Difference between revisions of "Global Functions"
From theFarWilds
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// 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();