Eve (Data Type)

Description

This DataType includes all of the data available to ISXEVE that is related to EVE as a whole.

Members

  • int EntitiesCount
    • Number of entities currently in range of your overhead
  • int NextSessionChange
    • Number of seconds before a session change can occur
  • ChatChannel ChatChannel<MW_SINGLEBRACKET>ID</MW_SINGLEBRACKET>
    • This returns a chat channel type based on ID, local channel ID is Me.SolarSystemID
  • bookmark Bookmark<MW_SINGLEBRACKET><Label></MW_SINGLEBRACKET>
    • Returns a bookmark based on its label. (Case Sensitive)
  • string Time
    • example: "18:23:55"
  • string Time<MW_SINGLEBRACKET>short</MW_SINGLEBRACKET>
    • example: "18:23"
  • string Date
    • example: "2007.08.25"
  • int NumAssetsAtStation<MW_SINGLEBRACKET>#</MW_SINGLEBRACKET>
    • Returns the number of items currently housed at the StationID# given.
  • string GetLocationNameByID<MW_SINGLEBRACKET>#</MW_SINGLEBRACKET>
    • Useful for changing a StationID# to an actual name.
  • bool InCriticalSection
  • bool QueryEvaluate
    • Note: Same as LavishScript:QueryEvaluate, this exists only to wrap the currently broken function, and will be removed in the future.
  • bool AbandonedDronesExist
  • Display Members
    • bool IsTextureLoadingOn
    • bool Is3DDisplayOn
    • bool IsUIDisplayOn
  • Location
    • int MinWarpDistance
    • int JumpsToStation<MW_SINGLEBRACKET><StationID#></MW_SINGLEBRACKET>
      • Returns number of jump to a station. Returns -1 if you're currently in the station.
    • double DistanceBetween<MW_SINGLEBRACKET><Entity1ID#>,<Entity2ID#></MW_SINGLEBRACKET>
      • Returns the distance between two entities.
    • int JumpsTo<MW_SINGLEBRACKET>#</MW_SINGLEBRACKET>
        1. is the SolarSystemID you want to measure from your current location
    • int JumpsBetween<MW_SINGLEBRACKET>#,#</MW_SINGLEBRACKET>
        1. are the SolarSystemIDs you want to measure between in order of from,to
  • station Station<MW_SINGLEBRACKET>#</MW_SINGLEBRACKET>
    • would be the ID# of any station
NOTE: This member is currently unreliable. Sometimes it returns NULL for a valid station ID.
  • Windows
    • string ProgressWindowTitle
    • bool IsProgressWindowOpen
      • True if a window is open with a progress bar, such as during login

Methods

  • Execute<MW_SINGLEBRACKET>cmd</MW_SINGLEBRACKET>
    • Execute an eve command. See the list of commands, below

Entity Search Methods

  • QueryEntities<MW_SINGLEBRACKET>index:entity</MW_SINGLEBRACKET>
    • This will fill an index with all entities on grid
  • QueryEntities<MW_SINGLEBRACKET>index:entity,int QueryID</MW_SINGLEBRACKET>
    • QueryID is a the ID of a query registered using LavishScript.CreateQuery, for more information see here
  • QueryEntities<MW_SINGLEBRACKET>index:entity, string Query</MW_SINGLEBRACKET>
    • Query syntax follows syntax shown in above link
  • GetViewedWrecks<MW_SINGLEBRACKET>index:int64</MW_SINGLEBRACKET>
  • PopulateEntities<MW_SINGLEBRACKET>bool</MW_SINGLEBRACKET>
    • This should only be called for debugging purposes

Market Methods

  • GetMarketOrders
    • Syntax:
EVE:GetMarketOrders[index:order, typeid]
EVE:GetMarketOrders[index:order, typeid, "buy"/"sell"]
Someone with market experience should add more info to this
  • FetchMarketOrders<MW_SINGLEBRACKET>#</MW_SINGLEBRACKET> (# is the TypeID of the item for which you are searching)
    • The "FetchMarketOrders" method will either fetch an initial set of orders or update the orders you may have already fetched. In both cases, it does take a few moments to update the orders, so your script will have to handle this. The example below works well for getting an initial set of orders; however, if one were UPDATING orders, one would need to 'hard code' a long wait time to make sure they were updated (since "DoGetMarketOrders" retrieves whatever is saved in the cache.) I may be adding something soon that will be more efficient than this system; however, for now, this solution should make it fairly easy to adjust scripts written before the Dominion expansion.
  • ClearMarketOrderCache
    • This clears your market order cache. It is useful if you're doing a lot of market transactions and want to keep things tidy.
  • PlaceBuyOrder<MW_SINGLEBRACKET>StationID#, TypeID#, Price#, Quantity#, <Range>, MinQuantity#, <Duration></MW_SINGLEBRACKET>

 can be: "Station", "System", "Region", 1, 2, 3, 4, 5, 10, 20, 30, 40
Duration is in DAYS
To get your current stationID# use ${Me.StationID}
Quantity# is the MAX quantity you will buy overall, while MinQuantity# is the minimum that you will buy in a single transaction
NOTE: If you place a buy order that already matches a sell order that's on market, it will act as an 'instant' buy order.

Travel Methods

  • GetToDestinationPath<MW_SINGLEBRACKET><index:int></MW_SINGLEBRACKET>
    • The index is populated with the "SystemIDs" of the systems along your current destination (autopilot) route.
  • GetWaypoints<MW_SINGLEBRACKET><index:int></MW_SINGLEBRACKET>
    • The index is populated with the "SystemIDs" of the waypoints in your current route.
  • CreateBookmark<MW_SINGLEBRACKET><label>,<notes>,<Corporation Locations></MW_SINGLEBRACKET>
    • Requires at least one parameter (label)
Third parameter will indicate "destination". For now, the only valid argument for this parameter is: "Corporation Locations"
Any bookmark created without this third parameter will go into your "Personal Locations" folder.
  • RefreshBookmarks
    • Initialize bookmarks list.
Also refreshes corporate bookmark list. NOT required for personal or mission bookmark lists!
There is no need to open "People and Places".
  • GetBookmarks<MW_SINGLEBRACKET><index:bookmark></MW_SINGLEBRACKET>
    • Get list of bookmarks.
  • AddWaypoint<MW_SINGLEBRACKET><SolarSystemID#></MW_SINGLEBRACKET>
    • Adds autopilot waypoint to solar system based on ID.
  • AddWaypoint<MW_SINGLEBRACKET>ID,bool</MW_SINGLEBRACKET>
    • Accepts true/false. Default is false. Behavior is identical to Bookmark.AddWaypoint
  • ClearWaypoint<MW_SINGLEBRACKET>ID</MW_SINGLEBRACKET>
    • Clears the specified waypoint
  • ClearAllWaypoints
    • Clears all waypoints

Drone Methods

  • LaunchDrones<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesMine<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesMineRepeatedly<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesReturnToDroneBay<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesReturnAndOrbit<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesScoopToDroneBay<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesEngageMyTarget<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • ReclaimDrones
  • DronesAssist<MW_SINGLEBRACKET><index:int64>,pilotID</MW_SINGLEBRACKET>
  • DronesDefend<MW_SINGLEBRACKET><index:int64>,pilotID</MW_SINGLEBRACKET>

Chat and Window Methods

  • ChatChannelCount
    • Number of open chat channels
  • CloseAllMessageBoxes
    • Closes any of the simple 'information message boxes', etc that might be up.
  • CloseAllChatInvites
  • GetLocalPilots<MW_SINGLEBRACKET><index:pilot></MW_SINGLEBRACKET>
  • RefreshStandings
    • This should be called at least once after logging in to EVE. It will take time to complete, so do not rely on standing data being immediately available.
  • GetOnlineCorpMembers<MW_SINGLEBRACKET><index:pilot></MW_SINGLEBRACKET>
  • GetOnlineCorpMembers<MW_SINGLEBRACKET><index:being</MW_SINGLEBRACKET>
  • GetBuddies<MW_SINGLEBRACKET><index:being></MW_SINGLEBRACKET>
  • DoGetAgents<MW_SINGLEBRACKET><index:being></MW_SINGLEBRACKET>
  • GetAgentMissions<MW_SINGLEBRACKET><index:agentmission></MW_SINGLEBRACKET>
  • InfoWindow<MW_SINGLEBRACKET>text</MW_SINGLEBRACKET>
    • Creates a simple EVE popup window with the 'text' given.
  • SetInSpaceStatus<MW_SINGLEBRACKET>title,text</MW_SINGLEBRACKET>
    • Sets the status text that appears in space over your ship controls.
  • GetEVEWindows<MW_SINGLEBRACKET><index:evewindow></MW_SINGLEBRACKET>

Item Transport methods

  • MoveItemsTo<MW_SINGLEBRACKET><index:int64>, <ToLocationEntityID#>, <ToDestination></MW_SINGLEBRACKET>
  • MoveItemsTo<MW_SINGLEBRACKET><index:int64>, <ToLocationEntityID#>, <ToDestination>, <ToFolderName></MW_SINGLEBRACKET>
  • MoveItemsTo<MW_SINGLEBRACKET><index:int64>, <ToLocationName>, <ToDestination></MW_SINGLEBRACKET>
  • MoveItemsTo<MW_SINGLEBRACKET><index:int64>, <ToLocationName>, <ToDestination>, <ToFolderName></MW_SINGLEBRACKET>
    • NOTE: To move items to YOUR ship using this syntax, simply use ${MyShip.ID} as the first parameter. Otherwise, use the EntityID# of the destination container.
NOTE: Use Destinations and folder names below.
NOTE: "FolderName" only applies to the destinations 'CorpHangars' and 'StationCorporateHangar'
NOTE: If you do not provide a 4th paramater, the item will be moved to the "Corporation Folder 1" folder.

  LocationNamess
  1.  MyShip
  2.  MyStationHangar
  3.  MyStationCorporateHangar

  Possible Destinations:
  1.  CargoHold                (The traditional cargo hold)
  2.  DroneBay
  3.  CorpHangars              (Will work on your ship as well as the corporation hangars of a capital ship or POS)
  4.  MaintenanceBay           (Will work on your ship as well as the Maintenance Bay of a capital ship)
  5.  OreHold
  6.  FuelBay 
  7.  GasHold
  8.  MineralHold
  9.  SalvageHold
  10. IndustrialShipHold
  11. AmmoHold
  12. StationCorporateHangar   (For this destination, you can enter any positive integer for the ID#)
  13. Hangar                   (For this destination, you can enter any positive integer for the ID#)

  Possible Folder Names (for all Methods that use folder names as a possible parameter):
  1.  Corporation Folder 1
  2.  Corporation Folder 2
  3.  Corporation Folder 3
  4.  Corporation Folder 4
  5.  Corporation Folder 5
  6.  Corporation Folder 6
  7.  Corporation Folder 7

  • StackItems<MW_SINGLEBRACKET><LocationEntityID#>, <Destination></MW_SINGLEBRACKET>
  • StackItems<MW_SINGLEBRACKET><LocationEntityID#>, <Destination>, <FolderName></MW_SINGLEBRACKET>
  • StackItems<MW_SINGLEBRACKET><LocationName>, <Destination></MW_SINGLEBRACKET>
  • StackItems<MW_SINGLEBRACKET><LocationName, <Destination>, <FolderName></MW_SINGLEBRACKET>
    • This method uses the same parameters as item:MoveTo and eve:MoveItemsTo. So, please see the notes above for possible "LocationNames", "Destinations", and "FolderNames"

Display Methods

  • Toggle3DDisplay
    • resets to On when docking and undocking
  • ToggleUIDisplay
    • resets to On when docking and undocking
  • ToggleTextureLoading
    • This will toggle texture loading

Execute Commands

:# CmdAccelerate

:# CmdActivateHighPowerSlot1

:# CmdActivateHighPowerSlot2

:# CmdActivateHighPowerSlot3

:# CmdActivateHighPowerSlot4

:# CmdActivateHighPowerSlot5

:# CmdActivateHighPowerSlot6

:# CmdActivateHighPowerSlot7

:# CmdActivateHighPowerSlot8

:# CmdActivateLowPowerSlot1

:# CmdActivateLowPowerSlot2

:# CmdActivateLowPowerSlot3

:# CmdActivateLowPowerSlot4

:# CmdActivateLowPowerSlot5

:# CmdActivateLowPowerSlot6

:# CmdActivateLowPowerSlot7

:# CmdActivateLowPowerSlot8

:# CmdActivateMediumPowerSlot1

:# CmdActivateMediumPowerSlot2

:# CmdActivateMediumPowerSlot3

:# CmdActivateMediumPowerSlot4

:# CmdActivateMediumPowerSlot5

:# CmdActivateMediumPowerSlot6

:# CmdActivateMediumPowerSlot7

:# CmdActivateMediumPowerSlot8

:# CmdCloseActiveWindow

:# CmdCloseAllWindows

:# CmdCycleFleetBroadcastScope

:# CmdDecelerate

:# CmdDronesEngage

:# CmdDronesReturnAndOrbit

:# CmdDronesReturnToBay

:# CmdExitStation

:# CmdHideCursor

:# CmdHideUI

:# CmdLogOff

:# CmdMinimizeActiveWindow

:# CmdMinimizeAllWindows

:# CmdOpenNewMessage

:# CmdOverloadHighPowerRack

:# CmdOverloadHighPowerSlot1

:# CmdOverloadHighPowerSlot2

:# CmdOverloadHighPowerSlot3

:# CmdOverloadHighPowerSlot4

:# CmdOverloadHighPowerSlot5

:# CmdOverloadHighPowerSlot6

:# CmdOverloadHighPowerSlot7

:# CmdOverloadHighPowerSlot8

:# CmdOverloadLowPowerRack

:# CmdOverloadLowPowerSlot1

:# CmdOverloadLowPowerSlot2

:# CmdOverloadLowPowerSlot3

:# CmdOverloadLowPowerSlot4

:# CmdOverloadLowPowerSlot5

:# CmdOverloadLowPowerSlot6

:# CmdOverloadLowPowerSlot7

:# CmdOverloadLowPowerSlot8

:# CmdOverloadMediumPowerRack

:# CmdOverloadMediumPowerSlot1

:# CmdOverloadMediumPowerSlot2

:# CmdOverloadMediumPowerSlot3

:# CmdOverloadMediumPowerSlot4

:# CmdOverloadMediumPowerSlot5

:# CmdOverloadMediumPowerSlot6

:# CmdOverloadMediumPowerSlot7

:# CmdOverloadMediumPowerSlot8

:# CmdQuitGame

:# CmdReloadAmmo

:# CmdResetMonitor

:# CmdSendBroadcast_EnemySpotted

:# CmdSendBroadcast_HealArmor

:# CmdSendBroadcast_HealCapacitor

:# CmdSendBroadcast_HealShield

:# CmdSendBroadcast_HoldPosition

:# CmdSendBroadcast_InPosition

:# CmdSendBroadcast_JumpBeacon

:# CmdSendBroadcast_Location

:# CmdSendBroadcast_NeedBackup

:# CmdSendBroadcast_Target

:# CmdSetChatChannelFocus

:# CmdStopShip

:# CmdToggleAggressivePassive

:# CmdToggleAudio

:# CmdToggleAutopilot

:# CmdToggleDroneFocusFire

:# CmdToggleEffectTurrets

:# CmdToggleEffects

:# CmdToggleFighterAttackAndFollow

:# CmdToggleMap

:# CmdToggleShowAllBrackets

:# CmdToggleShowNoBrackets

:# CmdToggleShowSpecialBrackets

:# CmdZoomIn

:# CmdZoomOut

:# OpenAssets

:# OpenBrowser

:# OpenCalculator

:# OpenCalendar

:# OpenCapitalNavigation

:# OpenCargoHoldOfActiveShip

:# OpenCertificatePlanner

:# OpenChannels

:# OpenCharactersheet

:# OpenConfigMenu

:# OpenContracts

:# OpenCorpDeliveries

:# OpenCorporationPanel

:# OpenDroneBayOfActiveShip

:# OpenFactory

:# OpenFitting

:# OpenFleet

:# OpenFpsMonitor

:# OpenHangarFloor

:# OpenHelp

:# OpenInsurance

:# OpenJournal

:# OpenJukebox

:# OpenLog

:# OpenLpstore

:# OpenMail

:# OpenMapBrowser

:# OpenMarket

:# OpenMedical

:# OpenMilitia

:# OpenMissions

:# OpenMonitor

:# OpenMoonMining

:# OpenNotepad

:# OpenOverviewSettings

:# OpenPeopleAndPlaces

:# OpenRepairshop

:# OpenReprocessingPlant

:# OpenScanner

:# OpenShipConfig

:# OpenShipHangar

:# OpenSkillQueueWindow

:# OpenSovDashboard

:# OpenStationManagement

:# OpenTutorials

:# OpenWallet

:# WinCmdToggleWindowed

NOTES

EXAMPLES

    • GetEntities:
      • "EVE:GetEntities[Entities,categoryID,6,radius,10000,SecurityR,-1.0,0]"
Here is an example lavishscript script that would illustrate the functionality of this particular member. Please keep this example handy as any other methods provided for custom array handling will use the same concepts:

             {
                 variable index:entity Entities
                 echo Populating Entities List:: ${EVE.GetEntities[Entities} entities total
   
                 echo The second Entity in the array is: ${Entities.Get2].Name} at ${Entities.Get[2.Location}.
                 echo The third Entity in the array is: ${Entities.Get3].Name} at ${Entities.Get[3].Location}.
             }

  • DronesAssign<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesDefend<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesAssign<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
  • DronesDefend<MW_SINGLEBRACKET><index:int64></MW_SINGLEBRACKET>
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