- General Commands
- Audio Commands
- Logbook Commands
- Fly Commands
- Trade Commands
- General Object Commands
- Universe and Sector Commands
- Other
(AP ... marks script commands only available in X3AP)
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»» Trade Commands
- »» for Ships
- WiP <RetVar/IF><RefObj> buy <Var/Number> units of <Var/Ware>
- x <RetVar/IF><RefObj> buy <Var/Number> units of <Var/Ware> to a max. price of <Var/Number> Cr
- WiP <RetVar/IF><RefObj> sell <Var/Number> units of <Var/Ware>
- <RetVar/IF><RefObj> load <Var/Number> units of <Var/Ware>
- WiP <RetVar/IF><RefObj> unload <Var/Number> units of <Var/Ware>
- <RetVar/IF><RefObj> get max. ware transport class
- <RetVar/IF><RefObj> get cargo bay size
- <RetVar/IF><RefObj> get free volume of cargo bay
- <RetVar/IF><RefObj> get volume of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get true volume of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get free volume of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get total volume in cargo bay
- <RetVar/IF><RefObj> can transport <Var/Ware>
- x <RefObj> add default items to ship
- x <RefObj> add lasers per value: <Var/Number> flags: <Var/Number>
- <RefObj> add shields per value: <Var/Number>
- x <RefObj> switch laser in turret <Var/Number> gun <Var/Number> to <Var/Ware>
- x <RefObj> set wanted ware count to <Var/Number>
- x <RefObj> set wanted ware to <Var/Ware>
- x <RetVar> = <RefObj> get wanted ware count
- x <RetVar> = <RefObj> get wanted ware
- <RetVar/IF><RefObj> has illegal ware onboard: race=<Var/Race>
- x <RetVar/IF><RefObj> get tradeable ware array from ship
- x <RetVar> = get warearray for <Var/Ship>
- x <RetVar> = <RefObj> get upgrade price: cargo-speed-rot <Var/Ware> units: <Var/Number>
- x <RetVar/IF><RefObj> get defined amount of ware <Var/Ware> as ship hardware
- x <Var/Ware><RefObj> set defined amount of ware <Var/Number> as ship hardware
- x <RetVar> = <RefObj> get ship hardware as array
- <RetVar/IF><RefObj> can buy ware <Var/Ware> at station <Var/Station>
- <RetVar/IF><RefObj> can buy ware <Var/Ware> from race <Var/Race>
- WiP <RetVar/IF><RefObj> get best store amount of ware <Var/Ware>
- <RetVar/IF><RefObj> get max. store amount of ware <Var/Ware>
- <RetVar/IF><RefObj> can buy ware <Var/Ware>
- x <RetVar/IF><RefObj> get intermediates buyable
- <RefObj> set intermediates buyable to <Var/Number>
- <RetVar/IF><RefObj> can sell ware <Var/Ware>
- x <RetVar/IF><RefObj> get intermediates sellable
- <RefObj> set intermediates sellable to <Var/Number>
- <RetVar/IF><RefObj> get price of ware <Var/Ware>
- <RetVar/IF><RefObj> get average price of ware <Var/Ware>
- <RefObj> set price of ware <Var/Ware> to <Var/Number> Cr
- <RetVar/IF><RefObj> uses ware <Var/Ware> as primary resource
- <RetVar/IF><RefObj> uses ware <Var/Ware> as secondary resource
- <RetVar/IF><RefObj> trades with ware <Var/Ware>
- <RetVar/IF><RefObj> get product ware
- <RetVar/IF><RefObj> get number of resources
- <RetVar/IF><RefObj> get number of primary resources
- <RetVar/IF><RefObj> get number of secondary resources
- <RetVar/IF><RefObj> get max trade jumps
- <RefObj> set max trade jumps <Var/Number>
- <RetVar/IF><RefObj> only player own ships can trade with
- <RetVar> = <RefObj> get tradeable ware array from station
- <RetVar/IF><RefObj> get products
- <RetVar/IF><RefObj> uses ware <Var/Ware> as product
- x <RetVar> = <RefObj> get production cycle time: account for secondary resources=<Var/Number>
- <RetVar> = <RefObj> get remaining production cycle time
- <RetVar> = <RefObj> get number of products per cycle
- <RetVar> = <RefObj> get number of resources per cycle of ware <Var/Ware>
- <RetVar> = <RefObj> get production status: as percentage=<Var/Number>
- x <RefObj> add product to factory or dock: <Var/Ware>
- x <RefObj> add primary resource to factory: <Var/Ware>
- x <RefObj> add secondary resource to factory: <Var/Ware>
- x <RefObj> remove product to factory or dock: <Var/Ware>
- x <RefObj> remove primary resource to factory: <Var/Ware>
- x <RefObj> remove secondary resource to factory: <Var/Ware>
- WiP <RefObj> factory production task: on=<Var/Number>
- <RetVar/IF><RefObj> get repair cost of ship <Var/Ship>
- x <RefObj> add default wares to station/dock
- <RetVar/IF><RefObj> get money
- <RefObj> add money: <Var/Number>
- <RetVar/IF><RefObj> get amount of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get true amount of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get free amount of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get max amount of ware <Var/Ware> in cargo bay
- <RetVar/IF><RefObj> get ware storage percentage: ware <Var/Ware> in cargo bay
- add merchant <Var/String> base=<RefObj> wanted wares=<Var/Array> owned wares=<Var/Array> cash=<Var/Number>
- <RetVar> = <RefObj> get merchants
- remove merchant <Var/String>
- x merchant <Var/String> got ware <Var/Ware>: quantity=<Var/Number> merchant <Var/String> sold ware <Var/Ware>: quantity=<Var/Number> reset merchant <Var/String> expiry
- x <RetVar> = get data for merchant <Var/String>: item number=<Var/Number>
- <RetVar/IF><RefObj> create passenger in ship: name=<Var/String> race=<Var/Race> voice=<Var/Number> face=<Var/String>?
- <RetVar/IF><RefObj> add pilot of ship <Var/Ship> as passenger: disable ship=<Var/Boolean>
- <RetVar/IF><RefObj> get passenger array
- <RetVar/IF><RefObj> move passenger to ship <Var/Ship>: set passenger as pilot=<Var/Boolean>
- <RetVar/IF><RefObj> eject passenger
- <RetVar/IF><RefObj> enslave passenger
- <RetVar/IF><RefObj> destroy passenger
- <RefObj> train passenger to marine
- <RefObj> create marine from passenger: fighting=<Var/Number> hacking=<Var/Number> mechanical=<Var/Number> engineering=<Var/Number>
- <RefObj> set marine skill: fighting=<Var/Number>
- <RefObj> set marine skill: hacking=<Var/Number>
- <RefObj> set marine skill: mechanical=<Var/Number>
- <RefObj> set marine skill: engineering=<Var/Number>
- <RetVar/IF> is marine: passenger/astronaut=<Var/Passenger>
- <RetVar/IF><RefObj> can transport passenger:=<Var/Passenger>
- <RetVar/IF><RefObj> can launch marines
- <RetVar/IF><RefObj> is ship boardable
- <RetVar/IF><RefObj> get marines array
- <RetVar/IF><RefObj> free space for marines
- x <RefObj> set passenger transport, destination=<Var/Station>, payment=<Var/Number>
- x <RetVar/IF><RefObj> is passenger to be transported
- x <RetVar/IF><RefObj> get passenger transport destination
- x <RetVar/IF><RefObj> get passenger transport payment
- <RetVar/IF><RefObj> get marine buy price
- <RetVar/IF><RefObj> get number of marines can board
- <RetVar/IF><RefObj> get maximum number of marines
- <RetVar/IF><RefObj> get number of marines attacking
- <RetVar/IF><RefObj> add marine <Var/Passenger> to attack group on ship
- <RetVar/IF><RefObj> get incoming marines
- <RefObj> stop incoming marines
- <RetVar/IF><RefObj> get marine fighting skill
- <RetVar/IF><RefObj> get marine mechanical skill
- <RetVar/IF><RefObj> get marine hacking skill
- <RetVar/IF><RefObj> get marine engineering skill
- <RetVar/IF><RefObj> get marine overall skill
- x @<RetVar/IF><RefObj> move marine to board: <Value>, timeout=<Var/Number>
- <RetVar/IF> get player money
- add money to player: <Var/Number>
- <RetVar/IF><RefObj> add <Var/Number> units of <Var/Ware>
- <RetVar/IF><RefObj> install <Var/Number> units of <Var/Ware>
- <RetVar> = get volume of ware <Var/Ware>
- <RetVar> = get transport class of ware <Var/Ware>
- <RetVar/IF> find station: product <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF><RefObj> find station: product <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station: product <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF><RefObj> find station: product <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station: resource <Var/Ware> with best price: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF><RefObj> find station: resource <Var/Ware> with best price: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station: resource <Var/Ware> with min. jumps: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF><RefObj> find station: resource <Var/Ware> with min. jumps: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station sells: resource <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF><RefObj> find station sells: resource <Var/Ware> with best price: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF>find station sells: resource <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF><RefObj> find station sells: resource <Var/Ware> with min. jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station: product <Var/Ware> with best price depend on jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station: resource <Var/Ware> with best price depend on jumps: min.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar/IF> find station sells: resource <Var/Ware> with best price depend on jumps: max.price=<Var/Number>, amount=<Var/Number>, max.jumps=<Var/Number>, startsector=<Var/Sector>, trader=<Var/String>, exclude array=<Value>
- <RetVar> = get average price of ware <Var/Ware>
- <RetVar> = get max price of ware <Var/Ware>
- <RetVar> = get min price of ware <Var/Ware>
- <RetVar> = get max price of ware <Var/Ware> as secondary resource
- <RetVar> = get min price of ware <Var/Ware> as secondary resource
- <RetVar/IF> is ware <Var/Ware> illegal in <Var/Race> sectors
- <RetVar> = get maintype of ware <Var/Ware>
- <RetVar> = get subtype of ware <Var/Ware>
- <RetVar> = get ware from maintype <Var/Number> and subtype <Var/Number>
- <RetVar> = get number of subtypes of maintype <Var/Number>
- <RetVar> = <RefObj> get maintype
- <RetVar> = <RefObj> get subtype
- x <RetVar> = get relvalue of <Var/Ware>
- <RetVar> = get notority required to buy ware: <Var/Ware>
- <RetVar/IF> = is equipment: ware=<Var/Ware>
- <RetVar/IF> = is upgrade: ware=<Var/Ware>
- <RetVar/IF> = is inventory: ware=<Var/Ware>