| Command : | Get_Char |
| Usage : | Get_Char {[character_handle$]} |
| Parameters : | N/A |
| Returns : | When this command is executed the character database record information is loaded from the game engine memort into all the script variables with the 'PLR_' prefix. The character data can then be editted using script commands. To save the changes to the game engine the Update_Char{} must be executed. |
| Platform : | Explorations |
| Details : | |
This command will select a PC/NPC's from memory as the current character by its unique handle. PC's unique handle is specified at the time the party is generated. NPC's unique handle are specified at the time the Encounter or RndEncounter script command is executed. |
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| Command : | GiveItem |
| Usage : | GiveItem {[character_handle$],[object_type%,object_record%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will enable one PC/NPC to give an item to another PC/NPC. The engine will automatically remove the item from the source character and append it to the destination character. If the two characters are not within range of each other, the engine will automatically make the source character walk over to the destination character. The object types are as follows: |
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| Command : | Get_ScriptFlag |
| Usage : | Get_ScriptFlag {[scrflag_name$]} |
| Parameters : | N/A |
| Returns : | N/A |
| Platform : | Explorations |
| Details : | |
Set_ScriptFlag Explorations Set_ScriptFlag {[scrflag_name$],[on/off]} Update_Script Explorations Update_Script {} None. This command allows you to save changes to the current script being executed. Primarily the Update_Script{} command allows you to save changes made to the current script triggers, not actual script commands. This will enable the GM to disable scripts after they have already been executed. |
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| Command : | Get_Direction |
| Usage : | Get_Direction {[x_start%],[y_start%],[x_end%],[y_end%]} |
| Parameters : | N/A |
| Returns : | This command will return a polar direction N,NE,E,SE,S,SW,W, or NW within the 'SCR_DIRECTION$' variable. |
| Platform : | Explorations |
| Details : | |
This command will analyze a start an end map location and return a simple polar direction based on the angle formed from the start and ending coordinates. |
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| Command : | Get_Direction |
| Usage : | Get_Direction {[startx,starty],[endx,endy]} |
| Parameters : | N/A |
| Returns : | This command will return a polar direction N,NE,E,SE,S,SW,W, or NW within the 'SCR_DIRECTION$' variable. |
| Platform : | Explorations |
| Details : | |
This command will analyze a start an end map location and return a simple polar direction based on the angle formed from the start and ending coordinates. |
|
| Command : | Get_ObjFlag |
| Usage : | Get_ObjFlag {[objflag_name$]} |
| Parameters : | N/A |
| Returns : | N/A |
| Platform : | Explorations |
| Details : | |
Set_ObjFlag Explorations Set_ObjFlag {[objflag_name$],[on/off]} DefCmd Explorations DefCmd {[cmd_options],[cmd_groups]} The groups of command entries are stored within the SYS_CMDLIST$ script variable. At the bottom of the game screen is a horizontal list of commands, such as 'Look', 'PickUp', etc. This list is used to generate EventScript label procedures. The author can build specialize command lists for your event script. The command list will be added while the game is running and will be used continuously to generate label command events until it is rest or changed again. To reset the command list to the system default values, use the command: DefCmd {0} |
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| Command : | Get_LinkObject |
| Usage : | Get_LinkObject {[link_object_index%]} |
| Parameters : | N/A |
| Returns : | When this command is executed the object database record information is loaded into all the script variables with the OBJ_ prefix. |
| Platform : | Explorations |
| Details : | |
This command will get one of the current objects required objects. The |
|
| Command : | GetNextHandle |
| Usage : | GetNextHandle {[character_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
IsCharDead Explorations IsCharDead {[character_handle$]} None. DoesCharExist Explorations DoesCharExist {[character_handle$]} None. The DoesCharExist{} command will check for the existance of a given character handle. If the character handle is not in use FALSE is returned on the SCR_BOOLEAN% variable. |
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| Command : | Get_MapObject |
| Usage : | Get_MapObject {[curmap$], [region_handle$], [object_name$]} |
| Parameters : | N/A |
| Returns : | N/A |
| Platform : | Explorations |
| Details : | |
Update_MapObject Explorations Update_MapObject {} PanTo Explorations PanTo {[mapx,mapy]} None. This command will high-speed pan the camera to a specific map location. This command requires the map location to be given in the sprite STEP coordinates. |
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| Command : | Get_Vertex |
| Usage : | Get_Vertex {[curmap$],[region_handle$],[vertex_index]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will load the specified region and vertex coordinates into the current RGN_ variable. |
|
| Command : | Get_Region |
| Usage : | Get_Region {[curmap$],[region_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will load the specified region name into the current RGN_ variable. |
|
| Command : | Get_Region(x,y) |
| Usage : | Get_Region(x,y) {[mapx,mapy,map$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will load the region located at X,Y into the current RGN_ variable. |
|
| Command : | GetSprite{[control_handle$]} |
| Usage : | GetSprite{[control_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | eMotions |
| Details : | |
The GETSPRITE command will load a current sprite data into eMotions script variables. All eMotions Sprite properties are stored in variables with the EMT_ prefix. If the sprite is ATTACHED or has a PARENT the parent of the sprite is automaticalled loaded in the PARENT_ variables. These variables may be then analyzed or compared within script events. Performing this command is considered setting a sprite into FOCUS. |
|
| Command : | GetProperty |
| Usage : | GetProperty {[control_handle$],[property_name$],[dest_variable]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will read the property of a Form Control and store it into the dest_variable. |
|
| Command : | GotoLabel |
| Usage : | GotoLabel {[labelname]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The GotoLabel allows the author to automatically just to a pre-designed event label. Event labels are any lines within your event scripts that end with a colon. ': The GosubLabel command acts the same as the GotoLabel except when the label procedure is finished executing, control is passed back to the point within the script that made the GosubLabel reference. |
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| Command : | GosubLabel |
| Usage : | GosubLabel {[labelname]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The GotoLabel allows the author to automatically just to a pre-designed event label. Event labels are any lines within your event scripts that end with a colon. ':' The GosubLabel command acts the same as the GotoLabel except when the label procedure is finished executing, control is passed back to the point within the script that made the GosubLabel reference. |
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| Command : | GosubTimeRecord |
| Usage : | GosubTimeRecord {[timescript#]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
GotoTimeRecord Explorations GotoTimeRecord {[timescript#]} None. LoadTimeRecord Explorations LoadTimeRecord {[timescript#]} None. TriggerDBEvent Explorations TriggerDBEvent {MAP, [script#], [labelname]} None. The TriggerMAPEvent{} will load and execute a map script specified by script record and label. |
|
| Command : | GosubRelRecord |
| Usage : | GosubRelRecord {[relscript#]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
GotoRelRecord Explorations GotoRelRecord {[relscript#]} None. LoadRelRecord Explorations LoadRelRecord {[relscript#]} None. This command is a special command that is primarily used by the system. It will load a Relative Event Script into memory without executing. The system uses this function for background event script calls. This command is for advanced level scripting. |
|
| Command : | GotoRecord |
| Usage : | GotoRecord {[script#]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The GotoRecord command will allow the author to load and execute an new script record. The author must select the script record to be executed by the title. The record will begin executing at the top of the script. The GosubRecord acts the same as the GotoRecord command except with the new script is finish executing, the control will return to the previous script and continue running. *Be careful using GosubRecord and GosubLabel. Over use of these function can result in 'Out of Stack space errors.' |
|
| Command : | GosubRecord |
| Usage : | GosubRecord {[script#]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The GotoRecord command will allow the author to load and execute an new script record. The author must select the script record to be executed by the title. The record will begin executing at the top of the script. The GosubRecord acts the same as the GotoRecord command except with the new script is finish executing, the control will return to the previous script and continue running. *Be careful using GosubRecord and GosubLabel. Over use of these function can result in 'Out of Stack space errors.' |
|
| Command : | GUI |
| Usage : | GUI = {BOOLEAN} |
| Parameters : | {BOOLEAN} = TRUE / FALSE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The GUI parameter is a boolean setting to inform eMotions that the graphic is a part of your games GUI not a character or member of the game. This setting allows you to render overlay GUIs that are not treated with the physics of the game world. |
|
| Command : | GETSPRITE |
| Usage : | GETSPRITE {spritename} |
| Parameters : | {SPRITENAME} = A SINGLE EMOTIONS SPRITE HANDLE |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The GETSPRITE command will load a current sprite data into eMotions script variables. All eMotions Sprite properties are stored in variables with the EMT_ prefix. If the sprite is ATTACHED or has a PARENT the parent of the sprite is automaticalled loaded in the PARENT_ variables. These variables may be then analyzed or compared within script events. Performing this command is considered setting a sprite into FOCUS. |
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| Command : | GETPROPERTY |
| Usage : | GETPROPERTY {spritename, property, variable} |
| Parameters : | {spritename} = Name of eMotions Sprite |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The GETPROPERTY command will allow you to retrieve a property of any sprite into a system variable. The GETPROPERTY command works without setting the sprite into FOCUS, so it does not interfere with the LOADSPRITE{} command. This command may be used to avoid using repeated BEGIN: & END: object blocks within your script. You may however, overwrite a FOCUSED sprite variable with this command by using any of the EMT_ or PARENT_ variables as the destination variable. (See LOADSPRITE{} command.) |
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