Difference between revisions of "Script/World"

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| style = 'color: #505050; line-height: 0.5;' |''go to the given map in the given setting (or current setting, if not specified)''
 
| style = 'color: #505050; line-height: 0.5;' |''go to the given map in the given setting (or current setting, if not specified)''
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==== Blueprints ====
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{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|bool]]
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| style='color: black; width: 90%; line-height: 1.0;' | '''IsBlueprintUnlocked''' (const [[../BasicDataTypes|string]]&in ''_sBlueprintName'') const
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| style = 'color: #505050; line-height: 0.5;' |''is the given blueprint currently unlocked?''
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|bool]]
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| style='color: black; width: 90%; line-height: 1.0;' | '''UnlockBlueprint''' (const [[../BasicDataTypes|string]]&in ''_sBlueprintName'', const [[../BasicDataTypes|bool]] ''_bTemporary'')
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| style = 'color: #505050; line-height: 0.5;' |''unlock the blueprint of this name for the player (if _bTemporary is true, the blueprint will be re-locked as soon as the player leaves the current level)''
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|-
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|bool]]
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| style='color: black; width: 90%; line-height: 1.0;' | '''IsBlueprintUpgradeUnlocked''' (const [[../BasicDataTypes|string]]&in ''_sBlueprintName'', const [[../BasicDataTypes|string]]&in ''_sUpgradeName'') const
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| style = 'color: #505050; line-height: 0.5;' |''is the given upgrade for the given blueprint currently unlocked?''
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|bool]]
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| style='color: black; width: 90%; line-height: 1.0;' | '''UnlockBlueprintUpgrade''' (const [[../BasicDataTypes|string]]&in ''_sBlueprintName'', const [[../BasicDataTypes|string]]&in ''_sUpgradeName'', const [[../BasicDataTypes|bool]] ''_bTemporary'')
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|-
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| style = 'color: #505050; line-height: 0.5;' |''unlock the given blueprint upgrade (if _bTemporary is true, the upgrade will be re-locked as soon as the player leaves the current level)''
 
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Revision as of 15:05, 20 February 2017

class World

The main interface for interacting with the global game state, persistent across all levels.

Class Methods

World Map / Travel

bool IsTravelAllowed () const
is travelling (leaving the level/fast travelling) currently allowed?
void AllowTravel (const bool _bAllow)
set whether the player is allowed to leave the current level or fast travel within it.
bool IsMapAccessible (const uint _uMapId) const
is the given level currently accessible?
void SetMapAccessible (const uint _uMapId, const bool _bAccessible = true, const uint8 _uSetting = uint8 ( - 1 ))
set whether the given map is accessible by the player from the world map.
uint8 GetCurrentMapSetting (const uint _uMapId) const
get the current setting for the given map
void SetMapSetting (const uint _uMapId, const uint8 _uSetting)
set the active setting for the given map. the setting change will only take effect the next time the level is visited.
void SetMapEntryPoint (const uint _uMapId, const string&in _sEntryPoint)
set the entry point for _uMapId. will be used when the player travels to the map the next time.
void TravelToMap (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 ), const string&in _sEntryPoint = "")
go to the given map in the given setting (or current setting, if not specified)

Blueprints

bool IsBlueprintUnlocked (const string&in _sBlueprintName) const
is the given blueprint currently unlocked?
bool UnlockBlueprint (const string&in _sBlueprintName, const bool _bTemporary)
unlock the blueprint of this name for the player (if _bTemporary is true, the blueprint will be re-locked as soon as the player leaves the current level)
bool IsBlueprintUpgradeUnlocked (const string&in _sBlueprintName, const string&in _sUpgradeName) const
is the given upgrade for the given blueprint currently unlocked?
bool UnlockBlueprintUpgrade (const string&in _sBlueprintName, const string&in _sUpgradeName, const bool _bTemporary)
unlock the given blueprint upgrade (if _bTemporary is true, the upgrade will be re-locked as soon as the player leaves the current level)

Dialogues

string[]@ GetEnabledTopics (const string&in _sContainerName) const
get all currently enabled topics within the given container.
string[]@ GetValidTopics (const string&in _sContainerName) const
get all topics in the given container which are enabled and can be initiated at this very moment (checks script conditions, required participants, range, etc.).
void EnableDialogueTopic (const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable or disable the given dialogue topic
void BlockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void UnblockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node

Global Variables

bool GetGlobalBool (const string&in _sVarName, const bool _bDefault = false) const
get global variable of type bool
int GetGlobalInt (const string&in _sVarName, const int _iDefault = - 1) const
get global variable of type integer
void SetGlobalBool (const string&in _sVarName, const bool _bValue)
set global variable of type bool
void SetGlobalInt (const string&in _sVarName, const int _iValue)
set global variable of type integer

class World

The main interface for interacting with the global game state, persistent across all levels.

Class Methods

World Map / Travel

bool IsTravelAllowed () const
is travelling (leaving the level/fast travelling) currently allowed?
void AllowTravel (const bool _bAllow)
set whether the player is allowed to leave the current level or fast travel within it.
bool IsMapAccessible (const uint _uMapId) const
is the given level currently accessible?
void SetMapAccessible (const uint _uMapId, const bool _bAccessible = true, const uint8 _uSetting = uint8 ( - 1 ))
set whether the given map is accessible by the player from the world map.
uint8 GetCurrentMapSetting (const uint _uMapId) const
get the current setting for the given map
void SetMapSetting (const uint _uMapId, const uint8 _uSetting)
set the active setting for the given map. the setting change will only take effect the next time the level is visited.
void SetMapEntryPoint (const uint _uMapId, const string&in _sEntryPoint)
set the entry point for _uMapId. will be used when the player travels to the map the next time.
void TravelToMap (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 ), const string&in _sEntryPoint = "")
go to the given map in the given setting (or current setting, if not specified)

Dialogues

string[]@ GetEnabledTopics (const string&in _sContainerName) const
get all currently enabled topics within the given container.
string[]@ GetValidTopics (const string&in _sContainerName) const
get all topics in the given container which are enabled and can be initiated at this very moment (checks script conditions, required participants, range, etc.).
void EnableDialogueTopic (const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable or disable the given dialogue topic
void BlockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void UnblockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node

Global Variables

bool GetGlobalBool (const string&in _sVarName, const bool _bDefault = false) const
get global variable of type bool
int GetGlobalInt (const string&in _sVarName, const int _iDefault = - 1) const
get global variable of type integer
void SetGlobalBool (const string&in _sVarName, const bool _bValue)
set global variable of type bool
void SetGlobalInt (const string&in _sVarName, const int _iValue)
set global variable of type integer