)]]
 +
 +[[modding:function:atmList|(atmList ...)]]
 +
 +[[modding:function:atmLookup|(atmLookup ...)]]
 +
 +==== B ====
 +
 +[[modding:function:block|(block ...)]]
 +
 +==== C ====
 +
 +[[modding:function:cat|(cat s1 s2 ... sn) -> string]]
 +
 +[[modding:function:ceil|(ceil x) -> y]]
 +
 +[[modding:function:cnvDrawImage|(cnvDrawImage x y imageDesc [screen] [ID])]]
 +
 +[[modding:function:cnvDrawLine|(cnvDrawLine xFrom yFrom xTo yTo width color [screen] [ID])]]
 +
 +[[modding:function:cndDrawRect|(cnvDrawRect x y width height color [screen] [ID])]]
 +
 +[[modding:function:cnvDrawText|(cnvDrawText x y [width] text font color alignment [screen] [ID])]]
 +
 +[[modding:function:convertTo|(convertTo type value) -> result]]
 +
 +[[modding:function:count|(count list) -> number of items]]
 +
 +==== D ====
 +
 +[[modding:function:dbgLog|(dbgLog [string]*)]]
 +
 +[[modding:function:dbgOutput|(dbgOutput [string]*)]]
 +
 +[[modding:function:divide|(divide x y) -> z]]
 +
 +[[modding:function:double|(double ...)]]
 +
 +==== E ====
 +
 +[[modding:function:ecoExchange|(ecoExchange amount fromCurrency toCurrency) -> amount]]
 +
 +[[modding:function:enum|(enum list itemVar exp)]]
 +
 +[[modding:function:enumwhile|(enumwhile list condition itemVar exp)]]
 +
 +[[modding:function:eq|(eq ...)]]
 +
 +[[modding:function:errblock|(errblock ...)]]
 +
 +[[modding:function:error|(error msg) -> error]]
 +
 +[[modding:function:eval|(eval ...)]]
 +
 +==== F ====
 +
 +[[modding:function:filter|(filter list var boolean-exp) -> filtered list]]
 +
 +[[modding:function:find|(find source target ['ascending|'descending] [keyIndex]) -> position of target in source (0-based)]]
 +
 +[[modding:function:floor|(floor x) -> y]]
 +
 +[[modding:function:fmtCurrency|(fmtCurrency currency [amount]) -> string]]
 +
 +[[modding:function:fmtNoun|(fmtNoun name nameFlags count formatFlags) -> string]]
 +
 +[[modding:function:fmtNumber|(fmtNumber value) -> string]]
 +
 +[[modding:function:fmtPower|(fmtPower powerInKWs) -> string]]
 +
 +[[modding:function:fncHelp|(fncHelp ...)]]
 +
 +[[modding:function:for|(for var from to exp)]]
 +
 +==== G ====
 +
 +[[modding:function:gameEnd|(gamEnd endGameReason epitaph [scoreBonus]) -> True/Nil]]
 +
 +[[modding:function:gamSave|(gamSave [options]) -> True/Nil]]
 +
 +[[modding:function:gamSetCrawlImage|(gamSetCrawlImage imageUNID) -> True/Nil]]
 +
 +[[modding:function:gamSetCrawlSoundtrack|(gamSetCrawlSoundtrack soundtrackUNID) -> True/Nil]]
 +
 +[[modding:function:gamSetCrawlText|(gamSetCrawlText text) -> True/Nil]]
 +
 +[[modding:function:geq|(geq a b) -> True if a >= b]]
 +
 +[[modding:function:getAPIVersion|(getAPIVersion) -> version]]
 +
 +[[modding:function:gr|(gr a b) -> True if a > b]]
 +
 +==== H ====
 +
 +[[modding:function:help|(help) -> all functions]]
 +
 +[[modding:function:help|(help partial-name) -> all functions starting with name]]
 +
 +[[modding:function:help|(help function-name) -> help on function]]
 +
 +==== I ====
 +
 +[[modding:function:if|(if ...)]]
 +
 +[[modding:function:int|(int ...)]]
 +
 +[[modding:function:isatom|(isatom ...)]]
 +
 +[[modding:function:iserror|(iserror ...)]]
 +
 +[[modding:function:isfunction|(isfunction ...)]]
 +
 +[[modding:function:isint|(isint ...)]]
 +
 +[[modding:function:isprimitive|(isprimitive ...)]]
 +
 +[[modding:function:itmCreate|(itmCreate itemUNID count) -> item]]
 +
 +[[modding:function:itmCreateByName|(itmCreateByName criteria name [count]) -> item]]
 +
 +[[modding:function:itmCreateRandom|(itmCreateRandom criteria levelDistribution) -> item]]
 +
 +[[modding:function:itmEnumTypes|(itmEnumTypes criteria item-var exp)]]
 +
 +[[modding:function:itmFireEvent|(itmFireEvent item|type event [data]) -> result of event]]
 +
 +[[modding:function:itmGetActualPrice|(itmGetActualPrice item|type) -> actual price of a single item]]
 +
 +[[modding:function:itmGetArmorInstalledLocation|(itmGetArmorInstalledLocation item) -> segment #]]
 +
 +[[modding:function:itmGetArmorType|(itmGetArmorType item) -> type]]
 +
 +[[modding:function:itmGetAverageAppearing|(itmGetAverageAppearing item|type) -> average number that appear randomly]]
 +
 +[[modding:function:itmGetCategory|(itmGetCategory item|type) -> item category]]
 +
 +[[modding:function:itmGetCount|(itmGetCount item)]]
 +
 +[[modding:function:itmGetDamageType|(itmGetDamageType item|type) -> damage type]]
 +
 +[[modding:function:itmGetData|(itmGetData item attrib) -> data]]
 +
 +[[modding:function:itmGetFrequency|(itmGetFrequency item|type [level]) -> frequency]]
 +
 +[[modding:function:itmGetImageDesc|(itmGetImageDesc item|type) -> imageDesc]]
 +
 +[[modding:function:itmGetInstallCost|(itmGetInstallCost item|type [currency]) -> cost]]
 +
 +[[modding:function:itmGetInstallPos|(itmGetInstallPos item) -> installPos]]
 +
 +[[modding:function:itmGetLevel|(itmGetLevel item|type) -> level]]
 +
 +[[modding:function:itmGetMass|(itmGetMass item|type) -> mass of single item in Kg]]
 +
 +[[modding:function:itmGetMaxAppearing|(itmGetMaxAppearing item|type) -> max number that appear randomly]]
 +
 +[[modding:function:itmGetName|(itmGetName item|type flags)]]
 +
 +[[modding:function:itmGetPrice|(itmGetPrice item|type [currency]) -> price of a single item]]
 +
 +[[modding:function:itmGetProperty|(itmGetProperty item|type property) -> value]]
 +
 +[[modding:function:itmGetStaticData|(itmGetStaticData item attrib) -> data]]
 +
 +[[modding:function:itmGetType|(itmGetType item) -> itemUNID]]
 +
 +[[modding:function:itmGetTypeData|(itmGetTypeData item|type attrib) -> data]]
 +
 +[[modding:function:itmGetTypes|(itmGetTypes criteria) -> list of itemUNIDs]]
 +
 +[[modding:function:itmGetUseScreen|(itmGetUseScreen item|type)]]
 +
 +[[modding:function:itmHasAttribute|(itmHasAttribute item|type attrib) -> True/Nil]]
 +
 +[[modding:function:itmHasReference|(itmHasReference item|type)]]
 +
 +[[modding:function:itmIsEnhanced|(itmIsEnhanced item) -> Nil or mods]]
 +
 +[[modding:function:itmIsEqual|(itmIsEqual item1 item2 [options]) -> True/Nil]]
 +
 +[[modding:function:itmIsInstalled|(itmIsInstalled item)]]
 +
 +[[modding:function:itmisknown|(itmIsKnown item|type)]]
 +
 +[[modding:function:itmmatches|(itmMatches item|type criteria)]]
 +
 +[[modding:function:itmsetcount|(itmSetCount item count) -> item]]
 +
 +[[modding:function:itmsetdata|(itmSetData item attrib data [count]) -> item]]
 +
 +[[modding:function:itmsetenhanced|(itmSetEnhanced item mods) -> item]]
 +
 +[[modding:function:itmsetknown|(itmSetKnown type|item [True/Nil])]]
 +
 +[[modding:function:itmsetproperty(itmSetProperty item property value) -> item]]
 +
 +[[modding:function:itmsetreference|(itmSetReference item)]]
 +
 +[[modding:function:itmsettypedata|(itmSetTypeData item attrib data) -> True/Nil]]
 +
 +==== J ====
 +
 +[[modding:function:join|(join list [separator]) -> string]]
 +
 +==== K ====
 +==== L ====
 +
 +[[modding:function:lambda|(lambda ...)]]
 +
 +[[modding:function:leq|(leq a b) -> True if a <= b]]
 +
 +[[modding:function:link|(link ...)]]
 +
 +[[modding:function:list|(list i1 i2 ... in) -> list]]
 +
 +[[modding:function:lnkAppend|(lnkAppend list item) -> list]]
 +
 +[[modding:function:lnkRemove|(lnkRemove list index) -> list]]
 +
 +[[modding:function:lnkRemoveNil|(lnkRemoveNil list) -> list]]
 +
 +[[modding:function:lnkReplace|(lnkReplace list index item) -> list]]
 +
 +[[modding:function:lookup|(lookup source target ['ascending|'descending] [keyIndex]) -> found entry]]
 +
 +[[modding:function:loop|(loop condition exp)]]
 +
 +[[modding:function:ls|(ls a b) -> True if a < b]]
 +
 +==== M ====
 +
 +[[modding:function:make|(make 'sequence count) -> list from 1 to count]]
 +
 +[[modding:function:map|(map list ['excludeNil|'original|'reduceMax|'reduceMin] var exp) -> list]]
 +
 +[[modding:function:match|(match list var boolean-exp) -> first item that matches]]
 +
 +[[modding:function:max|(max x1 x2 ... xn) -> z]]
 +
 +[[modding:function:min|(min x1 x2 ... xn) -> z]]
 +
 +[[modding:function:mod|(mod ['degrees] x y) -> z]]
 +
 +[[modding:function:modulo|(modulo ['degrees] x y) -> z]]
 +
 +[[modding:function:msnAccept|(msnAccept missionObj)]]
 +
 +[[modding:function:msnAdd|(msnAddRecurringTimerEvent missionObj interval event)]]
 +
 +[[modding:function:msnAddTimerEvent|(msnAddTimerEvent missionObj delay event)]]
 +
 +[[modding:function:msnCancelTimerEvent|(msnCancelTimerEvent missionObj event) -> True/Nil]]
 +
 +[[modding:function:msnCreate|(msnCreate unid owner [data]) -> missionObj|Nil]]
 +
 +[[modding:function:msnDecline|(msnDecline missionObj)]]
 +
 +[[modding:function:msnDestroy|(msnDestroy missionObj) -> True/Nil]]
 +
 +[[modding:function:msnFailure|(msnFailure missionObj [data])]]
 +
 +[[modding:function:msnFind|(msnFind [source] criteria) -> list of missionObjs]]
 +
 +[[modding:function:msnFireEvent|(msnFireEvent missionObj event [data]) -> result of event]]
 +
 +[[modding:function:msnGetData|(msnGetData missionObj attrib) -> data]]
 +
 +[[modding:function:msnGetObjRefData|(msnGetObjRefData missionObj attrib) -> obj]]
 +
 +[[modding:function:msnGetPropery|(msnGetProperty missionObj property) -> value]]
 +
 +[[modding:function:msnGetStaticData|(msnGetStaticData missionObj attrib) -> data]]
 +
 +[[modding:function:msnIncData|(msnIncData missionObj attrib [increment]) -> new value]]
 +
 +[[modding:function:msnRegisterForEvents|(msnRegisterForEvents missionObj obj)]]
 +
 +[[modding:function:msnReward|(msnReward missionObj [data])]]
 +
 +[[modding:function:msnSetData|(msnSetData missionObj attrib data)]]
 +
 +[[modding:function:msnSetObjRefData|(msnSetObjRefData missionObj attrib obj)]]
 +
 +[[modding:function:msnSetPlayerTarget|(msnSetPlayerTarget missionObj)]]
 +
 +[[modding:function:msnSetProperty|(msnSetProperty obj property value) -> True/Nil]]
 +
 +[[modding:function:msnSetUnavailable|(msnSetUnavailable missionObj)]]
 +
 +[[modding:function:msnSuccess|(msnSuccess missionObj [data])]]
 +
 +[[modding:function:msnTranslate|(msnTranslate missionObj textID [data] [default]) -> text (or Nil)]]
 +
 +[[modding:function:multiply|(multiply x1 x2 ... xn) -> z]]
 +
 +==== N ====
 +
 +[[modding:function:neq|(neq ...)]]
 +
 +[[modding:function:not|(not exp) -> True/Nil]]
 +
 +==== O ====
 +
 +[[modding:function:objAccelerate|(objAccelerate obj angle thrust [ticks]) -> velVector]]
 +
 +[[modding:function:objAddBuyOrder|(objAddBuyOrder obj criteria priceAdj) -> True/Nil]]
 +
 +[[modding:function:objAddItem|(objAddItem obj item|type [count])]]
 +
 +[[modding:function:objAddItemEnhancement|(objAddItemEnhancement obj item enhancementType [lifetime]) -> enhancementID]]
 +
 +[[modding:function:objAddOverlay|(objAddOverlay obj overlayType [lifetime]) -> overlayID]]
 +
 +[[modding:function:objAddRandomItems|(objAddRandomItems obj table count)]]
 +
 +[[modding:function:objAddSellOrder|(objAddSellOrder obj criteria priceAdj) -> True/Nil]]
 +
 +[[modding:function:objAddSubordinate|(objAddSubordinate obj subordinate) -> True/Nil]]
 +
 +[[modding:function:objCalcBestTarget|(objCalcBestTarget obj [objList]) -> targetObj (or Nil)]]
 +
 +[[modding:function:objCanAttack|(objCanAttack obj) -> True/Nil]]
 +
 +[[modding:function:objCanDetectTarget|(objCanDetectTarget obj target) -> True/Nil]]
 +
 +[[modding:function:objCanInstallItem|(objCanInstallItem obj item [armorSeg|deviceSlot]) -> (True/Nil resultCode resultString [itemToReplace])]]
 +
 +[[modding:function:objChangeEquipmentStatus|(objChangeEquipmentStatus obj equipment command [duration] [options]) -> True/Nil]]
 +
 +[[modding:function:objCharge|(objCharge obj [currency] amount) -> remaining balance]]
 +
 +[[modding:function:objClearIdentified|(objClearIdentified obj)]]
 +
 +[[modding:function:objClearShowAsDestination|(objClearShowAsDestination obj)]]
 +
 +[[modding:function:objCommunicate|(objCommunicate obj senderObj msg [obj] [data]) -> result]]
 +
 +[[modding:function:objCredit|(objCredit obj [currency] amount) -> new balance]]
 +
 +[[modding:function:objDamage|(objDamage obj weaponType objSource [pos] [options]) -> result]]
 +
 +[[modding:function:objDepleteShields|(objDepleteShields obj)]]
 +
 +[[modding:function:objDestroy|(objDestroy obj [objSource]) -> True/Nil]]
 +
 +[[modding:function:objEnumItems|(objEnumItems obj criteria itemVar exp)]]
 +
 +[[modding:function:objFireEvent|(objFireEvent obj event [data]) -> result of event]]
 +
 +[[modding:function:objFireItemEvent|(objFireItemEvent obj item event [data]) -> result of event]]
 +
 +[[modding:function:objFireItemInvoke|(objFireItemInvoke obj item) -> True/Nil]]
 +
 +[[modding:function:objFireOverlayEvent|(objFireOverlayEvent obj overlayID event [data]) -> result of event]]
 +
 +[[modding:function:objFixParalysis|(objFixParalysis obj)]]
 +
 +[[modding:function:objGateTo|(objGateTo obj node entrypoint [effectID])]]
 +
 +[[modding:function:objGetArmorCriticality|(objGetArmorCriticality obj item|armorSegment) -> criticalityType]]
 +
 +[[modding:function:objGetArmorDamage|(objGetArmorDamage obj item|armorSegment) -> damage to armor segment]]
 +
 +[[modding:function:objGetArmorLevel|(objGetArmorLevel obj item|armorSegment) -> 0-100]]
 +
 +[[modding:function:objGetArmorName|(objGetArmorName obj item|armorSegment) -> name of armor (e.g., 'forward', etc.)]]
 +
 +[[modding:function:objGetArmorRepairPrice|(objGetArmorRepairPrice obj [shipObj] armorItem hpToRepair) -> price (at which obj repairs)]]
 +
 +[[modding:function:objGetArmorReplacePrice|(objGetArmorReplacePrice obj armorItem) -> price]]
 +
 +[[modding:function:objGetArmorType|(objGetArmorType obj item|armorSegment) -> type]]
 +
 +[[modding:function:objGetBalance|(objGetBalance obj [currency]) -> balance]]
 +
 +[[modding:function:objGetBuyPrice|(objGetBuyPrice obj item [options]) -> price (at which obj buys item)]]
 +
 +[[modding:function:objGetCargoSpaceLeft|(objGetCargoSpaceLeft obj) -> space left in Kg]]
 +
 +[[modding:function:objGetCombatPower|(objGetCombatPower obj) -> 0-100]]
 +
 +[[modding:function:objGetDamageType|(objGetDamageType obj) -> damage type]]
 +
 +[[modding:function:objGetData|(objGetData obj attrib) -> data]]
 +
 +[[modding:function:objGetDataField|(objGetDataField obj field) -> data]]
 +
 +[[modding:function:objGetDestiny|(objGetDestiny obj) -> 0-359]]
 +
 +[[modding:function:objGetDisposition|(objGetDisposition obj targetObj) -> disposition of obj towards targetObj]]
 +
 +[[modding:function:objGetDistance|(objGetDistance obj destObj) -> distance in light-seconds]]
 +
 +[[modding:function:objGetEquipmentStatus|(objGetEquipmentStatus obj equipment) -> status]]
 +
 +[[modding:function:objGetEventHandler|(objGetEventHandler obj) -> unid or Nil]]
 +
 +[[modding:function:objGetID|(objGetID obj) -> objID]]
 +
 +[[modding:function:objGetImageDesc|(objGetImageDesc obj) -> imageDesc]]
 +
 +[[modding:function:objGetInstalledItemDesc|(objGetInstalledItemDesc obj item) -> 'installed as forward armor']]
 +
 +[[modding:function:objGetItemProperty|(objGetItemProperty obj item property) -> value]]
 +
 +[[modding:function:objGetItems|(objGetItems obj criteria) -> list of items]]
 +
 +[[modding:function:objGetLevel|(objGetLevel obj) -> level]]
 +
 +[[modding:function:objGetMass|(objGetMass obj) -> mass in tons]]
 +
 +[[modding:function:objGetMaxPower|(objGetMaxPower obj) -> power (in 1/10 MWs)]]
 +
 +[[modding:function:objGetName|(objGetName obj [flags]) -> Name of the object]]
 +
 +[[modding:function:objGetNamedItems|(objGetNamedItems obj name) -> list of items]]
 +
 +[[modding:function:objGetNearestStargate|(objGetNearestStargate obj) -> obj]]
 +
 +[[modding:function:objGetObjByID|(objGetObjByID objID) -> obj]]
 +
 +[[modding:function:objGetObjRefData|(objGetObjRefData obj attrib) -> obj]]
 +
 +[[modding:function:objGetOpenDockingPortCount|(objGetOpenDockingPortCount obj) -> count of open docking ports]]
 +
 +[[modding:function:objGetOrderGiver|(objGetOrderGiver obj [destroyReason]) -> obj]]
 +
 +[[modding:function:objGetOverlayData|(objGetOverlayData obj overlayID attrib) -> data]]
 +
 +[[modding:function:objGetOverlayPos|(objGetOverlayPos obj overlayID) -> vector]]
 +
 +[[modding:function:objGetOverlayProperty|(objGetOverlayProperty obj overlayID property) -> value]]
 +
 +[[modding:function:objGetOverlayRotation|(objGetOverlayRotation obj overlayID) -> rotation]]
 +
 +[[modding:function:objGetOverlays|(objGetOverlays obj [criteria]) -> list of overlayIDs]]
 +
 +[[modding:function:objGetOverlayType|(objGetOverlayType obj overlayID) -> type]]
 +
 +[[modding:function:objGetPlayerPriceAdj|(objGetPlayerPriceAdj obj [data]) -> priceAdj (or Nil if no adj)]]
 +
 +[[modding:function:objGetPos|(objGetPos obj) -> vector]]
 +
 +[[modding:function:objGetProperty|(objGetProperty obj property) -> value]]
 +
 +[[modding:function:objGetRefuelItemAndPrice|(objGetRefuelItemAndPrice obj objToRefuel) -> (item price)]]
 +
 +[[modding:function:objGetSellPrice|(objGetSellPrice obj item ['noInventoryCheck]) -> price (at which obj sells item)]]
 +
 +[[modding:function:objGetShieldLevel|(objGetShieldLevel obj) -> 0-100 (or -1 for no shields)]]
 +
 +[[modding:function:objGetShipBuyPrice|(objGetShipBuyPrice obj shipObj) -> price (at which obj buys ship)]]
 +
 +[[modding:function:objGetShipSellPrice|(objGetShipSellPrice obj shipObj) -> price (at which obj sells ship)]]
 +
 +[[modding:function:objGetShipwreckType|(objGetShipwreckType obj) -> unid]]
 +
 +[[modding:function:objGetSovereign|(objGetSovereign obj) -> sovereignID]]
 +
 +[[modding:function:objGetStargateID|(objGetStargateID obj) -> gateID]]
 +
 +[[modding:function:objGetStaticData|(objGetStaticData obj attrib) -> data]]
 +
 +[[modding:function:objGetTarget|(objGetTarget obj) -> obj]]
 +
 +[[modding:function:objGetType|(objGetType obj) -> unid]]
 +
 +[[modding:function:objGetTypeData|(objGetTypeData obj attrib) -> data]]
 +
 +[[modding:function:objGetVel|(objGetVel obj) -> velVector]]
 +
 +[[modding:function:objGetVisibleDamage|(objGetVisibleDamage obj) -> damage]]
 +
 +[[modding:function:objHasAttribute|(objHasAttribute obj attrib) -> True/Nil]]
 +
 +[[modding:function:objHasItem|(objHasItem obj item [count]) -> number of items (or Nil)]]
 +
 +[[modding:function:objIncData|(objIncData obj attrib [increment]) -> new value]]
 +
 +[[modding:function:objIncOverlayData|(objIncOverlayData obj overlayID attrib [increment]) -> new value]]
 +
 +[[modding:function:objIncVel|(objIncVel obj velVector) -> velVector]]
 +
 +[[modding:function:objIsAngryAt|(objIsAngryAt obj targetObj) -> True/Nil]]
 +
 +[[modding:function:objIsDeviceSlotAvailable|(objIsDeviceSlotAvailable ship) -> True/Nil]]
 +
 +[[modding:function:objIsDockedAt|(objIsDockedAt obj stationObj) -> True/Nil]]
 +
 +[[modding:function:objIsEnemy|(objIsEnemy obj target) -> True/Nil]]
 +
 +[[modding:function:objIsIdentified|(objIsIdentified obj) -> True/Nil]]
 +
 +[[modding:function:objIsKnown|(objIsKnown obj)]]
 +
 +[[modding:function:objIsParalyzed|(objIsParalyzed obj)]]
 +
 +[[modding:function:objIsRadioactive|(objIsRadioactive obj)]]
 +
 +[[modding:function:objIsShip|(objIsShip obj) -> True/Nil]]
 +
 +[[modding:function:objJumpTo|(objJumpTo obj pos)]]
 +
 +[[modding:function:objLowerShields|(objLowerShields obj)]]
 +
 +[[modding:function:objMakeParalyzed|(objMakeParalyzed obj ticks)]]
 +
 +[[modding:function:objMatches|(objMatches obj source filter) -> True/Nil]]
 +
 +[[modding:function:objProgramDamage|(objProgramDamage obj hacker progName aiLevel code)]]
 +
 +[[modding:function:objRecordBuyItem|(objRecordBuyItem buyerObj sellerObj item [currency] price) -> True/Nil]]
 +
 +[[modding:function:objRegisterForEvents|(objRegisterForEvents target obj)]]
 +
 +[[modding:function:objRegisterForSystemEvents|(objRegisterForSystemEvents target range)]]
 +
 +[[modding:function:objRemoveItem|(objRemoveItem obj item [count])]]
 +
 +[[modding:function:objRemoveItemEnhancement|(objRemoveItemEnhancement obj item enhancementID)]]
 +
 +[[modding:function:objRemoveOverlay|(objRemoveOverlay obj overlayID)]]
 +
 +[[modding:function:objRepairArmor|(objRepairArmor ship item|armorSegment [hpToRepair]) -> hp repaired]]
 +
 +[[modding:function:objResume|(objResume obj [gateObj])]]
 +
 +[[modding:function:objSendMessage|(objSendMessage obj sender text) -> True/Nil]]
 +
 +[[modding:function:objSetData|(objSetData obj attrib data)]]
 +
 +[[modding:function:objSetDeviceActivationDelay|(objSetDeviceActivationDelay obj deviceItem [delay]) -> True/Nil]]
 +
 +[[modding:function:objSetEventHandler|(objSetEventHandler obj unid) -> True/Nil]]
 +
 +[[modding:function:objSetIdentified|(objSetIdentified obj)]]
 +
 +[[modding:function:objSetItemData|(objSetItemData obj item attrib data [count]) -> item]]
 +
 +[[modding:function:objSetItemProperty|(objSetItemProperty obj item property value [count]) -> item]]
 +
 +[[modding:function:objSetKnown|(objSetKnown obj)]]
 +
 +[[modding:function:objSetName|(objSetName obj name [flags])]]
 +
 +[[modding:function:objSetObjRefData|(objSetObjRefData obj attrib obj)]]
 +
 +[[modding:function:objSetOverlayData|(objSetOverlayData obj overlayID attrib data)]]
 +
 +[[modding:function:objSetOverlayEffectProperty|(objSetOverlayEffectProperty obj overlayID property value)]]
 +
 +[[modding:function:objSetOverlayPos|(objSetOverlayPos obj overlayID pos)]]
 +
 +[[modding:function:objSetOverlayProperty|(objSetOverlayProperty obj overlayID property value)]]
 +
 +[[modding:function:objSetOverlayRotation|(objSetOverlayRotation obj overlayID rotation)]]
 +
 +[[modding:function:objSetPos|(objSetPos obj vector [rotation])]]
 +
 +[[modding:function:objSetProperty|(objSetProperty obj property value) -> True/Nil]]
 +
 +[[modding:function:objSetShowAsDestination|(objSetShowAsDestination obj [options]) -> True/Nil]]
 +
 +[[modding:function:objSetSovereign|(objSetSovereign obj sovereignID) -> True/Nil]]
 +
 +[[modding:function:objSetTradeDesc|(objSetTradeDesc obj currency [maxCurrency replenishCurrency]) -> True/Nil]]
 +
 +[[modding:function:objSetTypeData|(objSetTypeData obj attrib data)]]
 +
 +[[modding:function:objSetVel|(objSetVel obj velVector)]]
 +
 +[[modding:function:objSuspend|(objSuspend obj)]]
 +
 +[[modding:function:objTranslate|(objTranslate obj textID [data] [default]) -> text (or Nil)]]
 +
 +[[modding:function:objUnregisterForEvents|(objUnregisterForEvents target obj)]]
 +
 +[[modding:function:objUnregisterForSystemEvents|(objUnregisterForSystemEvents target)]]
 +
 +[[modding:function:or|(or exp1 exp2 ... expn) -> True/Nil]]
 +
 +==== P ====
 +
 +[[modding:function:plyChangeShip|(plyChangeShip player newShip [options]) -> True/Nil]]
 +
 +[[modding:function:plyCharge|(plyCharge player [currency] charge) -> credits left]]
 +
 +[[modding:function:plyComposeString|(plyComposeString player string [arg1 arg2 ... argn]) -> string]]
 +
 +[[modding:function:plyCredit|(plyCredit player [currency] credit) -> credits left]]
 +
 +[[modding:function:plyDestroyed|(plyDestroyed player epitaph)]]
 +
 +[[modding:function:plyEnableMessage|(plyEnableMessage player messageID True/Nil) -> True/Nil]]
 +
 +[[modding:function:plyGetCredits|(plyGetCredits player [currency]) -> credits left]]
 +
 +[[modding:function:plyGetGenome|(plyGetGenome player) -> 'humanMale | 'humanFemale]]
 +
 +[[modding:function:plyGetItemStat|(plyGetItemStat player stat criteria|type) -> value]]
 +
 +[[modding:function:plyGetKeyEventStat|(plyGetKeyEventStat player stat nodeID typeCriteria) -> value]]
 +
 +[[modding:function:plyGetRedirectMessage|(plyGetRedirectMessage ...)]]
 +
 +[[modding:function:plyGetStat|(plyGetStat player stat) -> value]]
 +
 +[[modding:function:plyIsMessageEnabled|(plyIsMessageEnabled player messageID) -> True/Nil]]
 +
 +[[modding:function:plyMessage|(plyMessage ...)]]
 +
 +[[modding:function:plyRecordBuyItem|(plyRecordBuyItem player item [currency] totalPrice)]]
 +
 +[[modding:function:plyRecordSellItem|(plyRecordSellItem player item [currency] totalPrice)]]
 +
 +[[modding:function:plyRedirectMessage|(plyRedirectMessage ...)]]
 +
 +[[modding:function:plyUseItem|(plyUseItem player item)]]
 +
 +[[modding:function:pow|(pow x y) -> z]]
 +
 +[[modding:function:power|(power x y) -> z]]
 +
 +[[modding:function:print|(print [string]*)]]
 +
 +[[modding:function:printTo|(printTo output [string]*)]]
 +
 +==== Q ====
 +
 +[[modding:function:quote|(quote exp) -> unevaluated exp]]
 +
 +==== R ====
 +
 +[[modding:function:random|(random from to)]]
 +
 +[[modding:function:randomGaussian|(randomGaussian low mid high) -> random number between low and high]]
 +
 +[[modding:function:randomTable|(randomTable chance1 exp1 chance2 exp2 ... chancen expn) -> exp]]
 +
 +[[modding:function:regex|(regex source pattern ['offset|'subex]) -> result]]
 +
 +[[modding:function:resColorBlend|(resColorBlend rgbDest rgbSource srcOpacity) -> rgbColor]]
 +
 +[[modding:function:resCreateImageDesc|(resCreateImageDesc imageUNID x y width height) -> imageDesc]]
 +
 +[[modding:function:rollDice|(rollDice count sides bonus)]]
 +
 +[[modding:function:round|(round ['stochastic] x) -> y]]
 +
 +==== S ====
 +
 +[[modding:function:scrAddAction|(scrAddAction screen actionID pos label [key] [special] code)]]
 +
 +[[modding:function:scrAddMinorAction|(scrAddMinorAction screen actionID pos label [key] [special] code)]]
 +
 +[[modding:function:scrAddMinorAction:scrAddListFilter|(scrAddListFilter screen filterID label filter)]]
 +
 +[[modding:function:scrEnableAction|(scrEnableAction screen actionID enabled)]]
 +
 +[[modding:function:scrExitScreen|(scrExitScreen screen ['forceUndock])]]
 +
 +[[modding:function:scrGetCounter|(scrGetCounter ...)]]
 +
 +[[modding:function:scrGetData|(scrGetData screen attrib) -> data]]
 +
 +[[modding:function:scrGetDesc|(scrGetDesc screen)]]
 +
 +[[modding:function:scrGetInputText|(scrGetInputText ...)]]
 +
 +[[modding:function:scrGetItem|(scrGetItem ...)]]
 +
 +[[modding:function:scrGetListCursor|(scrGetListCursor screen) -> cursor]]
 +
 +[[modding:function:scrGetListEntry|(scrGetListEntry ...)]]
 +
 +[[modding:function:scrGetScreen|(scrGetScreen gScreen) -> screenDesc]]
 +
 +[[modding:function:scrIncData|(scrIncData screen attrib [increment])]]
 +
 +[[modding:function:scrIsActionEnabled|(scrIsActionEnabled screen actionID) -> True/Nil]]
 +
 +[[modding:function:scrIsFirstOnInit|(scrIsFirstOnInit ...)]]
 +
 +[[modding:function:scrRefreshScreen|(scrRefreshScreen screen)]]
 +
 +[[modding:function:scrRemoveAction|(scrRemoveAction screen actionID)]]
 +
 +[[modding:function:scrRemoveItem|(scrRemoveItem ...)]]
 +
 +[[modding:function:scrSetActionDesc|(scrSetActionDesc screen actionID descID)]]
 +
 +[[modding:function:scrSetActionLabel|(scrSetActionLabel screen actionID label [key] [special])]]
 +
 +[[modding:function:scrSetBackgroundImage|(scrSetBackgroundImage screen imageDesc)]]
 +
 +[[modding:function:scrSetControlValue|(scrSetControlValue screen controlID value) -> True/Nil]]
 +
 +[[modding:function:scrSetControlValueTranslate|(scrSetControlValueTranslate screen controlID textID [data]) -> True/Nil]]
 +
 +[[modding:function:scrSetCounter|(scrSetCounter ...)]]
 +
 +[[modding:function:scrSetData|(scrSetData screen attrib data)]]
 +
 +[[modding:function:scrSetDesc|(scrSetDesc screen text [text...])]]
 +
 +[[modding:function:scrSetDescTranslate|(scrSetDescTranslate screen textID [data]) -> True/Nil]]
 +
 +[[modding:function:scrSetDisplayText|(scrSetDisplayText screen ID text [text...])]]
 +
 +[[modding:function:scrSetInputText|(scrSetInputText ...)]]
 +
 +[[modding:function:scrSetListCursor|(scrSetListCursor screen cursor)]]
 +
 +[[modding:function:scrSetListFilter|(scrSetListFilter ...)]]
 +
 +[[modding:function:scrShowAction|(scrShowAction screen actionID shown)]]
 +
 +[[modding:function:scrShowPane|(scrShowPane ...)]]
 +
 +[[modding:function:scrShowScreen|(scrShowScreen screenGlobal screen [pane] [data])]]
 +
 +[[modding:function:scrTranslate|(scrTranslate screen textID [data]) -> text or Nil]]
 +
 +[[modding:function:seededRandom|(seededRandom seed from to)]]
 +
 +[[modding:function:set|(set ...)]]
 +
 +[[modding:function:set@|(set@ list-var index value) -> list]]
 +
 +[[modding:function:setq|(setq ...)]]
 +
 +[[modding:function:shpCancelOrders|(shpCancelOrders ship)]]
 +
 +[[modding:function:shpCanRemoveDevice|(shpCanRemoveDevice ship item) -> result]]
 +
 +[[modding:function:shpConsumeFuel|(shpConsumeFuel ship fuel)]]
 +
 +[[modding:function:shpDamageArmor|(shpDamageArmor ship armorSegment damageType damage ['noSRSFlash]) -> damage done]]
 +
 +[[modding:function:shpDecontaminate|(shpDecontaminate ship)]]
 +
 +[[modding:function:shpEnhanceItem|(shpEnhanceItem ship item [mods]) -> True/Nil]]
 +
 +[[modding:function:shpGetAISetting|(shpGetAISetting ship setting)]]
 +
 +[[modding:function:shpGetArmor|(shpGetArmor ship armorSegment) -> item struct]]
 +
 +[[modding:function:shpGetArmorCount|(shpGetArmorCount ship) -> number of armor segments]]
 +
 +[[modding:function:shpGetArmorMaxHitPoints|(shpGetArmorMaxHitPoints obj item|armorSegment) -> damage to armor segment]]
 +
 +[[modding:function:shpGetClassName|(shpGetClassName class flags) -> class name]]
 +
 +[[modding:function:shpGetDirection|(shpGetDirection ship) -> angle]]
 +
 +[[modding:function:shpGetDockObj|(shpGetDockObj ship) -> dockObj]]
 +
 +[[modding:function:shpGetFuelLeft|(shpGetFuelLeft ship) -> fuel left]]
 +
 +[[modding:function:shpGetFuelNeeded|(shpGetFuelNeeded ship item) -> items needed]]
 +
 +[[modding:function:shpGetImageDesc|(shpGetImageDesc class [rotationAngle]) -> imageDesc]]
 +
 +[[modding:function:shpGetItemDeviceName|(shpGetItemDeviceName ship item) -> device name of item (or -1)]]
 +
 +[[modding:function:shpGetMaxSpeed|(shpGetMaxSpeed ship) -> max speed in of lightspeed]]
 +
 +[[modding:function:shpGetOrder|(shpGetOrder obj) -> order]]
 +
 +[[modding:function:shpGetOrderDesc|(shpGetOrderDesc obj) -> orderDesc]]
 +
 +[[modding:function:shpGetOrderTarget|(shpGetOrderTarget obj) -> obj]]
 +
 +[[modding:function:shpGetShieldDamage|(shpGetShieldDamage ship) -> damage to shields]]
 +
 +[[modding:function:shpGetShieldItemUNID|(shpGetShieldItemUNID ship) -> UNID (or Nil)]]
 +
 +[[modding:function:shpGetShieldMaxHitPoints|(shpGetShieldMaxHitPoints ship) -> max hp of shields]]
 +
 +[[modding:function:shpInstallArmor|(shpInstallArmor ship item armorSegment)]]
 +
 +[[modding:function:shpInstallDevice|(shpInstallDevice ship item [deviceSlot])]]
 +
 +[[modding:function:shpIsBlind|(shpIsBlind ship)]]
 +
 +[[modding:function:shpIsFuelCompatible|(shpIsFuelCompatible ship item) -> True/Nil]]
 +
 +[[modding:function:shpIsRadiationImmune|(shpIsRadiationImmune ship [item])]]
 +
 +[[modding:function:shpMakeRadioactive|(shpMakeRadioactive ship)]]
 +
 +[[modding:function:shpOrder|(shpOrder ship order [target] [count]) -> True/Nil]]
 +
 +[[modding:function:shpOrderImmediate|(shpOrderImmediate ship order [target] [count]) -> True/Nil]]
 +
 +[[modding:function:shpRechargeShield|(shpRechargeShield ship hpToRecharge)]]
 +
 +[[modding:function:shpRefuelFromItem|(shpRefuelFromItem ship item) -> True/Nil]]
 +
 +[[modding:function:shpRemoveDevice|(shpRemoveDevice ship item) -> item]]
 +
 +[[modding:function:shpRepairItem|(shpRepairItem ship item)]]
 +
 +[[modding:function:shpSetAISetting|(shpSetAISetting ship setting value)]]
 +
 +[[modding:function:shpSetCommandCode|(shpSetCommandCode ship code) -> True/Nil]]
 +
 +[[modding:function:shpSetController|(shpSetController ship controller) -> True/Nil]]
 +
 +[[modding:function:shuffle|(shuffle list) -> shuffled list]]
 +
 +[[modding:function:sort|(sort list ['ascending|'descending] [keyIndex]) -> sorted list]]
 +
 +[[modding:function:sovGetDisposition|(sovGetDisposition sovereignID targetSovereignID) -> disposition of sovereign to target]]
 +
 +[[modding:function:sovMessage|(sovMessage sovereignID text) -> True/Nil]]
 +
 +[[modding:function:sovMessageFromObj|(sovMessageFromObj sovereignID obj text) -> True/Nil]]
 +
 +[[modding:function:sovSetDisposition|(sovSetDisposition sovereignID targetSovereignID disposition)]]
 +
 +[[modding:function:split|(split string [characters]) -> list]]
 +
 +[[modding:function:sqrt|(sqrt x) -> z]]
 +
 +[[modding:function:sqrtn|(sqrtn x) -> z]]
 +
 +[[modding:function:staClearFireReconEvent|(staClearFireReconEvent station)]]
 +
 +[[modding:function:staClearReconned|(staClearReconned station)]]
 +
 +[[modding:function:staGetDockedShips|(staGetDockedShips station) -> list of docked ships]]
 +
 +[[modding:function:staGetImageVariant|(staGetImageVariant station) -> variant]]
 +
 +[[modding:function:staGetSubordinates|(staGetSubordinates station) -> list of subordinates (e.g., guardians)]]
 +
 +[[modding:function:staIsEncountered|(staIsEncountered type) -> True/Nil]]
 +
 +[[modding:function:staIsReconned|(staIsReconned station) -> True/Nil]]
 +
 +[[modding:function:staSetActive|(staSetActive station [True/Nil])]]
 +
 +[[modding:function:staSetFireReconEvent|(staSetFireReconEvent station)]]
 +
 +[[modding:function:staSetImageVariant|(staSetImageVariant station variant)]]
 +
 +[[modding:function:staSetShowMapLabel|(staSetShowMapLabel station True/Nil)]]
 +
 +[[modding:function:strCapitalize|(strCapitalize string) -> string]]
 +
 +[[modding:function:strFind|(strFind string target) -> pos of target in string (0-based)]]
 +
 +[[modding:function:struct|(struct key1 value1 key2 value2 ...) -> struct]]
 +
 +[[modding:function:struct|(struct (key1 value1) (key2 value2) ..) -> struct]]
 +
 +[[modding:function:struct|(struct { key1:value1 key2:value2 ... } ...) -> struct]]
 +
 +[[modding:function:subset|(subset list pos [count]) -> list]]
 +
 +[[modding:function:subst|(subst string arg1 arg2 ... argn) -> string]]
 +
 +[[modding:function:subtract|(subtract x y) -> z]]
 +
 +[[modding:function:switch|(switch ...)]]
 +
 +[[modding:function:sysAddEncounterEvent|(sysAddEncounterEvent delay target encounterID gate)]]
 +
 +[[modding:function:sysAddEncounterEventAtDist|(sysAddEncounterEventAtDist delay target encounterID distance)]]
 +
 +[[modding:function:sysAddObjRecurringTimerEvent|(sysAddObjRecurringTimerEvent interval obj event)]]
 +
 +[[modding:function:sysAddObjTimerEvent|(sysAddObjTimerEvent delay obj event)]]
 +
 +[[modding:function:sysAddStargateTopology|(sysAddStargateTopology [nodeID] gateID destNodeID destGateID) -> True/Nil]]
 +
 +[[modding:function:sysAddTypeRangeEvent|(sysAddTypeRangeEvent type event options)]]
 +
 +[[modding:function:sysAddTypeRecurringTimerEvent|(sysAddTypeRecurringTimerEvent interval type event)]]
 +
 +[[modding:function:sysAddTypeTimerEvent|(sysAddTypeTimerEvent delay type event)]]
 +
 +[[modding:function:sysAscendObject|(sysAscendObject obj) -> True/Nil]]
 +
 +[[modding:function:sysCalcFireSolution|(sysCalcFireSolution targetPos targetVel speed) -> angle to shoot (Nil, if no solution)]]
 +
 +[[modding:function:sysCalcStdCombatStrength|(sysCalcStdCombatStrength level) -> standard combat strength for level]]
 +
 +[[modding:function:sysCalcTravelDistance|(sysCalcTravelDistance speed time) -> distance in light-seconds]]
 +
 +[[modding:function:sysCalcTravelTime|(sysCalcTravelTime distance speed) -> time in ticks]]
 +
 +[[modding:function:sysCancelTimerEvent|(sysCancelTimerEvent obj event) -> True/Nil]]
 +
 +[[modding:function:sysCancelTypeTimerEvent|(sysCancelTypeTimerEvent type event) -> True/Nil]]
 +
 +[[modding:function:sysCreateEffect|(sysCreateEffect effectID anchorObj pos [rotation]) -> True/Nil]]
 +
 +[[modding:function:sysCreateEncounter|(sysCreateEncounter unid) -> True/Nil]]
 +
 +[[modding:function:sysCreateFlotsam|(sysCreateFlotsam item|unid pos sovereignID) -> obj]]
 +
 +[[modding:function:sysCreateHitEffect|(sysCreateHitEffect weaponUNID hitObj hitPos hitDir damageHP) -> True/Nil]]
 +
 +[[modding:function:sysCreateLookup|(sysCreateLookup tableName orbit) -> True/Nil]]
 +
 +[[modding:function:sysCreateMarker|(sysCreateMarker name pos sovereignID) -> marker]]
 +
 +[[modding:function:sysCreateShip|(sysCreateShip unid pos sovereignID [options|eventHandler|controller]) -> ship or list]]
 +
 +[[modding:function:sysCreateShipwreck|(sysCreateShipwreck unid pos sovereignID) -> shipwreck]]
 +
 +[[modding:function:sysCreateStargate|(sysCreateStargate unid pos gateID [destNodeID destGateID]) -> obj]]
 +
 +[[modding:function:sysCreateStation|(sysCreateStation unid pos [eventHandler]) -> obj]]
 +
 +[[modding:function:sysCreateTerritory|(sysCreateTerritory orbit minRadius maxRadius attributes [criteria]) -> True/Nil]]
 +
 +[[modding:function:sysCreateWeaponFire|(sysCreateWeaponFire weaponID objSource pos dir speed objTarget [options] [bonus]) -> obj]]
 +
 +[[modding:function:sysDescendObject|(sysDescendObject objID pos) -> obj]]
 +
 +[[modding:function:sysFindObject|(sysFindObject source filter) -> list of objects]]
 +
 +[[modding:function:sysFindObjectAtPos|(sysFindObjectAtPos source criteria pos [destPos]) -> list of objects]]
 +
 +[[modding:function:sysGetData|(sysGetData [nodeID] attrib) -> data]]
 +
 +[[modding:function:sysGetEnvironment|(sysGetEnvironment pos) -> environmentUNID]]
 +
 +[[modding:function:sysGetLevel|(sysGetLevel [nodeID]) -> level]]
 +
 +[[modding:function:sysGetLightIntensity|(sysGetLightIntensity pos) -> intensity (0-100)]]
 +
 +[[modding:function:sysGetName|(sysGetName [nodeID]) -> name]]
 +
 +[[modding:function:sysGetNavPathPoint|(sysGetNavPathPoint sovereignID objFrom objTo ath) -> vector]]
 +
 +[[modding:function:sysGetNode|(sysGetNode) -> nodeID]]
 +
 +[[modding:function:sysGetNodes|(sysGetNodes) -> list of nodeIDs]]
 +
 +[[modding:function:sysGetObjectByName|(sysGetObjectByName [source] name) -> obj]]
 +
 +[[modding:function:sysGetProperty|(sysGetProperty [nodeID] property) -> value]]
 +
 +[[modding:function:sysGetRandomLocation|(sysGetRandomLocation criteria [options]) -> location or Nil]]
 +
 +[[modding:function:sysGetStargateDestination|(sysGetStargateDestination [nodeID] gateID) -> (nodeID gateID)]]
 +
 +[[modding:function:sysGetStargateDestinationNode|(sysGetStargateDestinationNode [nodeID] gateID) -> nodeID]]
 +
 +[[modding:function:sysGetStargates|(sysGetStargates [nodeID]) -> list of gateIDs]]
 +
 +[[modding:function:sysGetSystemType|(sysGetSystemType [nodeID]) -> systemUNID]]
 +
 +[[modding:function:sysGetTopologyDistance|(sysGetTopologyDistance fromID toID) -> distance (or Nil)]]
 +
 +[[modding:function:sysGlobals|(sysGlobals ...)]]
 +
 +[[modding:function:sysHasAttribute|(sysHasAttribute [nodeID] attrib) -> True/Nil]]
 +
 +[[modding:function:sysHitScan|(sysHitScan [source] startPos endPos) -> (obj hitPos) or Nil]]
 +
 +[[modding:function:sysIncData|(sysIncData [nodeID] attrib increment) -> new value]]
 +
 +[[modding:function:sysIsKnown|(sysIsKnown [nodeID]) -> True/Nil]]
 +
 +[[modding:function:sysMatches|(sysMatches [nodeID] criteria) -> True/Nil]]
 +
 +[[modding:function:sysOrbit|(sysOrbit center radius angle [eccentricity rotation]) -> orbit]]
 +
 +[[modding:function:sysOrbitPos|(sysOrbitPos orbit [options]) -> vector]]
 +
 +[[modding:function:sysPlaySound|(sysPlaySound unid [sourceObj]) -> True/Nil]]
 +
 +[[modding:function:sysPoolUsage|(sysPoolUsage ...)]]
 +
 +[[modding:function:sysSetData|(sysSetData [nodeID] attrib data) -> data]]
 +
 +[[modding:function:sysSetEnvironment|(sysSetEnvironment unid shape options) -> True/Nil]]
 +
 +[[modding:function:sysSetKNown|(sysSetKNown [nodeID] [True/Nil]) -> True/Nil]]
 +
 +[[modding:function:sysSetPOV|(sysSetPOV obj|vector) -> True/Nil]]
 +
 +[[modding:function:sysSetProperty|(sysSetProperty [nodeID] property value) -> True/Nil]]
 +
 +[[modding:function:sysStartTime|(sysStartTime) -> True/Nil]]
 +
 +[[modding:function:sysStopTime|(sysStopTime duration except) -> True/Nil]]
 +
 +[[modding:function:sysStopTime|(sysStopTime targetList duration) -> True/Nil]]
 +
 +[[modding:function:sysTicks|(sysTicks ...)]]
 +
 +[[modding:function:sysVectorAdd|(sysVectorAdd vector vector) -> vector]]
 +
 +[[modding:function:sysVectorAngle|(sysVectorAngle vector) -> angle of vector]]
 +
 +[[modding:function:sysVectorAngle|(sysVectorAngle pos1 pos2) -> angle of pos1 relative to pos2]]
 +
 +[[modding:function:sysVectorDistance|(sysVectorDistance vector [vector]) -> distance in light-seconds]]
 +
 +[[modding:function:sysVectorDivide|(sysVectorDivide vector scalar) -> vector]]
 +
 +[[modding:function:sysVectorMultiply|(sysVectorMultiply vector scalar) -> vector]]
 +
 +[[modding:function:sysVectorPixelOffset|(sysVectorPixelOffset center x y) -> vector]]
 +
 +[[modding:function:sysVectorPolarOffset|(sysVectorPolarOffset center angle radius) -> vector]]
 +
 +[[modding:function:sysVectorPolarVelocity|(sysVectorPolarVelocity angle speed) -> velVector]]
 +
 +[[modding:function:sysVectorRandom|(sysVectorRandom center radius minSeparation [filter]) -> vector]]
 +
 +[[modding:function:sysVectorSpeed|(sysVectorSpeed velVector) -> of light speed]]
 +
 +[[modding:function:sysVectorSubtract|(sysVectorSubtract vector vector) -> vector]]
 +
 +==== T ====
 +
 +[[moingdding:function:|(typAddRecurringTimerEvent unid interval event)]]
 +
 +[[modding:function:typAddTimerEvent|(typAddTimerEvent unid delay event)]]
 +
 +[[modding:function:typCancelTimerEvent|(typCancelTimerEvent unid event) -> True/Nil]]
 +
 +[[modding:function:typCreate|(typCreate unid XML) -> True/Nil]]
 +
 +[[modding:function:typDynamicUNID|(typDynamicUNID uniqueName) -> UNID]]
 +
 +[[modding:function:typeof|(typeof item) -> type]]
 +
 +[[modding:function:typFind|(typFind criteria) -> list of UNIDs]]
 +
 +[[modding:function:typFireEvent|(typFireEvent unid event [data]) -> result of event]]
 +
 +[[modding:function:typFireObjEvent|(typFireObjEvent unid obj event) -> result of event]]
 +
 +[[modding:function:typGetData|(typGetData unid attrib) -> data]]
 +
 +[[modding:function:typGetDataField|(typGetDataField unid field) -> data]]
 +
 +[[modding:function:typGetProperty|(typGetProperty unid property) -> value]]
 +
 +[[modding:function:typGetStaticData|(typGetStaticData unid attrib) -> data]]
 +
 +[[modding:function:typGetXML|(typGetXML unid) -> xmlElement]]
 +
 +[[modding:function:typHasAttribute|(typHasAttribute unid attrib) -> True/Nil]]
 +
 +[[modding:function:typHasEvent|(typHasEvent unid event) -> True/Nil]]
 +
 +[[modding:function:typIncData|(typIncData unid attrib [increment]) -> new value]]
 +
 +[[modding:function:typMarkImages|(typMarkImages unid) -> True/Nil]]
 +
 +[[modding:function:typMatches|(typMatches unid criteria) -> True/Nil]]
 +
 +[[modding:function:typSetData|(typSetData unid attrib data) -> True/Nil]]
 +
 +[[modding:function:typTranslate|(typTranslate unid textID [data] [default]) -> text (or Nil)]]
 +
 +==== U ====
 +
 +[[modding:function:uiCanPlayMusic|(uiCanPlayMusic filename) -> True/Nil]]
 +
 +[[modding:function:uiGetMusicCatalog|(uiGetMusicCatalog) -> list of files]]
 +
 +[[modding:function:uiGetMusicState|(uiGetMusicState) -> ('playing filename position length)]]
 +
 +[[modding:function:uiPlayMusic|(uiPlayMusic filename [pos]) -> True/Nil]]
 +
 +[[modding:function:uiSetSoundtrackMode|(uiSetSoundtrackMode mode [soundtrackUNID])]]
 +
 +[[modding:function:uiStopMusic|(uiStopMusic)]]
 +
 +[[modding:function:unvFindObject|(unvFindObject [nodeID] criteria) -> list of entries]]
 +
 +[[modding:function:unvGetCurrentExtensionUNID|(unvGetCurrentExtensionUNID) -> UNID]]
 +
 +[[modding:function:unvGetElapsedGameTime|(unvGetElapsedGameTime [startTick] endTick format) -> result]]
 +
 +[[modding:function:unvGetExtensionData|(unvGetExtensionData scope attrib) -> data]]
 +
 +[[modding:function:unvGetRealDate|(unvGetRealDate) -> (year month day) GMT]]
 +
 +[[modding:function:unvGetTick|(unvGetTick) -> time]]
 +
 +[[modding:function:unvSetExtensionData|(unvSetExtensionData scope attrib data) -> True/Nil]]
 +
 +[[modding:function:unvSetObjectKnown|(unvSetObjectKnown [nodeID] criteria [True/Nil]) -> True/Nil]]
 +
 +[[modding:function:unvUNID|(unvUNID string) -> (unid 'itemtype name) or (unid 'shipclass name)]]
 +
 +==== V ====
 +
 +[[modding:function:v|(v* scalar vec1) -> result of scalar multiplication of scalar and vec1]]
 +
 +[[modding:function:v|(v+ vec1 vec2) -> result of vector addition of vec1 and vec2]]
 +
 +[[modding:function:v|(v-> vec1 indexlist) -> get the elements of vec1 based on indexlist]]
 +
 +[[modding:function:v|(v<- vec1 indexlist datalist) -> set the elements of vec1 with datalist based on the indices in indexlist]]
 +
 +[[modding:function:v|(v= vec1 vec2) -> compare vec1 and vec2 for equality]]
 +
 +[[modding:function:v|(v^ vec1 vec2) -> result of element-wise multiplication of vec1 and vec2]]
 +
 +[[modding:function:vdot|(vdot vec1 vec2) -> result of vector dot product of vec1 and vec2]]
 +
 +[[modding:function:vecCreate|(vecCreate) -> empty vector]]
 +
 +[[modding:function:vecSetElement|(vecSetElement ...)]]
 +
 +[[modding:function:vector|(vector contentlist) -> vector form of contentlist]]
 +
 +[[modding:function:vfilled|(vfilled scalar shapelist) -> vector filled with scalar's value]]
 +
 +==== W ====
 +==== X ======
 +
 +[[modding:function:xmlAppendSubElement|(xmlAppendSubElement xml xmlToAdd [index]) -> True/Nil]]
 +
 +[[modding:function:xmlAppendText|(xmlAppendText xml text [index]) -> True/Nil]]
 +
 +[[modding:function:xmlCreate|(xmlCreate xml) -> xml]]
 +
 +[[modding:function:xmlDeleteSubElement|(xmlDeleteSubElement xml index) -> True/Nil]]
 +
 +[[modding:function:xmlGetAttrib|(xmlGetAttrib xml attrib) -> value]]
 +
 +[[modding:function:xmlGetAttribList|(xmlGetAttribList xml) -> list of attribs]]
 +
 +[[modding:function:xmlGetSubElement|(xmlGetSubElement xml tag|index) -> xml]]
 +
 +[[modding:function:xmlGetSubElementCount|(xmlGetSubElementCount xml) -> number of sub-elements]]
 +
 +[[modding:function:xmlGetSubElementList|(xmlGetSubElementList xml [tag]) -> list of xml]]
 +
 +[[modding:function:xmlGetTag|(xmlGetTag xml) -> tag]]
 +
 +[[modding:function:xmlGetText|(xmlGetText xml [index]) -> text]]
 +
 +[[modding:function:xmlSetAttrib|(xmlSetAttrib xml attrib value) -> value]]
 +
 +[[modding:function:xmlSetText|(xmlSetText xml text [index]) -> True/Nil]]
 +
 +==== Y ====
 +==== Z ====