Difference between revisions of "Global Functions"

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[[Scripting]]
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[[Category:Scripts]]
Global Functions that you can call from your scripts:
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'''Global functions''' can be called from anywhere in your scripts.
  
  Entity '''createEntity'''(string CardName, int x_coord , int y_coord,Player controller );
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  [[Entity_Functions|Entity]] '''createEntity'''( string CardName, int x_coord, int y_coord, Player controller );
  Entity '''createEntity'''(string CardName ,Location loc,Player controller);
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  [[Entity_Functions|Entity]] '''createEntity'''( string CardName,Location loc, Player controller );
  Entity '''createEntity'''(string CardName ,Location loc);
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  [[Entity_Functions|Entity]] '''createEntity'''( string CardName,Location loc );
 
   
 
   
  Location '''createLocation'''(int x,int y);
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  Location '''createLocation'''( int x, int y );
 
   
 
   
  Player '''getAIPlayer'''(int index)
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  int getMapWidth();
  Player '''getHumanPlayer'''(int index)
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  int getMapHeight();
 
   
 
   
  void '''setTerrain'''(Location loc,int topo,int veg)
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  Player '''getAIPlayer'''( int index );
int '''getTopo'''(Location loc);
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int '''getVeg'''(Location loc);
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// topo: ocean=1, soggy=2, flat=3, hills=4, mountain=5
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// veg: desert=1 ,grass=2 ,forest=3
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  Entity '''getFigure'''(Location where);
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  Player '''getHumanPlayer'''( int index );
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void '''setTerrain'''( Location loc, int topo, int veg );
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int '''getTopo'''( Location loc );
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int '''getVeg'''( Location loc );
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// topo: OCEAN=1, SOGGY=2, FLAT=3, HILLS=4, MOUNTAIN=5
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// veg: DESERT=1 ,GRASS=2 ,TREES=3
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[[Entity_Functions|Entity]] '''getFigure'''( Location loc );
 
   
 
   
 
  void '''forEachEntity'''();
 
  void '''forEachEntity'''();
  // this will cause the game to call the entityCallback() function you write once for each Entity in the game.
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  // call [[Hook Functions|entityCallback()]] once for each [[Entity_Functions|Entity]] in the game.
 
   
 
   
  void '''enchantEntity'''(Entity toEnchant,string enchantName,Player enchantController); // not yet
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  void '''enchantEntity'''( [[Entity_Functions|Entity]] toEnchant, string enchantName, Player enchantController );
 
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  void '''endGame'''(Player winner);
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  void '''endGame'''( Player winner );
  void '''flipTheScript'''(int scriptID);  
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  void '''flipTheScript'''( int scriptID );
 
  // 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
 
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  void '''infoBox'''(string title,string text);
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int '''rand'''( int max );
  // displays text in a pop up box to all the players
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// return an integer from 0 to max-1
  void statusMsg(Player from,string msg);
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bool '''randChance'''( float chance );
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// return true with probability equal to chance
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 +
  void '''infoBox'''( string title, string text );
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  // display text in a pop up box to all the players
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 +
  void '''statusMsg'''( Player from, string msg );
 
  // Prints a message from a player in the battle log.  
 
  // Prints a message from a player in the battle log.  
 
  // just pass an empty player to make the message from the server
 
  // just pass an empty player to make the message from the server
 +
 
  void '''wipeEffect'''();
 
  void '''wipeEffect'''();
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 +
void '''fogMap'''();
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// All spaces are returned to deep fog for all players
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void '''lightFog'''(Player player,int x1 ,int y1,int x2,int y2);
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// sets the a range of spaces to light fog. A box from x1,y1 to x2,y2
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// 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
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// this is not going to work until campaigns are manually registered by Altren or Grug
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int '''getCampID()''';
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void '''saveData'''(Player,int key,int value);
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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);