Difference between revisions of "Script/LevelBase"

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|-
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroBanterEnable''' ( )
+
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroBanterEnable''' ( uint _iLevel )
 
|-
 
|-
 
|
 
|
| style = 'color: #505050; line-height: 0.5;' |''Activates the Hero Bantern events again.''
+
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 
|-
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroBanterDisable''' ( )
+
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroBanterDisable''' ( uint _iLevel )
 
|-
 
|-
 
|
 
|
| style = 'color: #505050; line-height: 0.5;' |''Deactivates that Hero Bantern events happen.''
+
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''SetHeroParty''' ( uint _iLevel )
 +
|-
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|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyIsAlive''' ( )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyIsMemberDead''' ( )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyReviveMembers''' ( )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyGorTransform''' ( bool _bTransform )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyGorTransformToAnimal''' ( )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 
|-
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
Line 165: Line 201:
 
|-
 
|-
 
|
 
|
| style = 'color: #505050; line-height: 0.5;' |''Manually transforms Gor the Changeling to his orc form.''
+
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyTeleport''' ( string _stgPos )
 +
|-
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|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyUnequip''' ( )
 +
|-
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|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyReequip''' ( )
 +
|-
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|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyJoin''' ( string _stgCreatureName )
 +
|-
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|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyLeave''' ( string _stgCreatureName, int _iFaction )
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|-
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|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroClearEquippment''' ( string _stgCreatureName, bool _bDestroyOrNot )
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|-
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|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
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 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyJoinFaction''' ( string _stgCreatureName, int _iFaction )
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|-
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|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyAttackable''' ( bool _bEnable )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 
|-
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]  
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyGorTransformToAnimal''' ( )
+
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyCastCondition''' ( int _iConditionId, int _iTime )
 +
|-
 +
|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
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| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyClearCondition''' ( int _iConditionId )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyGatherAtAvatar''' ( )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyGatherAtCreature''' ( string _stgCrtName )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyImmortal''' ( bool _bEnable )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
 
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyResetToNormal''' ( )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPickUpObject''' ( string _stgObject, string _stgItem )
 +
|-
 +
|
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| style = 'color: #505050; line-height: 0.5;' |''Lorem''
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|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPickUpPaper''' ( string _stgObject, string _stgItem )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''HeroPartyReadyForDialogue''' ( )
 
|-
 
|-
 
|
 
|
| style = 'color: #505050; line-height: 0.5;' |''Manually transforms Gor the Changeling to his wolf form.''
+
| style = 'color: #505050; line-height: 0.5;' |''Lorem''
 
|}
 
|}
  

Revision as of 14:00, 30 June 2017

class LevelBase

Work in Progress

Class Methods

Normal Print Functions

Print functions. Please use these accordingly.

void printCheat ( string _stgDebug )
Lorem
void printNote ( string _stgDebug )
Lorem
void printArticy ( string _stgDebug )
Lorem
void printCutscene ( string _stgDebug )
Lorem
void printImportant ( string _stgDebug )
Lorem

PvP Functions

void PrepareSkirmishPvP ( )
Lorem
void OnPvPFirstHero ( Building&in _Building, Creature[]&in _Creatures )
Lorem

General Functions

Spawns

void RTSRessourcesToSector ( )
Lorem
void OnDespawnCreature ( Creature& in _Creature )
Lorem
void OnDespawnCreatureGroup ( Creature& in _Creature )
Lorem
void SpawnRevive ( string _stgSpawnName )
Lorem
void SpawnDespawn ( string _stgSpawnName )
Lorem
void SpawnKill ( string _stgSpawnName )
Lorem
void SpawnPreserve ( string _stgSpawnName )
Lorem
void SpawnKillAndPreserve ( string _stgSpawnName )
Lorem
void SpawnAttackable ( string _stgSpawn, bool _bEnable )
Lorem
void IsSpawnAlive ( string _stgSpawn, bool _bEnable )
Lorem
void Teleport ( string _stgCreatureName, string _stgEntityPositionName )
Lorem


Hero Functions

Hero specific calls.

void PlayerHeroControlEnable ( )
Gives the player the full controls of his Hero Party back.
void PlayerHeroControlDisable ( )
Takes the full controls of Hero Party away.
void HeroBanterEnable ( uint _iLevel )
Lorem
void HeroBanterDisable ( uint _iLevel )
Lorem
void SetHeroParty ( uint _iLevel )
Lorem
void HeroPartyIsAlive ( )
Lorem
void HeroPartyIsMemberDead ( )
Lorem
void HeroPartyReviveMembers ( )
Lorem
void HeroPartyGorTransform ( bool _bTransform )
Lorem
void HeroPartyGorTransformToAnimal ( )
Lorem
void HeroPartyGorTransformToOrc ( )
Lorem
void HeroPartyTeleport ( string _stgPos )
Lorem
void HeroPartyUnequip ( )
Lorem
void HeroPartyReequip ( )
Lorem
void HeroPartyJoin ( string _stgCreatureName )
Lorem
void HeroPartyLeave ( string _stgCreatureName, int _iFaction )
Lorem
void HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot )
Lorem
void HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction )
Lorem
void HeroPartyAttackable ( bool _bEnable )
Lorem
void HeroPartyCastCondition ( int _iConditionId, int _iTime )
Lorem
void HeroPartyClearCondition ( int _iConditionId )
Lorem
void HeroPartyGatherAtAvatar ( )
Lorem
void HeroPartyGatherAtCreature ( string _stgCrtName )
Lorem
void HeroPartyImmortal ( bool _bEnable )
Lorem
void HeroPartyResetToNormal ( )
Lorem
void HeroPickUpObject ( string _stgObject, string _stgItem )
Lorem
void HeroPickUpPaper ( string _stgObject, string _stgItem )
Lorem
void HeroPartyReadyForDialogue ( )
Lorem

Sound & Music Functions

Functions for mainly starting specific musik tracks, or to trigger a specific sound.

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

Setting and combat music

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

Sounds

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

Weather Functions

The following functions are ONLY for testing, 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

class LevelBase

Work in Progress

Class Methods

Normal Print Functions

Print functions. Please use these accordingly.

void printCheat ( string _stgDebug )
Lorem
void printNote ( string _stgDebug )
Lorem
void printArticy ( string _stgDebug )
Lorem
void printCutscene ( string _stgDebug )
Lorem
void printImportant ( string _stgDebug )
Lorem

PvP Functions

void PrepareSkirmishPvP ( )
Lorem
void OnPvPFirstHero ( Building&in _Building, Creature[]&in _Creatures )
Lorem

General Functions

Spawns

void RTSRessourcesToSector ( )
Lorem
void OnDespawnCreature ( Creature& in _Creature )
Lorem
void OnDespawnCreatureGroup ( Creature& in _Creature )
Lorem
void SpawnRevive ( string _stgSpawnName )
Lorem
void SpawnDespawn ( string _stgSpawnName )
Lorem
void SpawnKill ( string _stgSpawnName )
Lorem
void SpawnPreserve ( string _stgSpawnName )
Lorem
void SpawnKillAndPreserve ( string _stgSpawnName )
Lorem
void SpawnAttackable ( string _stgSpawn, bool _bEnable )
Lorem
void IsSpawnAlive ( string _stgSpawn, bool _bEnable )
Lorem
void Teleport ( string _stgCreatureName, string _stgEntityPositionName )
Lorem


Hero Functions

Hero specific calls.

void PlayerHeroControlEnable ( )
Gives the player the full controls of his Hero Party back.
void PlayerHeroControlDisable ( )
Takes the full controls of Hero Party away.
void HeroBanterEnable ( )
Activates the Hero Bantern events again.
void HeroBanterDisable ( )
Deactivates that Hero Bantern events happen.
void HeroPartyGorTransformToOrc ( )
Manually transforms Gor the Changeling to his orc form.
void HeroPartyGorTransformToAnimal ( )
Manually transforms Gor the Changeling to his wolf form.

Sound & Music Functions

Functions for mainly starting specific musik tracks, or to trigger a specific sound.

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

Setting and combat music

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

Sounds

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

Weather Functions

The following functions are ONLY for testing, 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