Difference between revisions of "Global Functions"
From theFarWilds
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// sets the a range of spaces to light fog. A box from x1,y1 to x2,y2 | // sets the a range of spaces to light fog. A box from x1,y1 to x2,y2 | ||
// wont have any effect if called in configGame or beforeStart | // wont have any effect if called in configGame or beforeStart | ||
+ | |||
+ | // Functions for persisting data from game to game for a particular user | ||
+ | // Talk to Altren or Grug if you want to use these | ||
+ | // this is not going to work until campaigns are manually registered by Altren or Grug | ||
+ | int '''getCampID()'''; | ||
+ | void '''saveData'''(Player,int key,int value); | ||
+ | int '''loadData'''(Player,int key); |
Latest revision as of 03:21, 27 October 2013
Global functions can be called from anywhere in 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 ); int getMapWidth(); int getMapHeight(); 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 ,TREES=3 Entity getFigure( Location loc ); void forEachEntity(); // call entityCallback() once for each Entity in the game. void enchantEntity( Entity toEnchant, string enchantName, Player enchantController ); 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 ); // return an integer from 0 to max-1 bool randChance( float chance ); // return true with probability equal to chance void infoBox( string title, string text ); // display 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(); void fogMap(); // All spaces are returned to deep fog for all players void lightFog(Player player,int x1 ,int y1,int x2,int y2); // sets the a range of spaces to light fog. A box from x1,y1 to x2,y2 // wont have any effect if called in configGame or beforeStart // Functions for persisting data from game to game for a particular user // Talk to Altren or Grug if you want to use these // this is not going to work until campaigns are manually registered by Altren or Grug int getCampID(); void saveData(Player,int key,int value); int loadData(Player,int key);