Script/LevelBase

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class LevelBase

Class Methods

Normal print Functions

print functions. Please use these accordingly.

void printCheat ( string _stgDebug )
Used to print out messages to the debug console. Use this for pure cheat functions.
void printNote ( string _stgDebug )
Used to print out messages to the debug console. Use this for all the normal prints.
void printArticy ( string _stgDebug )
Used to print out messages to the debug console. Use this for functions, that are called via Dialogues from Articy.
void printCutscene ( string _stgDebug )
Used to print out messages to the debug console. Used for cutscenes and cutscene functions.
void printImportant ( string _stgDebug )
Used to print out messages to the debug console. Dont use these, they are used from the Level Base to give out basic version informations.
void printGameplay ( string _stgDebug )
Used to print out messages to the debug console. Primarely used for the LevelBase_Gameplay.as.
void printDialog ( string _stgDebug )
Used to print out messages to from specific dialog functions. Don't use it in normal content scripting, it's reserved for these dialog functions.


PvP Functions

void PrepareSkirmishPvP ( )
This function is called at the beginning of each Skirmish PvP map. It adds a handful of items to each player, and also registers the OnPvPFirstHero event.
void OnPvPFirstHero ( Building&in _Building, Creature[]&in _Creatures )
This event function is called in the skirmish PvP maps, when the first hero was recruited. It equips the teleport stone to the first consumable slot.


General Functions

string GetCurrentMapInformation ( )
Gives back the map string of the current map. It consists of the map acnronym and the setting number, examples: LC1, FH2, and so on. It is primarily used by the big dictionary configurations in the Script/LevelBase_Gameplay.
void Travel_UnlockAllMaps ( )
Unlocks all maps, so that one can travel to all. This is primarily used for testing, and should not be used later.
void RTSRessourcesToSector ( string_stgSector, dictionary_dictRes )
Adds the resources that are in the given dictionary to the main building of the given sector. For this a main building needs to be present, or else simply nothing happens. This function simply gets the main building and then forwards the information of the resources to the function RTSRessourcesToBuilding. The dictionary needs to be filled with entries, where the resource as a string is the key, and the value is the number as an int. Example: dictionary = {{'Planks', 100}, {'Brick', 50}}. The names of the resources can be found here: EResource.
void RTSRessourcesToBuilding ( Script/Building_bldgTmp, dictionary_dictRes )
Adds the resources that are in the given dictionary to the given building. The dictionary needs to be filled with entries, where the resource as a string is the key, and the value is the number as an int. Example: dictionary = {{'Planks', 100}, {'Brick', 50}}. The names of the resources can be found here: EResource.
void RTSUnlockBlueprints ( string[] _arrBlueprints )
Unlocks the given blueprints from the array.
bool OnDespawnCreature ( Creature& in _Creature )
Standard event, when a creature should despawn. Nothing special here, but is needed quite often.
bool OnDespawnCreatureGroup ( Creature& in _Creature )
Standard event, when a creature from a group should despawn. Nothing special here, but is needed quite often.
void SpawnRevive ( uint _arrSpawnIDs )
Revives creatures whose ID's are in the array given. Sadly this can't work via spawn name, as dead creatures cannot be accessed via their spawn.
void SpawnDespawn ( string _stgSpawnName )
Gets all creatures from the given spawn and disables them.
void SpawnKill ( string _stgSpawnName )
Gets all creatures from the given spawn and kills them all.
void SpawnPreserve ( string _stgSpawnName )
Gets all creatures from the given spawn and sets them all to be preserved after their death.
void SpawnKillAndPreserve ( string _stgSpawnName )
Gets all creatures from the given spawn, kills and preserves them all.
void SpawnAttackable ( string _stgSpawn, bool _bEnable )
Gets all creatures from the given spawn and sets the attackable flag to the given bool value. It menas that the creatures can either be attacked by enemies or not.
void SpawnAllowAttacks ( string _stgSpawn, bool _bEnable )
Gets all creatures from the given spawn and sets their attack flag to the given bool. It means it lets the creature either not attack enemy targets or not.
void SpawnReveal ( string _stgSpawn )
Gets all creatures from the given spawn and reveals them for the Player faction for a couple of seconds.
bool IsSpawnAlive ( string _stgSpawn )
Checks if any creature of the given spawn is alive.
void Teleport ( string _stgCreatureName, string _stgEntityPositionName )
Teleports the creature to the given position. The position needs to be a logic object, recommended is to use Map/Spots.
void MarkerDialogueForCreatures ( string _stgDescription, bool _bEnable, int _iFaction )
Adds the marker for available dialogues to all creatures of the given description from the given faction.
void Banner_Humans ( int _iID )
Plays the banner for entering a special town, also plays the sound that comes with it. The ID is the XML ID for the town name.


Creature Functions

void CreatureReveal ( string _stgCreature )
Reveals the creature that was given. The lenght of the reveal is globally configured.
Creature[] GetCreaturesFromSpawns ( string[] _arrSpawns )
Gives back a full array of Creature's of the whole spawns that where given to it..
string[] GetCreaturesFromSpawns_stg ( string[] _arrSpawns )
Gives back a full array of strings of the whole spawns that where given to it.
void CreatureUnequipWeapons ( string _stgCreature )
Unequipps the weapons of the given creature. The information of the weapons is saved, so it can be equpped later again. Should be used in combination with CreatureEquipWeapons.
void CreatureEquipWeapons ( string _stgCreature )
Equipps the weapons of the creature again. If the creature wasn't unequipped before, nothing happsn. Should be used in combination with CreatureUnequipWeapons.
void EnablePOIVisitingBehaviorSpawn ( string _stgSpawn, bool _bEnable )
Gets the creatures from the given spawn, and sets the POI behavior to the given bool. So its either on or off, denpending on what you give here.
void SetPOICategoriesSpawn ( string _stgSpawn, string[] _CategoryNames )
This is used to set the POI categories of the given spawn to the given string array.
void SetSpawnImmovable ( string _stgSpawn, bool _bTrueFalse )
Sets the immovable flag of all creatures from the given spawn to the given bool, so either on/off.
void SetSpawnImmortal ( string _stgSpawn, bool _bTrueFalse )
Sets the immortal flag of all creatures from the given spawn to the given bool, so either on/off.
void SetFactionSpawn ( string _stgSpawn, int _iFaction )
Gets all creatures from the given spawn and changes their faction to the given ID.
void EnemyAI_Start ( uint _iFaction )
Activates the RTS AI of the given faction.


Hero Functions

void PlayerHeroControlEnable ( )
Gives the player the full controls of his Hero Party back.
void PlayerHeroControlDisable ( )
Takes the full controls of Hero Party away.
void DialogShoutout ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Starts the shoutout immediately. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further.
void DialogShoutoutTimed ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty, uint _iSeconds )
Starts the shoutout in X seconds. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further.
void DialogShoutoutOutOfCombat ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Starts the shoutout once the hero party is not in combat anymore. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further.
void DialogShoutoutWhenReady ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Starts the shoutout once the hero party is not in another dialogue, all are alive, no hero is busy and only the party faction is not in combat. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further.
void DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
Directly starts the shoutput and also reveals the speaker.
void DialogShoutoutGathered ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Starts the shoutout once the hero party is gathered. The names of the parameters are kinda self-explanatory, so I'm not going to explain this function further.
void DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, uint _iPlayInXXSeconds)
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.
void DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
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.
void DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
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.
bool HeroPartyAnyIsAlive ( )
Checks if any hero of the hero party is still alive.
bool HeroPartyIsAlive ( )
Checks if the whole hero party is alive.
string HeroPartyGetRandomThatIsAlive ( )
Checks which heros are alive and gives back one random member from those.
bool HeroPartyIsMemberDead ( )
Checks if one hero of the hero party is dead.
void HeroPartyReviveMembers ( )
Checks if one of the hero party is dead, and if yes simply revives him.
void HeroPartyStopDialogues ( )
Stops all dialogues where the hero party is involved in.
void HeroPartyGorTransform ( bool _bTransform )
Transforms the hero Gor to his wolf- or orc-form. Depends on the given bool, if he is a wolf or not.
void HeroPartyGorTransformToAnimal ( )
Transforms the hero Gor to his wolf form.
void HeroPartyGorTransformToOrc ( )
Transforms the hero Gor to his orcform.
void HeroPartyTeleport ( string _stgPos )
Teleports the whole hero party to the given position.
void HeroPartyUnequip ( )
Unequipps the whole hero party and saves the information about what was equipped (which is needed for the function "HeroPartyReequip").
void HeroPartyReequip ( )
Equipps the whole hero party again. Should be used in combination with "HeroPartyUnequip".
void HeroPartyJoin ( string _stgCreatureName )
Lets the given creature join the hero party of the player.
void HeroPartyLeave ( string _stgCreatureName, int _iFaction )
Kicks out the given creature from the hero party of the player.
bool HeroPartyCheckIfMember ( string _stgCreatureName, int _iFaction )
Checks, if the given creature is part of the hero party from the faction.
void HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot )
Unequipps the whole gear of a creature. The stuff is either destroyed, or put in the inventory, depending on the given bool.
void HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction )
Adds the given creature to the hero party of the given faction.
void HeroPartyAttackable ( bool _bEnable )
Sets the attackable flag on the whole hero party of the player to the given bool.
void HeroPartyCastCondition ( int _iConditionId, int _iTime )
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.
void HeroPartyClearCondition ( int _iConditionId )
Removes the given condition from the whole hero party of the player.
void HeroPartyGatherAtAvatar ( )
Lets the hero party walk towards the Avatar.
void HeroPartyGatherAtFirst ( )
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).
void HeroPartyGatherAtCreature ( string _stgCrtName )
Lets the whole hero party walk towars the given creature.
bool HeroPartyReadyForDialogue ( )
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.
void HeroPartyImmortal ( bool _bEnable )
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.
void HeroPartyResetToNormal ( )
Sets the hero party to the normal state. That menas: immortal, attackable, and controllable by the player.
void HeroPickUpObject ( string _stgObject, string _stgItem )
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.
void HeroPickUpPaper ( string _stgObject, string _stgItem )
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)


Sound & Music Functions

To play a specific sound at the position of the given object.

void PlaySound_ItemReceived ( string _stgObject )
Play's the specific sound for receiving an item
void PlaySound_GenericStone ( string _stgObject )
Playing a generic stone sound
void PlaySound_GenericWater ( string _stgObject )
Playing a generic water sound

These functions are used to start a specific track for a hero or character.

void PlayTrack_HeroGor ( )
Play's the theme of the Hero Gor the Changeling
void PlayTrack_HeroIanna ( )
Play's the theme of the Hero Ianna the Singer
void PlayTrack_HeroIsgrimm ( )
Play's the theme of the Hero Isgrimm the Smith
void PlayTrack_HeroRohen ( )
Play's the theme of the Hero Rohen Tahir
void PlayTrack_HeroUndergast ( )
Play's the theme of the Hero Undergast the Weaver
void PlayTrack_HeroUram ( )
Play's the theme of the Hero Uram the Red
void PlayTrack_HeroYria ( )
Play's the theme of the Hero Yria of the Light
void PlayTrack_CharSentenza ( )
Play's the theme of the character Sentenza Noria
void PlayTrack_CharAngar ( )
Play's the theme of the Angar Arandir
void PlayTrack_CharRondar_1 ( )
Play's the theme of the Rondar Lacaine (Theme 1)
void PlayTrack_CharRondar_2 ( )
Play's the theme of the Rondar Lacaine (Theme 2)
void PlayTrack_CharRondar_combat ( )
Play's the combat theme of the Rondar Lacaine
void PlayTrack_CharAndrasSong_1 ( )
Play's the song from Andra, Version 1
void PlayTrack_CharAndrasSong_2 ( )
Play's the song from Andra, Version 2
void PlayTrack_CharAndrasSong_3 ( )
Play's the song from Andra, Version 3


These functions are more special, as they change the global soundtrack of the map. The '_low', '_med' and '_high' functions stop the intensity calculation and start the combat track. The functions without these only call the setting track and reset the intensity calculation. IMPORTANT: Please don't use the tracks as you see fit - please, ALWAY'S talk with Basti (Sound Designer) before using one of them.

void PlaySetting_ashlands ( )
Changes the global music setting to ashlands. Also resets combat music to normal
void PlaySetting_ashlands_low ( )
Changes the global music setting to ashlands. Also changes the combat music to low
void PlaySetting_ashlands_med ( )
Changes the global music setting to ashlands. Also changes the combat music to med
void PlaySetting_ashlands_high ( )
Changes the global music setting to ashlands. Also changes the combat music to high
void PlaySetting_desert ( )
Changes the global music setting to desert. Also resets combat music to normal
void PlaySetting_desert_low ( )
Changes the global music setting to desert. Also changes the combat music to low
void PlaySetting_desert_med ( )
Changes the global music setting to desert. Also changes the combat music to med
void PlaySetting_desert_high ( )
Changes the global music setting to desert. Also changes the combat music to high
void PlaySetting_grassland ( )
Changes the global music setting to grassland. Also resets combat music to normal
void PlaySetting_grassland_low ( )
Changes the global music setting to grassland. Also changes the combat music to low
void PlaySetting_grassland_med ( )
Changes the global music setting to grassland. Also changes the combat music to med
void PlaySetting_grassland_high ( )
Changes the global music setting to grassland. Also changes the combat music to high
void PlaySetting_jungle ( )
Changes the global music setting to jungle. Also resets combat music to normal
void PlaySetting_jungle_low ( )
Changes the global music setting to jungle. Also changes the combat music to low
void PlaySetting_jungle_med ( )
Changes the global music setting to jungle. Also changes the combat music to med
void PlaySetting_jungle_high ( )
Changes the global music setting to jungle. Also changes the combat music to high
void PlaySetting_mountains ( )
Changes the global music setting to mountains. Also resets combat music to normal
void PlaySetting_mountains_low ( )
Changes the global music setting to mountains. Also changes the combat music to low
void PlaySetting_mountains_med ( )
Changes the global music setting to mountains. Also changes the combat music to med
void PlaySetting_mountains_high ( )
Changes the global music setting to mountains. Also changes the combat music to high
void PlaySetting_swamp ( )
Changes the global music setting to swamp. Also resets combat music to normal
void PlaySetting_swamp_low ( )
Changes the global music setting to swamp. Also changes the combat music to low
void PlaySetting_swamp_med ( )
Changes the global music setting to swamp. Also changes the combat music to med
void PlaySetting_swamp_high ( )
Changes the global music setting to swamp. Also changes the combat music to high
void PlaySetting_dungeon ( )
Changes the global music setting to dungeon. Also resets combat music to normal


Weather Functions

The following functions are ONLY for testing the weather profiles, as it breaks the weather algorythm!

void Weather_sunshine ( )
Calls upon the weather gods and brings sunshine
void Weather_sunshineFoggy ( )
Calls upon the weather gods and brings sunshine with fog
void Weather_overcastLight ( )
Calls upon the weather gods and brings lighty overcast
void Weather_overcast ( )
Calls upon the weather gods and brings overcast
void Weather_overcastHeavy ( )
Calls upon the weather gods and brings heavy ocercast
void Weather_overcastThunder ( )
Calls upon the weather gods and brings overcast with a flavour of thunder
void Weather_overcastRainLight ( )
Calls upon the weather gods and brings overcast with light rain
void Weather_overcastStormyLight ( )
Calls upon the weather gods and brings overcast with rain and thunder
void Weather_cloudyLight ( )
Calls upon the weather gods and brings light clouds
void Weather_cloudyLightFoggy ( )
Calls upon the weather gods and brings light clouds with fog
void Weather_cloudyLightWindy ( )
Calls upon the weather gods and brings light, windy clouds
void Weather_cloudy ( )
Calls upon the weather gods and brings normal clouds
void Weather_cloudyFoggy ( )
Calls upon the weather gods and brings clouds with fog
void Weather_cloudyWindy ( )
Calls upon the weather gods and brings windy clouds
void Weather_cloudyHeavy ( )
Calls upon the weather gods and brings heavy clouds
void Weather_cloudyHeavyFoggy ( )
Calls upon the weather gods and brings heavy clouds with fog
void Weather_cloudyHeavyWindy ( )
Calls upon the weather gods and brings heavy, windy clouds
void Weather_rainLight ( )
Calls upon the weather gods and brings light rain
void Weather_rain ( )
Calls upon the weather gods and brings normal rain
void Weather_rainHeavy ( )
Calls upon the weather gods and brings heavy rain
void Weather_stormLight ( )
Calls upon the weather gods and brings light storm
void Weather_storm ( )
Calls upon the weather gods and brings normal storm
void Weather_stormHeavy ( )
Calls upon the weather gods and brings heavy storm
void Weather_interior ( )
Calls upon the weather gods and remvoes all clouds
void Weather_interiorFoggyLight ( )
Calls upon the weather gods and remvoes all clouds and adds a little fog.
void Weather_interiorFoggy ( )
Calls upon the weather gods and remvoes all clouds and adds fog.
void Weather_interiorFoggyHeavy ( )
Calls upon the weather gods and remvoes all clouds and adds a lot of fog.


Mulandir Functions

The following functions are only, and ONLY used for the Mulandir HUB. These are little special snowflakes, that shouldn't be used elsewhere.

void Banner_MulandirElves ( int _iID )
Plays the banner for entering a special town, also plays the sound that comes with it. The ID is the XML ID for the town name.
void Banner_MulandirOrcs ( int _iID )
Plays the banner for entering a special town, also plays the sound that comes with it. The ID is the XML ID for the town name.
void Banner_MulandirHumans ( int _iID )
Plays the banner for entering a special town, also plays the sound that comes with it. The ID is the XML ID for the town name.
void PlayTrack_FactionsElves_1 ( )
Play's the first version of the elves faction theme.
void PlayTrack_FactionsElves_2 ( string _stgObject )
lay's the second version of the elves faction theme.
void PlayTrack_FactionsOrcs_1 ( )
Play's the first version of the orc faction theme.
void PlayTrack_FactionsOrcs_2 ( string _stgObject )
lay's the second version of the orc faction theme.
void PlayTrack_FactionsHumans_1 ( )
Play's the first version of the human faction theme.
void PlayTrack_FactionsHumans_2 ( string _stgObject )
lay's the second version of the human faction theme.