One thing you can do to help you understand how the scripts work and how to make the scripts would be to look at one from a Mod that has already been made. I'm not suggesting that you use the script just look at it to get an idea of how to go about making one.
A few people come to mind from the scripts I have seen, as to which scripts are advanced.
Lets start with:
FireBase, his
Ship Pack Version 1.01 has an excellent script.
Then there is the
Titan mod v2.2.5 made by Eugene with lots of options in it.
And another of my favorite Mod Makers scripts is
Freelancer: Evolutions Mod version 1.27 by Chips...
There are allot more but these should get you going in the right direction.
Instructions
If you don't know how to get the script out of the mod all you have to do is rename the mod file and remove the .flmod extension so that it just leaves the file name with the .zip extension.
example
MyMod.zip.flmod <<-----Original Mods name...
MyMod.zip <<-------------New name...
Now just extract the file to a folder and look in the main folder for script.xml open it with wordpad and there you go the text is all there for your reading enjoyment.
The FireBase Folder has several scripts in it like script.xml and FBTBase.xml and FBTShips.xml and a few more to look at to get an idea of how he did it.
I Hope FireBase, Eugene and Chips don't mind me using there scripts as examples but they are good enough to be tutorials for this particular word of advice.
You could also look in the Freelancer Mod Manager Folder
C: \ Program Files \ Freelancer Mod Manager \ mods
where there are Mods already extracted - or install the Mod you want to look at into the Mod Manager. Then look in the folder.