| 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. |
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| Command : | eObject |
| Usage : | eObject {NAME$ = |
| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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