Command : LoadSprite{[variable_prefix],
Usage : LoadSprite{[variable_prefix], [control_handle$]}
Parameters : N/A
Returns : All variables are loaded with user-defined prefix.
Platform : eMotions
Details :

The LOADSPRITE command will load a current sprite data into eMotions script variables. All eMotions Sprite properties are stored in variables with the custom_ prefix name. This command will NOT load any of the sprites parent data. These variables may be then analyzed or compared within script events. Performing this command will not affect the current sprite in FOCUS. This command is used to help when loading, editing and comparing multiple sprites simultaneously.

NOTE: After you have completed using this sprite, you MUST MANUALLY clear all of the sprite variables. Failing to clean up this data can result in out of memory errors. You may used the DelVars {custom} command to delete all variables with the custom_ prefix.









Command : LoadRecord
Usage : LoadRecord {[script#]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command is a special command that is primarily used by the system. It will load an Event Script into memory without executing. The system uses this function for background event script calls. This command is for advanced level scripting.









Command : LoadClipBoard
Usage : LoadClipBoard {[varname$]}
Parameters : N/A
Returns : N/A
Platform : Explorations
Details :


RemoveClipBoard Explorations RemoveClipBoard {[varname$]} None. This command will enable the GM to remove a previously added ClipBoard entry.









Command : LoadVars
Usage : LoadVars {[filename$]}
Parameters : N/A
Returns : N/A
Platform : Explorations
Details :

The LOADVARS command will load an restore a block of variables within a file that was created using the SAVEVARS command.









Command : LOGFILE
Usage : LOGFILE
Parameters : N/A
Returns : none
Platform : eMotions
Details :


MAXIMIZE eMotions MAXIMIZE = {BOOLEAN} BOOLEAN = TRUE / FALSE none The MAXIMIZE command will set the eMotions render window state to the entire screen. The Title Captions will not be visible when eMotionsis maximized.









Command : LOG
Usage : LOG {TEXT}
Parameters : {text} = Text you want to display
Returns : none
Platform : eMotions
Details :

The LOG command allows you to write out text & variables to an external text file. log.txt









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

The Lock Cursor command will lock the Windows mousepointer within the viewport area until it is set to FALSE, or the Viewport is minimized.









Command : LOADVARS
Usage : LOADVARS{}
Parameters : = Filename (without path)
Returns : none
Platform : eMotions
Details :

The LOADVARS command will load an restore a block of variables within a file that was created using the SAVEVARS command.









Command : LOADSPRITE
Usage : LOADSPRITE {spritename, custom}
Parameters : {SPRITENAME} = A SINGLE EMOTIONS SPRITE HANDLE
{CUSTOM} = CUSTOM VARIABLE PREFIX FOR SPRITE DATA.
Returns : none
Platform : eMotions
Details :

The LOADSPRITE command will load a current sprite data into eMotions script variables. All eMotions Sprite properties are stored in variables with the custom_ prefix name. This command will NOT load any of the sprites parent data. These variables may be then analyzed or compared within script events. Performing this command will not affect the current sprite in FOCUS. This command is used to help when loading, editing and comparing multiple sprites simultaneously.

NOTE: After you have completed using this sprite, you MUST MANUALLY clear all of the sprite variables. Failing to clean up this data can result in out of memory errors. You may used the DelVars {custom} command to delete all variables with the custom_ prefix.









Command : LISTMODE
Usage : LISTMODE = {LMODE}
Parameters : %LST_ALL = 0
%LST_ACTIVEONLY = 1
%LST_USERONLY = 2
%LST_SYSOP = 3
Returns : none
Platform : eMotions.ObjectProperty
Details :

The LISTMODE value allows you to specify how you want eMotions to read database record for Explorations. In some cases you may want to list all database records, where in others you may only want ACTIVE records.









Command : LISTINDEX
Usage : LISTINDEX = {VALUE}
Parameters : N/A
Returns : none
Platform : eMotions.ObjectProperty
Details :

The LISTINDEX property allows you to attach a value to a sprite array.









Command : LIGHTOFFSET
Usage : LIGHTOFFSET = {X,Y}
Parameters : {X,Y} = screen coordinates
Returns : none
Platform : eMotions.ObjectProperty
Details :


LIST eMotions.ObjectProperty LIST = {list of items} {list of items} = comma separated list of items. none The LIST, VLIST parameter creates a vertical list of text graphic objects. HLIST will create a horizontal list. The items in the list are seperated by a comma. The LIST can be specified literally, or through a file.









Command : LIGHTING
Usage : LIGHTING = {TYPE}, {LA,HA}, {W,H}
Parameters : N/A
Returns : none
Platform : eMotions.ObjectProperty
Details :

eMotions supports both ambient lighting masks as well as graphics objects generating point light sources. These light sources uses embedded monochrome bitmap masks to create light for a given radius.

The TYPE parameter informs eMotions of the light source type that is attached to the object. Any graphics object within eMotions can be a light source. The object will have a glowing effect that will move as the object moves. Any objects within the illuminated area that will cast a shadow if the CASTSHADOW parameter is set.

The LA and HA parameter represent the low and high ARC that the light is cast from its origin. A light source that illuminates area completely around the graphics object would have the light ARC range from 0 to 360 degrees. For example, eMotions light masks can be used to form a light source that illuminates in a cone fashion, by simply using an ARC range of 0 to 45 degrees.

The W and H parameter set the horizontal and vertical illumination distance from the light source point of origin. The distance values must be given with the range of the view-port lighting grid. The view-port lighting grid is 1/10th the size of the overall view-port. For example, a view-port of 800x600 pixels will have a light grid range of 80x60. Selecting the appropriate range of illumination should take this conversion factor into consideration.









Command : LIGHTHUE
Usage : LIGHTHUE = {R, G, B, A}
Parameters : {RGBA} =
Returns : none
Platform : eMotions.ObjectProperty
Details :

eMotions supports both ambient lighting masks as well as graphics objects generating point light sources. These light sources uses embedded monochrome bitmap masks to create light for a given radius.

The TYPE parameter informs eMotions of the light source type that is attached to the object. Any graphics object within eMotions can be a light source. The object will have a glowing effect that will move as the object moves. Any objects within the illuminated area that will cast a shadow if the CASTSHADOW parameter is set.

The LA and HA parameter represent the low and high ARC that the light is cast from its origin. A light source that illuminates area completely around the graphics object would have the light ARC range from 0 to 360 degrees. For example, eMotions light masks can be used to form a light source that illuminates in a cone fashion, by simply using an ARC range of 0 to 45 degrees.

The W and H parameter set the horizontal and vertical illumination distance from the light source point of origin. The distance values must be given with the range of the view-port lighting grid. The view-port lighting grid is 1/10th the size of the overall view-port. For example, a view-port of 800x600 pixels will have a light grid range of 80x60. Selecting the appropriate range of illumination should take this conversion factor into consideration.









Command : LAYER
Usage : LAYER = {VALUE}
Parameters : {VALUE} = 0 - 99
Returns : none
Platform : eMotions.ObjectProperty
Details :

The LAYER parameter sets the graphic objects ZOrder, or copy order. eMotions can handle a maximum of 99 layers simultaneously. Higher most layers are copied last, so they appear on top of objects set to lower layers.