void
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DialogShoutout ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
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Used to start a dialogue directly. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further.
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void
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DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
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Does the same as the DialogShoutout, only that it also reveals the speaker. (doesn't work currently, but this is known and soon going to be fixed)
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void
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DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, uint _iPlayInXXSeconds)
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Starts a dialogue as a bantern. These dialogues are special in that kind, that they can be interrupted by a fight that starts or another dialogue that starts. The dialogue is safed and started again later, after the situation is right again. If two bantern where interrupted, the first one that was commissioned is played first, then the next one and so on.
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void
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DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
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Lets the creature 1 walk to creature 2 and then start the dialogue. Important note: we never let the Avatar of the player walk to another character, but always lets the other one come to the avatar. So keep this in mind.
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void
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DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
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Lets the creature 1 also walk to creature 2 and then start the dialogue, only that the action is queued in this function. Important note: we never let the Avatar of the player walk to another character, but always lets the other one come to the avatar. So keep this in mind.
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void
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HeroBanterEnable ( uint _iLevel )
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Enables the Hero Bantern process on this map. Is normally enabled.
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void
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HeroBanterDisable ( uint _iLevel )
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Disables the hero bantern process on this map.
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void
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SetHeroParty ( uint _iLevel )
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Set the hero party to the given level. Automatically distributes attribute points, equippment, skills, and so on.
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bool
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HeroPartyAnyIsAlive ( )
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Checks if any hero of the hero party is still alive.
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bool
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HeroPartyIsAlive ( )
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Checks if the whole hero party is alive.
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string
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HeroPartyGetRandomThatIsAlive ( )
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Checks which heros are alive and gives back one random member from those.
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bool
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HeroPartyIsMemberDead ( )
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Checks if one hero of the hero party is dead.
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void
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HeroPartyReviveMembers ( )
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Checks if one of the hero party is dead, and if yes simply revives him.
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void
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HeroPartyStopDialogues ( )
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Stops all dialogues where the hero party is involved in.
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void
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HeroPartyGorTransform ( bool _bTransform )
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Transforms the hero Gor to his wolf- or orc-form. Depends on the given bool, if he is a wolf or not.
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void
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HeroPartyGorTransformToAnimal ( )
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Transforms the hero Gor to his wolf form.
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void
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HeroPartyGorTransformToOrc ( )
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Transforms the hero Gor to his orcform.
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void
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HeroPartyTeleport ( string _stgPos )
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Teleports the whole hero party to the given position.
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void
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HeroPartyUnequip ( )
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Unequipps the whole hero party and saves the information about what was equipped (which is needed for the function "HeroPartyReequip").
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void
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HeroPartyReequip ( )
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Equipps the whole hero party again. Should be used in combination with "HeroPartyUnequip".
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void
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HeroPartyJoin ( string _stgCreatureName )
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Lets the given creature join the hero party of the player.
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void
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HeroPartyLeave ( string _stgCreatureName, int _iFaction )
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Kicks out the given creature from the hero party of the player.
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bool
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HeroPartyCheckIfMember ( string _stgCreatureName, int _iFaction )
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Checks, if the given creature is part of the hero party from the faction.
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void
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HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot )
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Unequipps the whole gear of a creature. The stuff is either destroyed, or put in the inventory, depending on the given bool.
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void
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HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction )
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Adds the given creature to the hero party of the given faction.
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void
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HeroPartyAttackable ( bool _bEnable )
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Sets the attackable flag on the whole hero party of the player to the given bool.
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void
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HeroPartyCastCondition ( int _iConditionId, int _iTime )
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Casts the given condition to the whole hero party of the player for the given time. If you want it to run endlessly simply give -1 as the parameter.
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void
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HeroPartyClearCondition ( int _iConditionId )
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Removes the given condition from the whole hero party of the player.
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void
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HeroPartyGatherAtAvatar ( )
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Lets the hero party walk towards the Avatar.
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void
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HeroPartyGatherAtFirst ( )
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Lets the hero party walk walk to the first hero in the party (is mostly the Avatar, or at the start of the game it's Sentenza).
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void
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HeroPartyGatherAtCreature ( string _stgCrtName )
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Lets the whole hero party walk towars the given creature.
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bool
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HeroPartyReadyForDialogue ( )
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Checks, if the hero party is ready for a dialoge. That means that the party is not in another dialogue, nor is the player faction in combat nor is the Avatar set being busy.
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void
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HeroPartyImmortal ( bool _bEnable )
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Sets the immortal flag for the whole hero party to the given bool, so on or off. Please dont overuse this, only if there is really, reaaaaaly an important reason for the hero party to be immortal. And please set it back to normal.
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void
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HeroPartyResetToNormal ( )
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Sets the hero party to the normal state. That menas: immortal, attackable, and controllable by the player.
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void
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HeroPickUpObject ( string _stgObject, string _stgItem )
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Adds the given item to the hero party inventory, and lets the given object in the level disappear. Also plays an generic sound, that something was picked up.
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void
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HeroPickUpPaper ( string _stgObject, string _stgItem )
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Adds the given item to the hero party inventory, and lets the given object in the level disappear. Also plays a paper sound. (but currently its still generic. Sound is coming later)
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To play a specific sound at the position of the given object.
These functions are used to start a specific track for a hero or character.
void
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PlayTrack_HeroGor ( )
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Play's the theme of the Hero Gor the Changeling
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void
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PlayTrack_HeroIanna ( )
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Play's the theme of the Hero Ianna the Singer
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void
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PlayTrack_HeroIsgrimm ( )
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Play's the theme of the Hero Isgrimm the Smith
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void
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PlayTrack_HeroRohen ( )
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Play's the theme of the Hero Rohen Tahir
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void
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PlayTrack_HeroUndergast ( )
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Play's the theme of the Hero Undergast the Weaver
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void
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PlayTrack_HeroUram ( )
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Play's the theme of the Hero Uram the Red
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void
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PlayTrack_HeroYria ( )
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Play's the theme of the Hero Yria of the Light
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void
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PlayTrack_CharSentenza ( )
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Play's the theme of the character Sentenza Noria
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void
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PlayTrack_CharAngar ( )
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Play's the theme of the Angar Arandir
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void
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PlayTrack_CharRondar_1 ( )
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Play's the theme of the Rondar Lacaine (Theme 1)
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void
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PlayTrack_CharRondar_2 ( )
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Play's the theme of the Rondar Lacaine (Theme 2)
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void
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PlayTrack_CharRondar_combat ( )
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Play's the combat theme of the Rondar Lacaine
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void
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PlayTrack_CharAndrasSong_1 ( )
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Play's the song from Andra, Version 1
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void
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PlayTrack_CharAndrasSong_2 ( )
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Play's the song from Andra, Version 2
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void
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PlayTrack_CharAndrasSong_3 ( )
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Play's the song from Andra, Version 3
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void
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PlaySetting_ashlands ( )
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Changes the global music setting so ashlands. Also resets combat music to normal
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void
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PlaySetting_ashlands_low ( )
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Changes the global music setting so ashlands. Also changes the combat music to low
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void
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PlaySetting_ashlands_med ( )
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Changes the global music setting so ashlands. Also changes the combat music to med
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void
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PlaySetting_ashlands_high ( )
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Changes the global music setting so ashlands. Also changes the combat music to high
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void
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PlaySetting_desert ( )
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Changes the global music setting so desert. Also resets combat music to normal
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void
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PlaySetting_desert_low ( )
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Changes the global music setting so desert. Also changes the combat music to low
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void
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PlaySetting_desert_med ( )
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Changes the global music setting so desert. Also changes the combat music to med
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void
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PlaySetting_desert_high ( )
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Changes the global music setting so desert. Also changes the combat music to high
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void
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PlaySetting_grassland ( )
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Changes the global music setting so grassland. Also resets combat music to normal
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void
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PlaySetting_grassland_low ( )
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Changes the global music setting so grassland. Also changes the combat music to low
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void
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PlaySetting_grassland_med ( )
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Changes the global music setting so grassland. Also changes the combat music to med
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void
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PlaySetting_grassland_high ( )
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Changes the global music setting so grassland. Also changes the combat music to high
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void
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PlaySetting_jungle ( )
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Changes the global music setting so jungle. Also resets combat music to normal
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void
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PlaySetting_jungle_low ( )
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Changes the global music setting so jungle. Also changes the combat music to low
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void
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PlaySetting_jungle_med ( )
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Changes the global music setting so jungle. Also changes the combat music to med
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void
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PlaySetting_jungle_high ( )
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Changes the global music setting so jungle. Also changes the combat music to high
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void
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PlaySetting_mountains ( )
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Changes the global music setting so mountains. Also resets combat music to normal
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void
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PlaySetting_mountains_low ( )
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Changes the global music setting so mountains. Also changes the combat music to low
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void
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PlaySetting_mountains_med ( )
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Changes the global music setting so mountains. Also changes the combat music to med
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void
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PlaySetting_mountains_high ( )
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Changes the global music setting so mountains. Also changes the combat music to high
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void
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PlaySetting_swamp ( )
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Changes the global music setting so swamp. Also resets combat music to normal
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void
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PlaySetting_swamp_low ( )
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Changes the global music setting so swamp. Also changes the combat music to low
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void
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PlaySetting_swamp_med ( )
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Changes the global music setting so swamp. Also changes the combat music to med
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void
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PlaySetting_swamp_high ( )
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Changes the global music setting so swamp. Also changes the combat music to high
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void
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PlaySetting_dungeon ( )
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Changes the global music setting so dungeon. Also resets combat music to normal
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The following functions are ONLY for testing the weather profiles, as it breaks the weather algorythm!
void
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Weather_sunshine ( )
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Calls upon the weather gods and brings sunshine
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void
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Weather_sunshineFoggy ( )
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Calls upon the weather gods and brings sunshine with fog
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void
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Weather_overcastLight ( )
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Calls upon the weather gods and brings lighty overcast
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void
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Weather_overcast ( )
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Calls upon the weather gods and brings overcast
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void
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Weather_overcastHeavy ( )
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Calls upon the weather gods and brings heavy ocercast
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void
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Weather_overcastThunder ( )
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Calls upon the weather gods and brings overcast with a flavour of thunder
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void
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Weather_overcastRainLight ( )
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Calls upon the weather gods and brings overcast with light rain
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void
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Weather_overcastStormyLight ( )
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Calls upon the weather gods and brings overcast with rain and thunder
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void
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Weather_cloudyLight ( )
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Calls upon the weather gods and brings light clouds
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void
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Weather_cloudyLightFoggy ( )
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Calls upon the weather gods and brings light clouds with fog
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void
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Weather_cloudyLightWindy ( )
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Calls upon the weather gods and brings light, windy clouds
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void
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Weather_cloudy ( )
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Calls upon the weather gods and brings normal clouds
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void
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Weather_cloudyFoggy ( )
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Calls upon the weather gods and brings clouds with fog
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void
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Weather_cloudyWindy ( )
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Calls upon the weather gods and brings windy clouds
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void
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Weather_cloudyHeavy ( )
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Calls upon the weather gods and brings heavy clouds
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void
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Weather_cloudyHeavyFoggy ( )
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Calls upon the weather gods and brings heavy clouds with fog
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void
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Weather_cloudyHeavyWindy ( )
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Calls upon the weather gods and brings heavy, windy clouds
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void
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Weather_rainLight ( )
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Calls upon the weather gods and brings light rain
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void
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Weather_rain ( )
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Calls upon the weather gods and brings normal rain
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void
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Weather_rainHeavy ( )
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Calls upon the weather gods and brings heavy rain
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void
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Weather_stormLight ( )
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Calls upon the weather gods and brings light storm
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void
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Weather_storm ( )
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Calls upon the weather gods and brings normal storm
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void
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Weather_stormHeavy ( )
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Calls upon the weather gods and brings heavy storm
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void
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Weather_interior ( )
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Calls upon the weather gods and remvoes all clouds
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void
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Weather_interiorFoggyLight ( )
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Calls upon the weather gods and remvoes all clouds and adds a little fog.
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void
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Weather_interiorFoggy ( )
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Calls upon the weather gods and remvoes all clouds and adds fog.
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void
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Weather_interiorFoggyHeavy ( )
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Calls upon the weather gods and remvoes all clouds and adds a lot of fog.
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