Difference between revisions of "Global Functions"

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Line 29: Line 29:
 
  // changes what script is being used for the game
 
  // changes what script is being used for the game
 
  // doesn't preserve global variables yet
 
  // doesn't preserve global variables yet
 
+
 +
int rand(int max);
 +
// returns an int from 0 to max-1
 +
bool randChance(float chance);
 +
// returns true with probability equal to chance
 +
 
  void '''infoBox'''(string title,string text);   
 
  void '''infoBox'''(string title,string text);   
 
  // displays text in a pop up box to all the players
 
  // displays text in a pop up box to all the players

Revision as of 18:11, 26 March 2010

Scripting Global Functions that you can call from your scripts:

Entity createEntity(string CardName, int x_coord , int y_coord,Player controller );
Entity createEntity(string CardName ,Location loc,Player controller);
Entity createEntity(string CardName ,Location loc);

Location createLocation(int x,int y);

Player getAIPlayer(int index)
Player getHumanPlayer(int index)

void setTerrain(Location loc,int topo,int veg)
int getTopo(Location loc);
int getVeg(Location loc);
// topo: ocean=1, soggy=2, flat=3, hills=4, mountain=5
// veg: desert=1 ,grass=2 ,forest=3

Entity getFigure(Location where);

void forEachEntity();
// this will cause the game to call the entityCallback() function you write 
// once for each Entity in the game.

void enchantEntity(Entity toEnchant,string enchantName,Player enchantController); // not yet
  
void endGame(Player winner);
void flipTheScript(int scriptID); 
// changes what script is being used for the game
// doesn't preserve global variables yet

int rand(int max);
// returns an int from 0 to max-1 
bool randChance(float chance);
// returns true with probability equal to chance

void infoBox(string title,string text);  
// displays text in a pop up box to all the players
void statusMsg(Player from,string msg);
// Prints a message from a player in the battle log. 
// just pass an empty player to make the message from the server
void wipeEffect();