Command : Encounter
Usage : Encounter {[npc_handle$],[npc_index%],[mapx,mapy,map$],[ai]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will load and show a NPC on the described map at the (mapx, mapy) coordinates from the Monster Database.(NPCS.DAT) The unique handle is specified by the game maker. Once the handle is specified the author muse select the actual NPC record from the monster database. Once the monster is selected, you must select the place the NPC will appear on the map. Each NPC can be Artificially Intelligent controlled or Manually controlled. The AI engine is totally capable of movement, NPC decision, and combat. If the AI engine is not used, it is the author’s responsibility to control the NPC’s movement. If the NPC is attack by any player or another NPC, the AI engine automatically switched ON and enters attack mode.









Command : eObject
Usage : eObject {NAME$ = PARENT$ = INHERIT$ = CAPTION$ = CANEDIT$ = COLOR$ = LAYER% = FONT$ = RESIZE$ = STYLE% = ITEMSTYLE% = LEFT% = TOP% = WIDTH% = HEIGHT% = FILE/LIST$ = WORDWRAP$ = VRESIZE$ = ENABLED$ = DRAG$ = ITEMDRAG$ = BLT$ = MAX% = }.[control_type$]
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

Creates an eMotions control object.









Command : End
Usage : End
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will exit you current game.









Command : EnableTimeScript
Usage : EnableTimeScript {[timescript#]}
Parameters : N/A
Returns : N/A
Platform : Explorations
Details :


DisableTimeScript Explorations DisableTimeScript {[timescript#]} The DisableTimeScript command will set the Enabled property on a specific map script to FALSE. This will stop the script from executing.









Command : EnableRelScript
Usage : EnableRelScript {[relscript#]}
Parameters : N/A
Returns : N/A
Platform : Explorations
Details :


DisableRelScript Explorations DisableRelScript {[relscript#]} The DisableRelScript command will set the Enabled property on a specific map script to FALSE. This will stop the script from executing.









Command : EnableMapScript
Usage : EnableMapScript {[script#]}
Parameters : N/A
Returns : N/A
Platform : Explorations
Details :


DisableMapScript Explorations DisableMapScript {[script#]} The DisableMapScript command will set the Enabled property on a specific map script to FALSE. This will stop the script from executing.









Command : ExitEnc
Usage : ExitEnc
Parameters : N/A
Returns : N/A
Platform : Explorations
Details :

This command will Exit the current script sequence.









Command : EVENTS:BEGIN / EVENTS:END
Usage : EVENTS:BEGIN
{script events}
EVENTS:END
Parameters : {script events} = A block of script code used to process message events from eMotions.
Returns : none
Platform : eMotions.ObjectProperty
Details :

The EVENTS:BEGIN / END command mark a section of script that tells eMotions the text within is the script used to process event messaging. (ie MouseClicks, collisions, etc..) These script are considered protected and not set/controlled by the user.









Command : EVENTS
Usage : EVENTS = {BOOLEAN}
Parameters : {BOOLEAN} = True / False
Returns : none
Platform : eMotions.ObjectProperty
Details :

The EVENTS statement will enable the sprites Mouse & Keyboard event listner. This means the sprite will respond when click, or collides with other sprites.









Command : EOBJECT
Usage : EOBJECT {variables
}.control
Parameters : N/A
Returns : none
Platform : eMotions
Details :

The EOBJECT command will set a block of system variables needed to initialize an eMotions gaphics control.









Command : ENABLETIMER
Usage : ENABLETIMER = {T/F}, {T/F}, {RANGE}
Parameters : {BOOLEAN} = True / False
{RANGE} =
Returns : none
Platform : eMotions
Details :

The ENABLETIMER command will activate/de-activate the eMotions timer. The first parameter will enable the timer, the second instructs eMotions to CLEAR all previous events, and the final parameter will set the range of the event. The following command will activate the eMotions TIMER and set the operating interval to 120 seconds. It will not clear the TIMEREVENTS, so any previous events will trigger on the second they are specified.









Command : ENABLEREDRAW
Usage : ENABLEREDRAW = {BOOLEAN}
Parameters : {BOOLEAN} = True / False
Returns : none
Platform : eMotions
Details :

The ENABLEREDRAW command will control whether the eMotions engine will display the render on the active viewport. All sprite motion, collision, and script triggers will operate as normal but will simply not be drawn to the screen.









Command : ENABLEQUE
Usage : ENABLEQUE = {BOOLEAN}
Parameters : BOOLEAN = TRUE / FALSE
Returns : none
Platform : eMotions
Details :

The ENABLEQUE command will activate the eMotions script-processing queue. eMotions will check the \EXE folder for .MOTION files and immediately execute them. As each script is executed, eMotions will delete the file until the \EXE folder is empty.









Command : ENABLEPROCESSOR
Usage : ENABLEPROCESSOR = {boolean}
Parameters : {boolean} = True/ False
Returns : none
Platform : eMotions
Details :

The ENABLEPROCESSOR command will active eMotions message que for Mouse & Screen events.









Command : ENABLELIGHTING
Usage : ENABLELIGHTING = {BOOLEAN}, {BOOLEAN}
Parameters : BOOLEAN = TRUE / FALSE
Returns : none
Platform : eMotions
Details :

The ENABLELIGHTING command will enable the embedded 2D overhead light source features. The first parameter enables lighting the second enables high quality lighting.









Command : ENABLED
Usage : ENABLED = {BOOLEAN}
Parameters : BOOLEAN = TRUE / FALSE
Returns : none
Platform : eMotions.ObjectProperty
Details :

The ENABLED parameter activates the sprite. Sprites that are ENABLED can be drag/dropped and will trigger mouse and script events. Setting this value to FALSE will enable a sprite to be displayed but not respond to other sprites, collisions, or mouse clicks.