| Command : | RunTo! |
| Usage : | RunTo! {[character_handle$],[endx,endy],[speedadj]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The MoveTo! command enables the user to specify a PC/NPC and a map location where you would like him to move. When this command is executed, the PC/NPC in question does NOT recieve the focus. This enables you to move multiple characters around without changing focus from a character currently being editted. The MoveTo! command differs from the MoveTo command in that it will wait until the character arrives at that location before it will allow the script to continue execution. |
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| Command : | RunTo |
| Usage : | RunTo {[character_handle$],[endx,endy],[speedadj]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The MoveTo command enables the user to specify a PC/NPC and a map location where you would like him to move. When this command is executed, the PC/NPC in question does NOT recieve the focus. This enables you to move multiple characters around without changing focus from a character currently being editted. |
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| Command : | Read_Object |
| Usage : | Read_Object {[database_record%],[database_filename$]} |
| Parameters : | N/A |
| Returns : | When the record is read all of the default system variables that have the prefix 'OBJ_' are set. |
| Platform : | Explorations |
| Details : | |
This command will read an object record from the database filename specified. A complete drive and path must be given on order to read the database record. |
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| Command : | RemoveWeather |
| Usage : | RemoveWeather {[handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a weather zone previously created with the Weather command. |
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| Command : | RemoveItem |
| Usage : | RemoveItem {[object_type%,object_record%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a database object to the current character. When the database object is removed from the character, the Remove_ObjectName event is triggered. The object types specify the type of object being removed. The object types are as follows: |
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| Command : | RemoveItemType |
| Usage : | RemoveItemType {[type_record%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
AddItem Explorations AddItem {[object_type%,object_record%]} None. This command will add a database object to the current character. When the database object is added to the character, the Add_ObjectName script is triggered. The object types specify the type of object being added. The object types are as follows: |
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| Command : | ResetAIOnExit |
| Usage : | ResetAIOnExit {[character_handle$],[true/false]} |
| Parameters : | N/A |
| Returns : | N/A |
| Platform : | Explorations |
| Details : | |
SetAllChars Explorations SetAllChars {[character_handle$],[plr_variable],[value1]} None. The SetAllCharacters{} command will globally set like characters PLAYER variable to the value specifed. The command uses simple prefix matching on all character sprites, and will perform an updated on the PLAYER variable when a match is found. |
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| Command : | RemoveEncounter |
| Usage : | RemoveEncounter {[character_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove any NPC sprites that were created with the Encounter or RndEncounter script commands. When this command is executed ALL sprite data is deleted and can not be restored. |
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| Command : | RndEncounter |
| Usage : | RndEncounter {[npc_handle$],[mapx,mapy,map$],[ai]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will randomly select a NPC monster from the Random Monsters database and display it at location (mapx, mapy). (RNDNPCS.DAT) The random NPC will be given the unique handle specified by the user and should be referenced using this handle. The user can also specified if the NPC is computer controlled, or user controlled. |
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| Command : | RemoveMapGroup(X,Y) |
| Usage : | RemoveMapGroup(X,Y) {[mapx,mapy,map$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a MapGroup located at the coordinates X,Y. |
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| Command : | ResetAnim |
| Usage : | ResetAnim {[region_handle$], [curmap$],[speed]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will trigger the reverse Animation of and Animated MapGroup. |
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| Command : | Return |
| Usage : | Return |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will return the control from a GosubLabel command. This command only applies to GosubLabel. When a script encounters the EndEnc command it naturally returns to the location where a GosubScript or GosubRELScript was executed if it applies. |
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| Command : | RecordCount |
| Usage : | RecordCount {[dest_variable%],[record_size%],[filename$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will count the number of records within the database filename you specify. A complete drive and path must be given for this filename. The record size can be one of three contant system types, depending on the type of database records you are attempting to count. Use 'LEN_OBJECT%', 'LEN_CHARACTER%', 'LEN_MAP%' data constants to read records from object, character, and map databases respectively. The destination_variable% is the user defined system variable that you want the record count to be stored. |
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| Command : | Rename |
| Usage : | Rename {[old_filename$],[new_filename$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will rename a file on your hard drive. You must specify a complet drive and path for the file you wish to rename. |
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| Command : | RemoveDir |
| Usage : | RemoveDir {[filepath$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a directory that you have specified. Be careful removing system directories, deleting improper system directories can damage your game. |
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| Command : | Read_Char |
| Usage : | Read_Char {[character_record%],[database_filename$]} |
| Parameters : | N/A |
| Returns : | When this command is executed the character database record information is loaded into all the script variables with the 'PLR_' prefix. |
| Platform : | Explorations |
| Details : | |
This command will read a character record from an external database filename specified. When the database record is read, the current player will be set to the newly read record. Any character system variables changed must be updated using the Update_Char command before the character record can be written back to an external database. |
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| Command : | RemoveEnc |
| Usage : | RemoveEnc {[region_handle$],[curmap$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a specific Encounter by region name. |
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| Command : | RemoveEnc(X,Y) |
| Usage : | RemoveEnc(X,Y) {[mapx,mapy,map$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a Encounter located at the coordinates X,Y. |
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| Command : | RemoveNPC |
| Usage : | RemoveNPC {[region_handle$],[curmap$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a specific NPC by region name. |
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| Command : | RemoveNPC(X,Y) |
| Usage : | RemoveNPC(X,Y) {[mapx,mapy,map$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a NPC located at the coordinates X,Y. |
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| Command : | RemoveObject |
| Usage : | RemoveObject {[region_handle$],[curmap$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a specific Map Object by region name. |
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| Command : | RemoveObject(X,Y) |
| Usage : | RemoveObject(X,Y) {[mapx,mapy,map$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a Map Object located at the coordinates X,Y. |
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| Command : | RemoveMapGroup |
| Usage : | RemoveMapGroup {[region_handle$],[curmap$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will remove a specific MapGroup by region name. |
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| Command : | ROTZCHANGE |
| Usage : | ROTZCHANGE = {~Ang,*Func,Dur} |
| Parameters : | {Z} = rotation angle orientation |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The ROTCHANGE parameter will apply a gradual rotation change constant to a graphic object over a given duration. The ~Ang property may be positive or negative but must be between 0 and 360. Applying a change for a duration of 9999 is treated as infinity. This command was replaced by the ROTZCHANGE, but both are supported and rotate object in 2D along the z-axis. The ROTXCHANGE, and ROTYCHANGE commands were added to eMotionsv2.0 to support OpenGL within a real 3D environment. |
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| Command : | ROTYCHANGE |
| Usage : | ROTYCHANGE = {~Ang,*Func,Dur} |
| Parameters : | {Y} = rotation angle orientation |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The ROTCHANGE parameter will apply a gradual rotation change constant to a graphic object over a given duration. The ~Ang property may be positive or negative but must be between 0 and 360. Applying a change for a duration of 9999 is treated as infinity. This command was replaced by the ROTZCHANGE, but both are supported and rotate object in 2D along the z-axis. The ROTXCHANGE, and ROTYCHANGE commands were added to eMotionsv2.0 to support OpenGL within a real 3D environment. |
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| Command : | ROTXCHANGE |
| Usage : | ROTXCHANGE = {~Ang,*Func,Dur} |
| Parameters : | {X} = rotation angle orientation |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The ROTCHANGE parameter will apply a gradual rotation change constant to a graphic object over a given duration. The ~Ang property may be positive or negative but must be between 0 and 360. Applying a change for a duration of 9999 is treated as infinity. This command was replaced by the ROTZCHANGE, but both are supported and rotate object in 2D along the z-axis. The ROTXCHANGE, and ROTYCHANGE commands were added to eMotionsv2.0 to support OpenGL within a real 3D environment. |
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| Command : | ROTTO |
| Usage : | ROTTO = {T/F, ~xAng, ~yAng, ~zAng} ROTTO = FALSE |
| Parameters : | {X,Y,Z} = rotation angle orientation |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The ROTTO command enables you to set a fixed X, Y, Z angle that the sprite will rotate. Depending on the sprites current orientation, eMotions will calculate the shortest rotation path to reach the specified orientaiton. |
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| Command : | ROTCHANGE |
| Usage : | ROTCHANGE = {~Ang,*Func,Dur} |
| Parameters : | {BOOLEAN} = TRUE / FALSE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The ROTCHANGE parameter will apply a gradual rotation change constant to a graphic object over a given duration. The ~Ang property may be positive or negative but must be between 0 and 360. Applying a change for a duration of 9999 is treated as infinity. This command was replaced by the ROTZCHANGE, but both are supported and rotate object in 2D along the z-axis. The ROTXCHANGE, and ROTYCHANGE commands were added to eMotionsv2.0 to support OpenGL within a real 3D environment. |
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| Command : | ROT |
| Usage : | ROT = {Ang} ROTZ = {Ang} ROTX = {Ang} ROTY = {Ang} |
| Parameters : | {ANG} = DEGREES 0.00 TO 359.99 |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The ROT parameter instructs the eMotions engine of the rotation angle the object is to be displayed. All rotation values and changes are calculated and applied dynamically. eMotions rotates objects in values from 0 to 360 degrees. At any time you want to disable the rotation, simply set this value to 0. |
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| Command : | RESIZE |
| Usage : | RESIZE = {BOOLEAN}, {BOOLEAN} |
| Parameters : | {BOOLEAN} = TRUE / FALSE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The RESIZE parameter informs eMotions of graphics object that will change sizes if the view-port dialog form changes size. The RESIZE property is independent of the RESAMPLE property. |
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| Command : | RESET |
| Usage : | RESET = {.MOTION} |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The RESET command enables you to attach a script that will trigger when a sprites On_Reset trigger is executed. |
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| Command : | REFRESHLIST |
| Usage : | N/A |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
RELPATH eMotions none RESAMPLE eMotions RESAMPLE = {VALUE] VALUE = 0.1 - 3.0 none The RESAMPLE commands allows you to auto resize all graphics at the time that are loaded and initialized within the engine. Re-sampling graphics will save memory while showing only a minor decrease in graphic quality. |
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| Command : | REFRESHCONTROL |
| Usage : | REFRESHCONTROL {control} |
| Parameters : | LABEL TEXTLIST CHECKBOX HPROGRESS TEXTBOX VSLIDER COMBOBOX OPTIONBOX LISTBOX HSLIDER VPROGRESS DIRBOX FILEBOX HIMAGELIST VIMAGELIST MOVIE PANELBOX |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The eMotions engine contains the above embedded GUI controls. These controls work very similar to those found in Visual Basic, and all of the controls were created using the eMotions script command syntax. Below is a sample of the scripts used to create these controls. The script text below is embedded within the Engine.DLL and executed when the ShowControl {} command is used. |
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| Command : | REDRAWCONTROL |
| Usage : | REDRAWCONTROL {control} |
| Parameters : | LABEL TEXTLIST CHECKBOX HPROGRESS TEXTBOX VSLIDER COMBOBOX OPTIONBOX LISTBOX HSLIDER VPROGRESS DIRBOX FILEBOX HIMAGELIST VIMAGELIST MOVIE PANELBOX |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The eMotions engine contains the above embedded GUI controls. These controls work very similar to those found in Visual Basic, and all of the controls were created using the eMotions script command syntax. Below is a sample of the scripts used to create these controls. The script text below is embedded within the Engine.DLL and executed when the ShowControl {} command is used. |
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