Command : PC_InViewRange?
Usage : PC_InViewRange? {[x_start%],[y_start%],[range]}
Parameters : N/A
Returns : The first PC that is found within view will exit the function. When a PC is discovered in view, a SYS_TRUE% is returned within the 'SCR_BOOLEAN%' system variable and the PC's unique handle will be stored within the 'SCR_HANDLE$'
Platform : Explorations
Details :

This command will check the location passed to see if any PC's are within view of the location.









Command : PC_InViewRange?
Usage : PC_InViewRange? {[startx,starty],[range]}
Parameters : N/A
Returns : The first PC that is found within view will exit the function. When a PC is discovered in view, a SYS_TRUE% is returned within the 'SCR_BOOLEAN%' system variable and the PC's unique handle will be stored within the 'SCR_HANDLE$'
Platform : Explorations
Details :

This command will check the location passed to see if any PC's are within view of the location.









Command : PC_InView?
Usage : PC_InView? {[x_start%],[y_start%]}
Parameters : N/A
Returns : The first PC that is found within view will exit the function. When a PC is discovered in view, a SYS_TRUE% is returned within the 'SCR_BOOLEAN%' system variable and the PC's unique handle will be stored within the 'SCR_HANDLE$'
Platform : Explorations
Details :

This command will check the location passed to see if any PC's are within view of the location.









Command : PC_InView?
Usage : PC_InView? {[startx,starty]}
Parameters : N/A
Returns : The first PC that is found within view will exit the function. When a PC is discovered in view, a SYS_TRUE% is returned within the 'SCR_BOOLEAN%' system variable and the PC's unique handle will be stored within the 'SCR_HANDLE$'
Platform : Explorations
Details :

This command will check the location passed to see if any PC's are within view of the location.









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


PANOFF Explorations PANOFF None.
Get_CharObject Explorations Get_CharObject {[object_type%,object_record%]} When this command is executed the object database record information is loaded into all the script variables with the OBJ_ prefix. This command will retrieve the database information for a particular object that the current character has in his possession.









Command : Projectile!
Usage : Projectile! {[proj_type%],[attacker$],[defender$],[object_type%,object_record%],[startx,starty],[endx,endy]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :


Projectile Explorations Projectile {[proj_type%],[attacker$],[defender$],[object_type%,object_record%],[startx,starty],[endx,endy]} None.
IsWeatherActive Explorations IsWeatherActive {[handle$]} The IsWeatherActive{} command detects if a specific weather zone handle currently active. If the Enabled property of the Weather event is TRUE, the function will return TRUE in the SCR_BOOLEAN% variable.









Command : PickUpItem
Usage : PickUpItem {[object_type%,object_record%]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will force the current character to pick up an object. All the needed animations are automatically shown and the Pick-Up_ObjectName script event is triggered. The object type specifies the type of object being put down. The object types are as follows: 0 - Skills Database 1 - Armor Database 2 - Weapons Database 3 - Equipment Database 4 - Spells Database 5 - Special Database









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

This command will restart animated game play, for a system that previously executed the 'PAUSEON' script command. Players will still be able to execute system commands.









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

This command will freeze animated game play. Players will still be able to execute system commands. To resume game play, see the 'PAUSEOFF' command.









Command : Play!
Usage : Play! {[sound_file$]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will play an Audio sound file. The Play! command differs from the Play in that it informs the script engine to wait until the sound is completed before allowing the game to proceed.









Command : Play
Usage : Play {[sound_file$]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will play an Audio sound file.









Command : Play!
Usage : Play! {[wav_file$]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will play a .WAV sound file. The Play! command differs from the Play in that it informs the script engine to wait until the sound is completed before allowing the game to proceed.









Command : Play
Usage : Play {[wav_file$]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :

This command will play a .WAV sound file.









Command : Projectile!
Usage : Projectile! {[proj_type%],[attacker$],PLR_HANDLE$,[object_type%,object_record%],[startx,starty],[endx,endy]}
Parameters : N/A
Returns : None.
Platform : Explorations
Details :


Projectile Explorations Projectile {[proj_type%],[attacker$],PLR_HANDLE$,[object_type%,object_record%],[startx,starty],[endx,endy]} None.
Find_CharInFile Explorations Find_CharInFile {[character_handle$],[database_filename$]} When a character is found that matches the name provided the 'SCR_BOOLEAN%' is set to SYS_TRUE%. The 'SCR_RECORD%' will be set to the database record of the character within the database. This command will search an external database filename for a character record that has the unique handle specified.









Command : PROPERTIES
Usage : NONE
Parameters : NONE
Returns : none
Platform : eMotions
Details :

The following script variables must be set before the ShowControl {} script function is executed. The embedded controls scripts will transfer these variables to the necessary eMotions parameters prior to the creation of the eMotions control.

SetVal{} - Special Properties
SetVals{} - Special Properties

Control ID Properties
---------------------
NAME$
PARENT$
ENABLED$
VISIBLE$
DRAG$ = {HDrag$, VDrag$}
LAYER%
BLT$

Control POSITION Properties
---------------------------
TOP%
LEFT%
WIDTH%
HEIGHT%

Control TEXT/BORDER Properties
-----------------------
CAPTION$
FONT$
COLOR$
STYLE%
ISTYLE%
WORDWRAP$
VRESIZE$

Control MISC Properties
-----------------------
MAX%
VALUE%
ITEMSTYLE%
COUNT%
TICKDRAG$
FILE$
LIST$
CHECKLIST$

ShowControl {TEXTBOX|LABEL|COMBOBOX|VPROGRESS|....}









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

The PRIVATE command instruct eMotions that the sprite will not inherit system messages that trickle down from its parent object.









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

The PREFETCH command is designed for using eMotions remotely. It instructs the engine to scan scripts for references to remote resources and download them before executing the script.









Command : POSTO3D
Usage : POSTO3D = X,Y,Z
Parameters : {X,Y,Z} = screen coordinates
Returns : none
Platform : eMotions.ObjectProperty
Details :

The POSTO parameter will move the graphic objects upper left position to the (X,Y) position in pixels. The object will move is a straight line to the destination unless the *Func property is used. (See Function Codes) The Duration property determines how many redraw cycles it you want this movement to take, which will determine the speed of this motion. The POSTO3D command was added to eMotionsv2.0 to support OpenGL within a real 3D environment.









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

The POSTO parameter will move the graphic objects upper left position to the (X,Y) position in pixels. The object will move is a straight line to the destination unless the *Func property is used. (See Function Codes) The Duration property determines how many redraw cycles it you want this movement to take, which will determine the speed of this motion. The POSTO3D command was added to eMotionsv2.0 to support OpenGL within a real 3D environment.









Command : POSCHANGE3D
Usage : POSCHANGE3D = {~X,~Y,~Z,*Func,Dur}
Parameters : {X,Y,Z} = changes to X,Y,Z coordinates
Returns : none
Platform : eMotions.ObjectProperty
Details :

The POSCHANGE parameter will apply a gradually position change constant to a graphic object over a given duration. The ~X, ~Y, and ~Z property may be positive or negative. Applying a change for a duration of 9999 is treated as infinity. The POSCHANGE3D command was added to eMotionsv2.0 to support OpenGL within a real 3D environment.









Command : POSCHANGE
Usage : POSCHANGE = {~X,~Y,*Func,Dur}
Parameters : {X,Y} = changes to X,Y coordinates
Returns : none
Platform : eMotions.ObjectProperty
Details :

The POSCHANGE parameter will apply a gradually position change constant to a graphic object over a given duration. The ~X, ~Y, and ~Z property may be positive or negative. Applying a change for a duration of 9999 is treated as infinity. The POSCHANGE3D command was added to eMotionsv2.0 to support OpenGL within a real 3D environment.









Command : POS3D
Usage : POS = {X,Y}
POS3D = {X,Y,Z}
Parameters : {X,Y} = screen coordinates
Returns : none
Platform : eMotions.ObjectProperty
Details :

The POS parameter will set the upper left position (in pixels) that the graphics object will be displayed on the screen. The POS3D command was added to eMotionsv2.0 to support OpenGL within a real 3D environment. POS should be considered a depricated command and should only be used for 2D motion scripts.









Command : POS
Usage : POS = {X,Y}
POS3D = {X,Y,Z}
Parameters : {X,Y} = screen coordinates
Returns : none
Platform : eMotions.ObjectProperty
Details :

The POS parameter will set the upper left position (in pixels) that the graphics object will be displayed on the screen. The POS3D command was added to eMotionsv2.0 to support OpenGL within a real 3D environment. POS should be considered a depricated command and should only be used for 2D motion scripts.









Command : PLAY
Usage : PLAY{filepath, handle, x, y, w, h}
PLAY!{filepath, handle, x, y, w, h}
Parameters : N/A
Returns : none
Platform : eMotions
Details :

The PLAY command will play any of the standard windows sound and multimedia files. Sound files will ignore the {x,y, w, h} parameter. Video files will use these parameters to open a play back window for the video to be displayed.









Command : PLANESIZE
Usage : PLANESIZE = {W,H}
Parameters : {W,H} = The width & height of the game playing field
Returns : none
Platform : eMotions
Details :

The PLANESIZE allows you to instruct eMotions that the game playing field is a specific size in pixels.









Command : PAUSEON, PAUSEOFF
Usage : PAUSEON
PAUSEOFF
Parameters : none
Returns : none
Platform : eMotions
Details :

The PAUSEON command instructs eMotions to stop all rendering. It will stop redrawing the screen until the PAUSEOFF command is executed.









Command : PATH
Usage : PATH = {RELATIVE PATH}
Parameters : {RELATIVE PATH}
Returns : none
Platform : eMotions
Details :

The PATH command will allows you to set the global path for all script commands that execute within your .MOTION script file. Setting this command at the beginning of the MOTION file means you no longer have to specify a complete DRIVE:\PATH location when referencing scripts or image files.









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

The PASSWORD parameter allows you to specify the character that will be displayed when text is entered within an editable eMotions object. The character is used to mask text that you don't want easily visible when viewing the screen.









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

The PARENT parameter allows eMotions object to establish a hierarchy of ownership. All eMotions objects will move, rotate, and size with the PARENT object it is attached. The only limitation with the PARENT parameter is that two objects can't form a circular PARENT dependency, and an object can't be a PARENT to itself.