| Command : | InView? |
| Usage : | InView? {[x_start%],[y_start%],[x_coordinate%],[y_coordinate%]} |
| Parameters : | N/A |
| Returns : | If the locations are in view of one another, a SYS_TRUE% is returned within 'SCR_BOOLEAN%' system variable. |
| Platform : | Explorations |
| Details : | |
This command will analyze the two locations passed to the function to determine if they are in view of one another. |
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| Command : | InView? |
| Usage : | InView? {[startx,starty],[endx,endy]} |
| Parameters : | N/A |
| Returns : | If the locations are in view of one another, a SYS_TRUE% is returned within 'SCR_BOOLEAN%' system variable. |
| Platform : | Explorations |
| Details : | |
This command will analyze the two locations passed to the function to determine if they are in view of one another. |
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| Command : | IsScriptAttached |
| Usage : | IsScriptAttached {[handle$]} |
| Parameters : | N/A |
| Returns : | N/A |
| Platform : | Explorations |
| Details : | |
The IsScriptAttached{} command determines if there is a script attached to a given character sprite. TRUE / FALSE is returned in the SCR_BOOLEAN% variable. |
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| Command : | IsCharStat |
| Usage : | IsCharStat {[character_handle$], [value1] [opr] [object_record%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The IsCharStat{} command allows you to quickly check a character sprites OBJECT variables. It this command will load the sprite, and perform the necessary If/Then sequence on the variables in question. Based on the results TRUE or FALSE is returned in the SCR_BOOLEAN% variable |
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| Command : | IsCharStat |
| Usage : | IsCharStat {[character_handle$], [value1] [opr] [value2]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The IsCharStat{} command allows you to quickly check a character sprites MISC. variables. It this command will load the sprite, and perform the necessary If/Then sequence on the variables in question. Based on the results TRUE or FALSE is returned in the SCR_BOOLEAN% variable |
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| Command : | IsCharStat |
| Usage : | IsCharStat {[character_handle$], [cmd_variable] [opr] [value1]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The IsCharStat{} command allows you to quickly check a character sprites COMMAND variables. It this command will load the sprite, and perform the necessary If/Then sequence on the variables in question. Based on the results TRUE or FALSE is returned in the SCR_BOOLEAN% variable |
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| Command : | IsCharAction |
| Usage : | IsCharAction {[character_handle$], [cmd_list]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
IsCharStat Explorations IsCharStat {[character_handle$], [plr_variable] [opr] [value1]} None. The IsCharStat{} command allows you to quickly check a character sprites STATS variables. It this command will load the sprite, and perform the necessary If/Then sequence on the variables in question. Based on the results TRUE or FALSE is returned in the SCR_BOOLEAN% variable |
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| Command : | IconMovie |
| Usage : | IconMovie {[movie_file$],[#frames],[frames/sec],[repeat%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will display an animated PicClip sequence floating over the game map of the game engine. The user must know the number of frames in the PicClip image, and can specify the speed and number of times the movie will repeat. |
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| Command : | If |
| Usage : | If {[value1] [opr] [object_record%]} Then |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The If-Then command is a powerful game control decision making function. The If_Then will evaluate an expression and based on the outcome, execute the script commands immediately following the If-Then or skip to the EndIf:{expression} script. The EndEnc will stop the program flow after the code is executed. Nested If-Then sequences can be used, but complex And/Or expressions are not supported. Basically, the If_Then function allows the author to evaluate player status, skills, weapons, and map information. The If_Then can reference ALL of the system global variables. For example, the 'SYS_DICE%' variable could be check and different results could be executed based on the result. |
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| Command : | If |
| Usage : | If {[value1] [opr] [value2]} Then |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The If-Then command is a powerful game control decision making function. The If_Then will evaluate an expression and based on the outcome, execute the script commands immediately following the If-Then or skip to the EndIf:{expression} script. The EndEnc will stop the program flow after the code is executed. Nested If-Then sequences can be used, but complex And/Or expressions are not supported. Basically, the If_Then function allows the author to evaluate player status, skills, weapons, and map information. The If_Then can reference ALL of the system global variables. For example, the 'SYS_DICE%' variable could be check and different results could be executed based on the result. |
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| Command : | INVISIBLE |
| Usage : | INVISIBLE = {spritename1, spritename2, ....} |
| Parameters : | {SPRITE LIST} |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The INVISIBLE command will set all sprites listed to BLT = INVISIBLE. Changing the BLT to INVISIBLE will mean the sprite is 100% functional, but is simply not viewable on the screen. The sprite will collide, with other sprites and respond to mouse clicks as well as trigger event scripts. (See the VISIBLE parameter for more details.) |
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| Command : | INSTANCE |
| Usage : | INSTANCE = {Row, Col} |
| Parameters : | {ROW} = Animation Row Index {COL} = Animation Column Index |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The INSTANCE parameter will allow eMotions to display, a specific frame within an animation SPRITE sheet. The ROW and COL parameters specify the location of a specific horizontal and vertical frame. There value must be between 0 and the HF and VF property values set within the FRAMES parameter respectively. |
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| Command : | INHERIT |
| Usage : | INHERIT = {INHERIT KEYS} |
| Parameters : | 'Group INHERIT_POS %INHERIT_POS_X= 0 %INHERIT_POS_Y= 1 %INHERIT_POS_Z= 2 'Group INHERIT_ROT %INHERIT_ROT_X= 3 %INHERIT_ROT_Y= 4 %INHERIT_ROT_Z= 5 %INHERIT_ARC= 6 %INHERIT_FRICTION= 7 %INHERIT_GUI= 8 %INHERIT_LAYER= 9 'Group INHERIT_GENERAL %INHERIT_BLEND= 10 %INHERIT_VIEWPORT= 11 %INHERIT_ENABLED= 12 %INHERIT_VISIBLE= 13 'Group INHERIT_SIZE %INHERIT_SIZE_W= 14 %INHERIT_SIZE_H= 15 'Group INHERIT_SHADE %INHERIT_SHADE_R= 16 %INHERIT_SHADE_G= 17 %INHERIT_SHADE_B= 18 %INHERIT_SHADE_A= 19 'Group INHERIT_LIGHT %INHERIT_LIGHT_R= 20 %INHERIT_LIGHT_G= 21 %INHERIT_LIGHT_B= 22 %INHERIT_LIGHT_A= 23 %INHERIT_CAPTION= 24 %INHERIT_EVENTS= 25 %INHERIT_DISABLED= 26 'Predefinded InHerit Patterns %INHERIT_POS= 50 %INHERIT_ROT= 51 %INHERIT_SIZE= 52 %INHERIT_SHADE= 53 %INHERIT_LIGHT= 54 %INHERIT_GENERAL= 55 %INHERIT_NONE= 60 %INHERIT_ALL= 61 %INHERIT_STANDARD= 62 %INHERIT_SIMPLE= 63 %INHERIT_POSONLY= 64 %INHERIT_ROTONLY= 65 %INHERIT_SIZEONLY = 66 %INHERIT_FORMTOFORM= 67 %INHERIT_FORMTOCONTROL= 68 %INHERIT_CONTROLTOCONTROL= 69 |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The INHERIT command allows you to set the sprite parameters that each sprite will inherit from its parents. This settings provides custom control of how each sprite relationship is managed by eMotions. |
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| Command : | INDEX |
| Usage : | INDEX = {LO, HI] |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The INDEX parameter allows an array of graphics objects to be created with a single parameter. When the INDEX property is used, an array of graphics objects are created with the index value as a suffix to the spritename. (spritename1, spritename2, spritename3...) Once the sprites are created the are totally independent objects. |
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| Command : | INCLUDE, EMBED |
| Usage : | INCLUDE = EMBED{ |
| Parameters : | |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The INCLUDE command allows you to embed eMOTION script files within each other. Reusable script sequences can be saved as seperate external .MOTION files and INCLUDED when they are needed. INCLUDED files can use macro embedded variables ( i.e. #variable# ) to allow for dynamic scripts. |
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| Command : | INACTIVE |
| Usage : | INACTIVE = {sprite list} |
| Parameters : | {sprite list} = A comma separated list of sprite handles |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The INACTIVE command allows you to set the BLT property of a group of sprites to INACTIVE. |
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| Command : | IMAGE |
| Usage : | IMAGE = {FILE} |
| Parameters : | {FILE} = path to any graphics image |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The IMAGE parameter instructs eMotions of the image file that creates the graphics object. eMotions uses FreeImage .DLL support so it supports a wide variety of graphic file formats. However, certain graphic object use compression which affect how objects can be displayed. JPG files can alter the actual color values which means making transparent object can cause image bleeding or inaccuracy in the graphic display. |
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| Command : | IF/ENDIF |
| Usage : | IF{} ENDIF:{} |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The If-Then command is a powerful game control decision making function. The If_Then will evaluate an expression and based on the outcome, execute the True:{expression} or the False:{expression} script. The EndEnc will stop the program flow after the code is executed. Nested If-Then sequences can be used, but complex And/Or expressions are not supported. Basically, the If_Then function allows the author to evaluate player status, skills, weapons, and map information. The If_Then can reference ALL of the system global variables. For example, the {dice} variable could be check and different results could be executed based on the result. |
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