Difference between revisions of "Hook Functions"
From theFarWilds
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// called after all the new round events | // called after all the new round events | ||
+ | void '''onPlayersTurn'''(Player player); | ||
bool '''entityCallback'''(Entity entity) | bool '''entityCallback'''(Entity entity) | ||
// called for each entity in the game if you call forEachEntity(); | // called for each entity in the game if you call forEachEntity(); | ||
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void '''afterAction'''(); // not yet | void '''afterAction'''(); // not yet | ||
− | |||
bool '''canPass'''(Player player); // not yet | bool '''canPass'''(Player player); // not yet | ||
// called when the real players try to pass. | // called when the real players try to pass. | ||
// This is so you can ensure they do a particular action before passing. | // This is so you can ensure they do a particular action before passing. |
Revision as of 16:15, 27 March 2010
Scripting These are functions you can implement in your scripts. They are call at the appropriate times by the game.
void configGame(); // Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc Config Functions void beforeStart(); // Do things here before any action. Place creatures and buildings, change their decks etc. void afterStart(); // Send any welcome messages here void onNewRound(); // called after all the new round events void onPlayersTurn(Player player); bool entityCallback(Entity entity) // called for each entity in the game if you call forEachEntity(); void onDialogResponse(Player player,int resp);
void afterAction(); // not yet bool canPass(Player player); // not yet // called when the real players try to pass. // This is so you can ensure they do a particular action before passing.