Difference between revisions of "Oolite JavaScript Reference: Player"

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<small>'''Prototype:''' <code>Object</code></small>
+
<small>'''Prototype:''' <code>Object</code></small><br />
 +
<small>'''Subtypes:''' none</small>
  
 
The '''<code>Player</code>''' class is represents the player. There is always exactly one <code>Player</code> object in existence, which can be accessed through the <code>player</code> global property.
 
The '''<code>Player</code>''' class is represents the player. There is always exactly one <code>Player</code> object in existence, which can be accessed through the <code>player</code> global property.
Line 6: Line 7:
 
=== <code>alertAltitude</code> ===
 
=== <code>alertAltitude</code> ===
 
  '''alertAltitude''' : Boolean (read-only)
 
  '''alertAltitude''' : Boolean (read-only)
Whether the player is dangerously close to a planet.
+
Whether the player is dangerously close to a planet. (closer than 4000 meter to the surface)
  
 
=== <code>alertCondition</code> ===
 
=== <code>alertCondition</code> ===
Line 35: Line 36:
  
 
=== <code>contractReputation</code> ===
 
=== <code>contractReputation</code> ===
{{Oolite-prop-added|1.72}}
 
 
  '''contractReputation''' : Number (read-only integer)
 
  '''contractReputation''' : Number (read-only integer)
The player’s cargo contract reputation, ranging from -7 to +7. Reputation is based on fulfilled and unfulfilled contracts. Both individually ranging from 0 till 7. Both good and bad value erode away in time towards 0. All values below 7 are seen as '''unknown''' reputation. This unknown part is randomised based on the market situation.  
+
{{oolite-prop-added|1.79}}
 +
'''contractReputationPrecise''' : Number (read-only decimal)
 +
The player’s cargo contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards..
  
'''See also:''' <code>[[#decreaseContractReputation|decreaseContractReputation()]]</code>, <code>[[#increaseContractReputation|increaseContractReputation()]]</code>, <code>[[#passengerReputation|passengerReputation]]</code>
+
'''See also:''' <code>[[#decreaseContractReputation|decreaseContractReputation()]]</code>, <code>[[#increaseContractReputation|increaseContractReputation()]]</code>, <code>[[Oolite JavaScript Reference: Ship#contracts|contracts]]</code>, <code>[[#parcelReputation|parcelReputation]]</code>, <code>[[#passengerReputation|passengerReputation]]</code>
  
 
=== <code>credits</code> ===
 
=== <code>credits</code> ===
  '''credits''' : Number (read/write, integer)
+
  '''credits''' : Number (read/write, float)
The amount of money the player has.
+
The amount of money the player has, in credits.
  
 
=== <code>dockingClearanceStatus</code> ===
 
=== <code>dockingClearanceStatus</code> ===
{{Oolite-prop-added|1.72}}
 
 
  '''dockingClearanceStatus''' : String (read-only)
 
  '''dockingClearanceStatus''' : String (read-only)
 
A string indicating whether the player has docking clearance. (''Clarify: for which station? -[[User:Ahruman|Ahruman]] 20:34, 3 November 2008 (UTC)'') Possible values are:
 
A string indicating whether the player has docking clearance. (''Clarify: for which station? -[[User:Ahruman|Ahruman]] 20:34, 3 November 2008 (UTC)'') Possible values are:
Line 54: Line 55:
 
* <code>"DOCKING_CLEARANCE_STATUS_GRANTED"</code>
 
* <code>"DOCKING_CLEARANCE_STATUS_GRANTED"</code>
 
* <code>"DOCKING_CLEARANCE_STATUS_TIMING_OUT"</code>
 
* <code>"DOCKING_CLEARANCE_STATUS_TIMING_OUT"</code>
 +
 +
=== <code>escapePodRescueTime</code> ===
 +
{{oolite-prop-added|1.89}}
 +
'''escapePodRescueTime''' : Number (read/write decimal)
 +
Number of seconds that will be added to the clock when the player uses an escape pod and is rescued. Default value is 0 (zero), which will utilise the default time calculation that can add up to eight days to the clock.
 +
Negative numbers will be ignored (and default calculation will apply).
  
 
=== <code>legalStatus</code> ===
 
=== <code>legalStatus</code> ===
{{Oolite-prop-added|1.72}}
 
 
  '''legalStatus''' : String (read-only)
 
  '''legalStatus''' : String (read-only)
A string describing the player’s legal status for display purposes, based on <code>[[#bounty|bounty]]</code>. In English, this is one of <code>"Clean"</code> (bounty = 0), <code>"Offender"</code> (0 < bounty ≤ 50) or <code>"Fugitive"</code>, but note that it can be localized.
+
A string mainly for display purposes describing the player’s legal status based on <code>[[#bounty|bounty]]</code>. In English, this is one of <code>"Clean"</code> (bounty = 0), <code>"Offender"</code> (0 < bounty ≤ 50) or <code>"Fugitive"</code>, but note that it can be localized.<br>
 +
See [https://bb.oolite.space/viewtopic.php?p=30692#p30692 this] - and several later posts - for more detail. '''setLegalStatus: <number>''' works in legacy script - it might also work in Javascript! <br>
 +
See [[Bounty]] for a (partial?) list of OXPs affecting this.
  
 
=== <code>name</code> ===
 
=== <code>name</code> ===
  '''name''' : String (read-only)
+
  '''name''' : String (read-only, read/write from 1.79)
The name of the player’s character (e.g., “Jameson”).
+
The name of the player’s character (e.g., <code>"Jameson"</code>). Prior to 1.79, this was also used as the filename for the savegame and so was not writable.
 +
 
 +
=== <code>parcelReputation</code> ===
 +
{{oolite-prop-added|1.77}}
 +
'''parcelReputation''' : Number (read-only integer)
 +
{{oolite-prop-added|1.79}}
 +
'''parcelReputationPrecise''' : Number (read-only decimal)
 +
The player’s parcel contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.
 +
 
 +
'''See also:''' <code>[[#decreaseParcelReputation|decreaseParcelReputation()]]</code>, <code>[[#increaseParcelReputation|increaseParcelReputation()]]</code>, <code>[[Oolite JavaScript Reference: Ship#parcels|parcels]]</code>, <code>[[#contractReputation|contractReputation]]</code>, <code>[[#passengerReputation|passengerReputation]]</code>
  
 
=== <code>passengerReputation</code> ===
 
=== <code>passengerReputation</code> ===
{{Oolite-prop-added|1.72}}
 
 
  '''passengerReputation''' : Number (read-only integer)
 
  '''passengerReputation''' : Number (read-only integer)
The player’s passenger contract reputation, ranging from -7 to +7. Reputation is based on fulfilled and unfulfilled contracts. Both individually ranging from 0 till 7. Both good and bad value erode away in time towards 0. All values below 7 are seen as '''unknown''' reputation. This unknown part is randomised based on the market situation.  
+
{{oolite-prop-added|1.79}}
 +
'''passengerReputationPrecise''' : Number (read-only decimal)
 +
The player’s passenger contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.
  
'''See also:''' <code>[[#contractReputation|contractReputation()]]</code>, <code>[[#decreasePassengerReputation|decreasePassengerReputation()]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
+
'''See also:''' <code>[[#decreasePassengerReputation|decreasePassengerReputation()]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>, <code>[[Oolite JavaScript Reference: Ship#passengers|passengers]]</code>, <code>[[#contractReputation|contractReputation]]</code>, <code>[[#parcelReputation|parcelReputation]]</code>
  
 
=== <code>rank</code> ===
 
=== <code>rank</code> ===
{{Oolite-prop-added|1.72}}
 
 
  '''rank''' : String (read-only)
 
  '''rank''' : String (read-only)
A string describing the player’s rank for display purposes, based on <code>[[#score|score]]</code>, such as <code>"Mostly Harmless"</code> or <code>"Dangerous"</code>. Note that it can be localized.
+
A string mainly for display purposes describing the player’s rank (such as <code>"Mostly Harmless"</code> or <code>"Dangerous"</code>) based on <code>[[#score|score]]</code>. Note that it can be localized.
 +
 
 +
=== <code>roleWeights</code> ===
 +
{{oolite-prop-added|1.79}}
 +
'''roleWeights''' : Array (read-only)
 +
An array of the player's current role as perceived by the game. Generally NPCs will pick a random entry from this list and treat the player as if they were an NPC of that role. The '<code>player-unknown</code>' role is the default role. The size of the list depends on the player's current Elite ranking.
 +
 
 +
'''See also:''' <code>[[#setPlayerRole|setPlayerRole()]]</code>
  
 
=== <code>score</code> ===
 
=== <code>score</code> ===
 
  '''score''' : Number (read/write, integer)
 
  '''score''' : Number (read/write, integer)
 
The player’s score; nominally the number of kills the player has made, although some missions award additional points.
 
The player’s score; nominally the number of kills the player has made, although some missions award additional points.
 +
 +
=== <code>ship</code> ===
 +
'''ship''' : [[Oolite_JavaScript_Reference:_Ship | Ship]]
 +
The player’s ship
  
 
=== <code>trumbleCount</code> ===
 
=== <code>trumbleCount</code> ===
{{Oolite-prop-added|1.71}}
 
 
  '''trumbleCount''' : Number (read-only nonnegative integer)
 
  '''trumbleCount''' : Number (read-only nonnegative integer)
 
The number of trumbles the player is currently blessed with.
 
The number of trumbles the player is currently blessed with.
  
 +
== Methods ==
 +
=== <code>addMessageToArrivalReport</code> ===
 +
function '''addMessageToArrivalReport'''(message : String)
 +
Adds a message to the arrival report shown immediately after docking. Oolite puts its own stuff on the list immediately after [[Oolite JavaScript Reference: World script event handlers#shipWillDockWithStation|shipWillDockWithStation]] so this is a good moment to add the messages when you know what station will be docked.  [[Oolite JavaScript Reference: World script event handlers#shipDockedWithStation|shipDockedWithStation]] may also be used.  Messages added while in flight or during shipWillDockWithStation will be above Oolite's own arrival messages.  Those added during shipDockedWithStation will be below Oolite's own arrival messages.
 +
 +
'''See also''': <code>[[Oolite JavaScript Reference: Station#suppressArrivalReports|station.suppressArrivalReports]]</code>, [https://bb.oolite.space/viewtopic.php?f=4&t=12519 Arrival Reports] (2012)
  
== Methods ==
 
 
=== <code>commsMessage</code> ===
 
=== <code>commsMessage</code> ===
 
  function '''commsMessage'''(message : String [, duration: Number])
 
  function '''commsMessage'''(message : String [, duration: Number])
Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional <code>duration</code> parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used. Example: <code>player.commsMessage("Hello, cruel universe.", 6)</code>
+
Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional <code>duration</code> parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used.
 +
 
 +
'''Example:'''
 +
player.commsMessage("Hello, cruel universe.", 6)
 +
NB, this <code>commsMessage()</code> is a method of the <code>player</code> object.  <code>player.ship</code> can also have a <code>[[Oolite_JavaScript_Reference:_Ship#commsMessage|commsMessage()]]</code> method, but that belongs to the ship and has a different second parameter.
 +
*[https://bb.oolite.space/viewtopic.php?f=4&t=10880 Formatting text msgs on a HUD] (2011)
  
 
=== <code>consoleMessage</code> ===
 
=== <code>consoleMessage</code> ===
 
  function '''consoleMessage'''(message : String [, duration: Number])
 
  function '''consoleMessage'''(message : String [, duration: Number])
 
Displays the specified message as a console message, that is, as a message on the HUD. The optional <code>duration</code> parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.
 
Displays the specified message as a console message, that is, as a message on the HUD. The optional <code>duration</code> parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.
 +
 +
'''See also''': [https://bb.oolite.space/viewtopic.php?f=4&t=10880 Formatting text msgs on a HUD] (2011)
  
 
=== <code>decreaseContractReputation</code> ===
 
=== <code>decreaseContractReputation</code> ===
Line 100: Line 139:
  
 
'''See also:''' <code>[[#contractReputation|contractReputation]]</code>, <code>[[#increaseContractReputation|increaseContractReputation()]]</code>
 
'''See also:''' <code>[[#contractReputation|contractReputation]]</code>, <code>[[#increaseContractReputation|increaseContractReputation()]]</code>
 +
 +
=== <code>decreaseParcelReputation</code> ===
 +
{{oolite-method-added|1.77}}
 +
function '''decreaseParcelReputation'''()
 +
Give the player a negative reputation point for parcel contracts. Decreases the underlying value for parcelReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.
 +
 +
'''See also:''' <code>[[#parcelReputation|parcelReputation]]</code>, <code>[[#increaseParcelReputation|increaseParcelReputation()]]</code>
  
 
=== <code>decreasePassengerReputation</code> ===
 
=== <code>decreasePassengerReputation</code> ===
Line 106: Line 152:
  
 
'''See also:''' <code>[[#passengerReputation|passengerReputation]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
 
'''See also:''' <code>[[#passengerReputation|passengerReputation]]</code>, <code>[[#increasePassengerReputation|increasePassengerReputation()]]</code>
 +
 +
=== <code>endScenario</code> ===
 +
{{oolite-method-added|1.79}}
 +
function '''endScenario'''(key : String) : Boolean
 +
End the current game immediately and return to the start game screen. Returns <code>true</code> if it succeeds (though this will shortly be irrelevant) or <code>false</code> if it fails, which it will do if the key passed in is not the same as the [[scenarios.plist#scenario|scenario key]] in the current game scenario. If the current game scenario has no scenario key, this method will always fail.
 +
 +
There is no way to find out what, if any, the current scenario key is. If you are calling this method, you should be doing so in a context where you already know what it is.
  
 
=== <code>increaseContractReputation</code> ===
 
=== <code>increaseContractReputation</code> ===
Line 112: Line 165:
  
 
'''See also:''' <code>[[#contractReputation|contractReputation]]</code>, <code>[[#decreaseContractReputation|decreaseContractReputation()]]</code>
 
'''See also:''' <code>[[#contractReputation|contractReputation]]</code>, <code>[[#decreaseContractReputation|decreaseContractReputation()]]</code>
 +
 +
=== <code>increaseParcelReputation</code> ===
 +
{{oolite-method-added|1.77}}
 +
function '''increaseParcelReputation'''()
 +
Give the player a positive reputation point for parcel contracts. Increases the underlying value for parcelReputation by 1 until a maximum of 7
 +
 +
'''See also:''' <code>[[#parcelReputation|parcelReputation]]</code>, <code>[[#decreaseParcelReputation|decreaseParcelReputation()]]</code>
  
 
=== <code>increasePassengerReputation</code> ===
 
=== <code>increasePassengerReputation</code> ===
Line 119: Line 179:
 
'''See also:''' <code>[[#passengerReputation|passengerReputation]]</code>, <code>[[#decreasePassengerReputation|decreasePassengerReputation()]]</code>
 
'''See also:''' <code>[[#passengerReputation|passengerReputation]]</code>, <code>[[#decreasePassengerReputation|decreasePassengerReputation()]]</code>
  
[[Category:Oolite scripting]]
+
=== <code>setEscapePodDestination</code> ===
 +
function '''setEscapePodDestination'''(destination)
 +
This method can only be called after the player has launched an escape pod – mainly from the [[Oolite_JavaScript_Reference:_World_script_event_handlers#escapePodSequenceOver|<code>escapePodSequenceOver</code>]] event handler. It determines where the player will end up. The <code>destination</code> parameter may be any station/carrier, the string <code>"NEARBY_SYSTEM"</code> or <code>null</code>. If it is <code>"NEARBY_SYSTEM"</code>, the player will end up at the main station in a random nearby system. If it is <code>null</code> (which is the default in interstellar space), the player will die of life support failure.
 +
 
 +
=== <code>setPlayerRole</code> ===
 +
{{oolite-method-added|1.79}}
 +
function '''setPlayerRole'''(role [,index])
 +
Sets one of the player's perceived role entries to the specified role. If index is not specified, a random entry will be chosen.
 +
 
 +
'''See also:''' <code>[[#roleWeights|roleWeights]]</code>
 +
 
 +
=== <code>replaceShip</code> ===
 +
{{Oolite-method-added|1.77}}
 +
function '''replaceShip'''(dataKey [, personality])
 +
This method can only be called while the player is docked at a station. It discards the player's current ship (including all cargo, passenger contracts, and equipment), and replaces it with the ship defined by the shipyard.plist entry <code>dataKey</code> (obviously the key must also be defined in shipyard.plist as a valid player ship). The new ship will have all standard equipment for a ship of that type, and any equipment from the previous ship which was [[Oolite JavaScript Reference: EquipmentInfo#isPortableBetweenShips|isPortableBetweenShips]]. While this may not necessarily be a ship purchase, the [[Oolite JavaScript Reference: World script event handlers#playerBoughtNewShip|playerBoughtNewShip]] will fire to notify other scripts of the change, although this event is being deprecated in favour of [[Oolite JavaScript Reference: World script event handlers#playerReplacedShip|playerReplacedShip]], which was added in Oolite Test Release 1.89.
 +
 
 +
If the dataKey was not defined in both shipdata.plist and shipyard.plist, or the player is in flight, this method does nothing.
 +
 
 +
<code>personality</code> is optional, and can be between 0 and 32767. The new ship is given that specific [[Oolite_JavaScript_Reference:_Ship#entityPersonality|entityPersonality]], which for some ships may affect its appearance with shaders.
 +
 
 +
== Some OXP items ==
 +
=== <code>missionVariables.random_hits_criminal_hate_score</code> ===
 +
Added by [[Random Hits OXP]] - seems to be (to this dumb pilot) a measure of the extent to which criminals wish to attack the player
 +
:if (hate < 5) rank = "an innocent fighter"
 +
:else if (hate < 25) rank = "an annoyance"
 +
:else if (hate < 50) rank = "a "+expandDescription("[random_hits_notwelcome_para3e]")+" pilot"
 +
:else if (hate < 70) rank = "a target that must be "+expandDescription("[random_hits_complete2]")
 +
:else if (hate < 90) rank = "on their top ten hit list of "+expandDescription("[random_hits_notwelcome_para3e]")+" pilots"
 +
 
 +
=== <code>_litf.LITF_cmdStats.health</code> ===
 +
Added by [[Life in the Frontier]] - a health rating (wounds, bruises ''etc''.)
 +
 
 +
=== <code>_litf.LITF_cmdStats.sickness</code> ===
 +
Added by [[Life in the Frontier]] - a sickness rating
 +
 
 +
=== <code>_litf.LITF_cmdStats.strength</code> ===
 +
Added by [[Life in the Frontier]] - a strength rating (physical shape, fitness)
 +
 
 +
=== <code>_litf.LITF_cmdStats.reputation</code> ===
 +
Added by [[Life in the Frontier]] - a reputation rating (from unknown to legendary)
 +
 
 +
=== <code>_litf.LITF_cmdStats.stance</code> ===
 +
Added by [[Life in the Frontier]] - a political rating
 +
 
 +
:if (sta == 0) { desc = "absolutely neutral"; }
 +
:if (sta < 5 && sta > -5) { desc = "generally neutral"; }
 +
 
 +
:if (sta >= 5) { desc = "sympathetic with GalCop"; }
 +
:if (sta >= 25) { desc = "friendly with GalCop"; }
 +
:if (sta >= 75) { desc = "loyal with GalCop"; }
 +
:if (sta >= 200) { desc = "sworn to act along the rules of GalCop"; }
 +
 
 +
:if (sta <= -5) { desc = "sympathetic with criminals"; }
 +
:if (sta <= -25) { desc = "friendly with criminals"; }
 +
:if (sta <= -75) { desc = "loyal with criminals"; }
 +
:if (sta <= -200) { desc = "respectful of the laws of the criminal underworld";
 +
 
 +
[[Category:Oolite JavaScript Reference]]

Latest revision as of 02:19, 29 February 2024

Prototype: Object
Subtypes: none

The Player class is represents the player. There is always exactly one Player object in existence, which can be accessed through the player global property.

Properties

alertAltitude

alertAltitude : Boolean (read-only)

Whether the player is dangerously close to a planet. (closer than 4000 meter to the surface)

alertCondition

alertCondition : Number (read-only, integer)

Returns the current alert condition. 0 = Docked, 1 = Green, 2 = Yellow, 3 = Red.

alertEnergy

alertEnergy : Boolean (read-only)

Whether the player’s energy level is depleted (i.e., energy is less than maxEnergy).

alertHostiles

alertHostiles : Boolean (read-only)

Whether there are hostile ships within scanner range.

alertMassLocked

alertMassLocked : Boolean (read-only)

Whether the player is mass locked.

alertTemperature

alertTemperature : Boolean (read-only)

Whether the cabin temperature is dangerously high.

bounty

bounty : Number (read/write integer)

The bounty on the player, which determines legal status. It is halved at each witchspace jump.

See also: legalStatus

contractReputation

contractReputation : Number (read-only integer)

This property was added in Oolite test release 1.79.

contractReputationPrecise : Number (read-only decimal)

The player’s cargo contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards..

See also: decreaseContractReputation(), increaseContractReputation(), contracts, parcelReputation, passengerReputation

credits

credits : Number (read/write, float)

The amount of money the player has, in credits.

dockingClearanceStatus

dockingClearanceStatus : String (read-only)

A string indicating whether the player has docking clearance. (Clarify: for which station? -Ahruman 20:34, 3 November 2008 (UTC)) Possible values are:

  • "DOCKING_CLEARANCE_STATUS_NONE"
  • "DOCKING_CLEARANCE_STATUS_REQUESTED"
  • "DOCKING_CLEARANCE_STATUS_NOT_REQUIRED"
  • "DOCKING_CLEARANCE_STATUS_GRANTED"
  • "DOCKING_CLEARANCE_STATUS_TIMING_OUT"

escapePodRescueTime

This property was added in Oolite test release 1.89.

escapePodRescueTime : Number (read/write decimal)

Number of seconds that will be added to the clock when the player uses an escape pod and is rescued. Default value is 0 (zero), which will utilise the default time calculation that can add up to eight days to the clock. Negative numbers will be ignored (and default calculation will apply).

legalStatus

legalStatus : String (read-only)

A string mainly for display purposes describing the player’s legal status based on bounty. In English, this is one of "Clean" (bounty = 0), "Offender" (0 < bounty ≤ 50) or "Fugitive", but note that it can be localized.
See this - and several later posts - for more detail. setLegalStatus: <number> works in legacy script - it might also work in Javascript!
See Bounty for a (partial?) list of OXPs affecting this.

name

name : String (read-only, read/write from 1.79)

The name of the player’s character (e.g., "Jameson"). Prior to 1.79, this was also used as the filename for the savegame and so was not writable.

parcelReputation

This property was added in Oolite test release 1.77.

parcelReputation : Number (read-only integer)

This property was added in Oolite test release 1.79.

parcelReputationPrecise : Number (read-only decimal)

The player’s parcel contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.

See also: decreaseParcelReputation(), increaseParcelReputation(), parcels, contractReputation, passengerReputation

passengerReputation

passengerReputation : Number (read-only integer)

This property was added in Oolite test release 1.79.

passengerReputationPrecise : Number (read-only decimal)

The player’s passenger contract reputation, ranging from -7 to +7. Reputation is made up internally of three components - "good", "bad", and "unknown". "good" and "bad" will decay back to "unknown" slowly over time, while "unknown" may in some systems (randomised on entry) be partially treated as "good", to represent imperfect knowledge of the player's reputation. The value reported by these properties is the final value after this randomisation is applied. The "Precise" version includes fractional reputation, used in Oolite 1.79 onwards.

See also: decreasePassengerReputation(), increasePassengerReputation(), passengers, contractReputation, parcelReputation

rank

rank : String (read-only)

A string mainly for display purposes describing the player’s rank (such as "Mostly Harmless" or "Dangerous") based on score. Note that it can be localized.

roleWeights

This property was added in Oolite test release 1.79.

roleWeights : Array (read-only)

An array of the player's current role as perceived by the game. Generally NPCs will pick a random entry from this list and treat the player as if they were an NPC of that role. The 'player-unknown' role is the default role. The size of the list depends on the player's current Elite ranking.

See also: setPlayerRole()

score

score : Number (read/write, integer)

The player’s score; nominally the number of kills the player has made, although some missions award additional points.

ship

ship :  Ship

The player’s ship

trumbleCount

trumbleCount : Number (read-only nonnegative integer)

The number of trumbles the player is currently blessed with.

Methods

addMessageToArrivalReport

function addMessageToArrivalReport(message : String)

Adds a message to the arrival report shown immediately after docking. Oolite puts its own stuff on the list immediately after shipWillDockWithStation so this is a good moment to add the messages when you know what station will be docked. shipDockedWithStation may also be used. Messages added while in flight or during shipWillDockWithStation will be above Oolite's own arrival messages. Those added during shipDockedWithStation will be below Oolite's own arrival messages.

See also: station.suppressArrivalReports, Arrival Reports (2012)

commsMessage

function commsMessage(message : String [, duration: Number])

Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional duration parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used.

Example:

player.commsMessage("Hello, cruel universe.", 6)

NB, this commsMessage() is a method of the player object. player.ship can also have a commsMessage() method, but that belongs to the ship and has a different second parameter.

consoleMessage

function consoleMessage(message : String [, duration: Number])

Displays the specified message as a console message, that is, as a message on the HUD. The optional duration parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.

See also: Formatting text msgs on a HUD (2011)

decreaseContractReputation

function decreaseContractReputation()

Give the player a negative reputation point for cargo contracts. Decreases the underlying value for contractReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.

See also: contractReputation, increaseContractReputation()

decreaseParcelReputation

This method was added in Oolite test release 1.77.

function decreaseParcelReputation()

Give the player a negative reputation point for parcel contracts. Decreases the underlying value for parcelReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.

See also: parcelReputation, increaseParcelReputation()

decreasePassengerReputation

function decreasePassengerReputation()

Give the player a negative reputation point for passenger contracts. Decreases the underlying value for passengerReputation by 1 until a minimum of -7. Depending on the randomised part of the value can the visible value stay the same in one system.

See also: passengerReputation, increasePassengerReputation()

endScenario

This method was added in Oolite test release 1.79.

function endScenario(key : String) : Boolean

End the current game immediately and return to the start game screen. Returns true if it succeeds (though this will shortly be irrelevant) or false if it fails, which it will do if the key passed in is not the same as the scenario key in the current game scenario. If the current game scenario has no scenario key, this method will always fail.

There is no way to find out what, if any, the current scenario key is. If you are calling this method, you should be doing so in a context where you already know what it is.

increaseContractReputation

function increaseContractReputation()

Give the player a positive reputation point for cargo contracts. Increases the underlying value for contractReputation by 1 until a maximum of 7

See also: contractReputation, decreaseContractReputation()

increaseParcelReputation

This method was added in Oolite test release 1.77.

function increaseParcelReputation()

Give the player a positive reputation point for parcel contracts. Increases the underlying value for parcelReputation by 1 until a maximum of 7

See also: parcelReputation, decreaseParcelReputation()

increasePassengerReputation

function increasePassengerReputation()

Give the player a positive reputation point for passenger contracts. Increases the underlying value for passengerReputation by 1 until a maximum of 7

See also: passengerReputation, decreasePassengerReputation()

setEscapePodDestination

function setEscapePodDestination(destination)

This method can only be called after the player has launched an escape pod – mainly from the escapePodSequenceOver event handler. It determines where the player will end up. The destination parameter may be any station/carrier, the string "NEARBY_SYSTEM" or null. If it is "NEARBY_SYSTEM", the player will end up at the main station in a random nearby system. If it is null (which is the default in interstellar space), the player will die of life support failure.

setPlayerRole

This method was added in Oolite test release 1.79.

function setPlayerRole(role [,index])

Sets one of the player's perceived role entries to the specified role. If index is not specified, a random entry will be chosen.

See also: roleWeights

replaceShip

This method was added in Oolite test release 1.77.

function replaceShip(dataKey [, personality])

This method can only be called while the player is docked at a station. It discards the player's current ship (including all cargo, passenger contracts, and equipment), and replaces it with the ship defined by the shipyard.plist entry dataKey (obviously the key must also be defined in shipyard.plist as a valid player ship). The new ship will have all standard equipment for a ship of that type, and any equipment from the previous ship which was isPortableBetweenShips. While this may not necessarily be a ship purchase, the playerBoughtNewShip will fire to notify other scripts of the change, although this event is being deprecated in favour of playerReplacedShip, which was added in Oolite Test Release 1.89.

If the dataKey was not defined in both shipdata.plist and shipyard.plist, or the player is in flight, this method does nothing.

personality is optional, and can be between 0 and 32767. The new ship is given that specific entityPersonality, which for some ships may affect its appearance with shaders.

Some OXP items

missionVariables.random_hits_criminal_hate_score

Added by Random Hits OXP - seems to be (to this dumb pilot) a measure of the extent to which criminals wish to attack the player

if (hate < 5) rank = "an innocent fighter"
else if (hate < 25) rank = "an annoyance"
else if (hate < 50) rank = "a "+expandDescription("[random_hits_notwelcome_para3e]")+" pilot"
else if (hate < 70) rank = "a target that must be "+expandDescription("[random_hits_complete2]")
else if (hate < 90) rank = "on their top ten hit list of "+expandDescription("[random_hits_notwelcome_para3e]")+" pilots"

_litf.LITF_cmdStats.health

Added by Life in the Frontier - a health rating (wounds, bruises etc.)

_litf.LITF_cmdStats.sickness

Added by Life in the Frontier - a sickness rating

_litf.LITF_cmdStats.strength

Added by Life in the Frontier - a strength rating (physical shape, fitness)

_litf.LITF_cmdStats.reputation

Added by Life in the Frontier - a reputation rating (from unknown to legendary)

_litf.LITF_cmdStats.stance

Added by Life in the Frontier - a political rating

if (sta == 0) { desc = "absolutely neutral"; }
if (sta < 5 && sta > -5) { desc = "generally neutral"; }
if (sta >= 5) { desc = "sympathetic with GalCop"; }
if (sta >= 25) { desc = "friendly with GalCop"; }
if (sta >= 75) { desc = "loyal with GalCop"; }
if (sta >= 200) { desc = "sworn to act along the rules of GalCop"; }
if (sta <= -5) { desc = "sympathetic with criminals"; }
if (sta <= -25) { desc = "friendly with criminals"; }
if (sta <= -75) { desc = "loyal with criminals"; }
if (sta <= -200) { desc = "respectful of the laws of the criminal underworld";