| Command : | Speech |
| Usage : | Speech {[character_handle$],[dialog]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The Speech command allows the author to display text over an NPC’s characters head as spoke text. A continue button will be shown so the game play can continue after the text is read. |
|
| Command : | SwitchTo |
| Usage : | SwitchTo {[character_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
While in Single Player mode you can switch the camera to view other players within your party using this script command. The option is not available in Online mode because users are only allowed to control one player within the party while networked. |
|
| Command : | ShowAction! |
| Usage : | ShowAction! {[character_handle$],[action_file$],[repeat%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will automatically show an animation sequence that you specified by filename. These filename are specified within the Character Animation form. By editing the 'Anim.TXT' file you can create addition animation filenames. The ShowAction! command differs from ShowAction in that it forces the entire animation to play before the script continues execution. |
|
| Command : | ShowAction |
| Usage : | ShowAction {[character_handle$],[action_file$],[repeat%]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will automatically show an animation sequence that you specified by filename. These filename are specified within the Character Animation form. By editing the 'Anim.TXT' file you can create addition animation filenames. |
|
| Command : | Stop |
| Usage : | Stop {[character_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The Stop command enabled the GM to stop a characters current movement sequence. When this script command is executed, the character will stop instantly at his current location. |
|
| Command : | SetLocToRgn |
| Usage : | SetLocToRgn {[map_name$],[region_handle$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The SetLocation command will set the players location to a new location designated by the region. This location can be on the same map or within a new map. If a new map is specified, it will be loaded. |
|
| Command : | SetLocation |
| Usage : | SetLocation {[mapx,mapy,map$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The SetLocation command will set the players location to a new location specified by the author. This location can be on the same map or within a new map. If a new map is specified, it will be loaded. |
|
| Command : | SetAllChars |
| Usage : | SetAllChars {[character_handle$],[cmd_variable],[value1]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The SetAllCharacters{} command will globally set like characters CMD variable to the value specifed. The command uses simple prefix matching on all character sprites, and will perform an updated on the CMD variable when a match is found. |
|
| Command : | SHOWBUY/SELL |
| Usage : | SHOWBUY/SELL {[character_handle$],[object_type%],[b/s_type$]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
REFRESH Explorations REFRESH None. This command will redraw the current Map Screen. |
|
| Command : | Scroll |
| Usage : | Scroll {[speed],[timer],[dialog]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will display text in the scrolling story dialog. This command acts as the story narrator. |
|
| Command : | SetProperty |
| Usage : | SetProperty {[control_handle$],[property_name$],[new_value]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
This command will automatically set the property of a Control to the value stored in new_value. |
|
| Command : | Select |
| Usage : | Select Case {[dest_variable]} |
| Parameters : | N/A |
| Returns : | None. |
| Platform : | Explorations |
| Details : | |
The SELECT/CASE command is a block of statements which perform like nested IF/THEN statements. The allow for a block of conditions to the evaluated each with seperate result scripts. |
|
| Command : | SaveVars |
| Usage : | SaveVars {[variable_prefix],[filename$]} |
| Parameters : | N/A |
| Returns : | N/A |
| Platform : | Explorations |
| Details : | |
The SAVEVARS command instructs eMotions to save a block of variables to an external file. The |
|
| Command : | SetVar |
| Usage : | SetVar {[variable],[value1]} |
| Parameters : | N/A |
| Returns : | Example: |
| Platform : | Explorations |
| Details : | |
This powerful command allows the GM create variables dynamically, or adjust the value of existing variables. Under the Explorations system (%) variables denote a Long datatypes, (!) variables hold Single Precision, and ($) hold String values. |
|
| Command : | STARTLOOP, ENDLOOP, NEXT |
| Usage : | STARTLOOP: NEXT ENDLOOP: |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
SYSTEM eMotions none TAG eMotions.ObjectProperty TAG = {TEXT} {TEXT} = Any text none The TAG statement allows you o attach text to a sprite. |
|
| Command : | STANDARD SYNTAX |
| Usage : | NONE |
| Parameters : | BEGIN: MY OBJECT TYPE = {TYPE} : PROP, SPRITE, PLANE, TEXT, LAYER PARENT = {spritename} : Sets a PARENT for this sprite INDEX = {lo, hi} : Array of Objects Indexes From low value to high value IMAGE = {FILENAME} : Filename of Sprite POS = {X,Y} : LEFT, TOP LOCATION IN PIXELS ROT = {Ang} : Set the Rotation Angle for Sprite in degrees 0.0 - 360.0 SIZE = {W,H} : WIDTH, HEIGHT IN PIXELS RESIZE = {T/F} : Will Sprite Resize when the Form changes size BLT = {BLTMETHOD} : HOW TO DISPLAY? COPY, TRANSPARENT, DITHER##, ALPHABLEND## ALPHA = {0.000 - 1.000} : Custom Alphablend Percentage BORDER = {T/F}, {00} |
| Returns : | N/A |
| Platform : | eMotions |
| Details : | |
: Object will have a skinable border. LAYER = {00} : Sets the Redraw Layer for sprite (ZOrder) ENABLED = {T/F} : Is Sprite Enabled END: MY OBJECT none The above parameters are the standard properties for any eMotions graphics object. The BEGIN: {spritename} and END: {spritename} tags denote an eMotions object. The parameters can be set in any order, between the BEGIN/END tags. The bold parameters are mandatory for eMotions to create the object, all other parameters are optional or used for specific effects. This documentation will provide some insight on producing eMotions graphic objects, as well as some practical examples of how these objects could have been used in historical games. |
|
| Command : | SPRITE EVENTS |
| Usage : | NONE |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
On_Create {spritename$} On_Init {spritename$} On_Destroy {spritename$} On_Visible {spritename$} On_InVisible {spritename$} On_Hide {spritename$} On_Show {spritename$} On_Enabled {spritename$} On_Disabled {spritename$} On_BLTChange_Init {spritename$} On_AlphaChange_Init {spritename$} On_AlphaChange_End {spritename$} On_DitherChange_Init {spritename$} On_DitherChange_End {spritename$} On_PosChange_Init {spritename$} On_PosChange_End {spritename$} On_DirChange_Init {spritename$} On_DirChange_End {spritename$} On_SizeChange_Init {spritename$} On_SizeChange_End {spritename$} On_RotChange_Init {spritename$} On_RotChange_End {spritename$} On_CollideEdge {spritename$} On_CollideWall {spritename$} On_Collision (sourcesprite$, destsprite$) On_FrameChange {spritename$, AnimIndex} On_AnimLoop {spritename$, AnimIndex} On_AnimDone {spritename$, AnimIndex} On_Idle On_Second {TIME} |
|
| Command : | SNAP |
| Usage : | SNAP = {vBOOLEAN, hBOOLEAN} |
| Parameters : | {BOOLEAN} = TRUE / FALSE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The SNAP command will snap a sprite to the nearest horizontal or vertical viewport edge. This command will not stack sprites or account for sprites already snapped to a given edge. |
|
| Command : | SIZECHANGE |
| Usage : | SIZECHANGE = {~W,~H,*Func,Dur} |
| Parameters : | {W,H} = changes to width and height |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The SIZECHANGE parameter will apply a gradual size change constant to a graphic object over a given duration. the ~W and ~H property may be positive or negative. Applying a change for a duration of 9999 in treated as infinity. The size of any sprite can never be less than 0. |
|
| Command : | SIZE |
| Usage : | SIZE = {W,H} |
| Parameters : | {W,H} = WIDTH AND HEIGHT OF THE SPRITE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The SIZE parameter will set the width and height (in pixels) of the graphics object when it is displayed on the screen. |
|
| Command : | SHOWCONTROL |
| Usage : | SHOWCONTROL {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. |
|
| Command : | SHOWBARRIERS |
| Usage : | SHOWBARRIERS = {BOOLEAN} |
| Parameters : | {BOOLEAN} = TRUE / FALSE |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SHOWBARRIERS command will instruct eMotions to Hide or Show any barrier lines created within the surface area. |
|
| Command : | SHOW, ENABLE |
| Usage : | SHOW = {sprite list} |
| Parameters : | {sprite list} = A comma separated list of sprite handles |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SHOW command allows you to set the VISIBLE property of a group of sprites to TRUE. |
|
| Command : | SHOW |
| Usage : | SHOW = {spritename1, spritename2, ....} |
| Parameters : | {SPRITE LIST} |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SHOW command will set all sprites listed to VISIBILE = TRUE. (See the VISIBLE parameter for more details.) |
|
| Command : | SETVALS, SETVARS |
| Usage : | SETVALS { NAME$ = Jackie LASTNAME$ = Robinson} |
| Parameters : | |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SETVALS command allows you to specify a list of variable and values to be set. This allows multiple values to be set in a batch for optimal performance. |
|
| Command : | SETVAL, SETVAR |
| Usage : | SETVAL { |
| Parameters : | |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SETVAL command allows you to define an eMotions / Explorations game variable. |
|
| Command : | SETTIME |
| Usage : | SETTIME = {time} |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
SETTIMER eMotions SETTIMER = {VALUE} {VALUE} = 0 - {RANGE} none The SETTIMER command will set the value of the TIMER counter. This allows you to skip TIME EVENT TRIGGERs if necessary. |
|
| Command : | SETPROPERTY |
| Usage : | SETPROPERTY {spritename, property, variable} |
| Parameters : | N/A |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SETPROPERTY command will allow you to set the property of any sprite to a value constant, or a value stored within a system variable. The SETPROPERTY command works without selecting 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 the spritename property with a FOCUSED sprite variable by using any of the EMT_ or PARENT_ variables. (See LOADSPRITE{} command.) |
|
| Command : | SETBARRIER |
| Usage : | SETBARRIER = {x1,y1,x2,y2} |
| Parameters : | {XA,Y1, X2,Y2} = COORDINATES THE CREATE A LINE |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
The SETBARRIER command will create a barrier line on the render surface. The coordinates for this barrier must be within the range of your VIEWPORTSIZE. The barrier lines can be shown or hidden with the SHOWBARRIERS command. If the SETBARRIER command is used within an object block (see eMotions Graphics Object below), the object created will be a PARENT of the barrier line. If the object is moved, the barrier line will also move with the object. |
|
| Command : | SCALE |
| Usage : | SCALE = |
| Parameters : | |
| Returns : | none |
| Platform : | eMotions.ObjectProperty |
| Details : | |
SELECT/CASE/ENDCASE eMotions SELECT {} CASE:{= } CASE:{= } CASE:{= } ENDCASE {} none The SELECT/CASE command is a block of statements which perform like nested IF/THEN statements. The allow for a block of conditions to the evaluated each with seperate result scripts. |
|
| Command : | SAVEVARS |
| Usage : | SAVEVARS{ |
| Parameters : | |
| Returns : | none |
| Platform : | eMotions |
| Details : | |
The SAVEVARS command instructs eMotions to save a block of variables to an external file. The |
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