Difference between revisions of "Script/LevelBase"

From SF3
Jump to: navigation, search
Line 200: Line 200:
  
 
==== Hero Functions ====
 
==== Hero Functions ====
Hero specific calls.
 
 
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
|-
 
|-
Line 408: Line 406:
  
 
==== Sound & Music Functions ====
 
==== Sound & Music Functions ====
Functions for mainly starting specific musik tracks, or to trigger a specific sound.  
+
 
 +
To play a specific sound at the position of the given object.
 +
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''PlaySound_ItemReceived''' ( [[../BasicDataTypes|string]] _stgObject )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Play's the specific sound for receiving an item''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''PlaySound_GenericStone''' ( [[../BasicDataTypes|string]] _stgObject )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Playing a generic stone sound''
 +
|-
 +
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 +
| style='color: black; width: 90%; line-height: 1.0;' | '''PlaySound_GenericWater''' ( [[../BasicDataTypes|string]] _stgObject )
 +
|-
 +
|
 +
| style = 'color: #505050; line-height: 0.5;' |''Playing a generic water sound''
 +
|}
 +
 
 +
These functions are used to start a specific track for a hero or character.
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
|-
 
|-
Line 502: Line 523:
 
|}
 
|}
  
Setting and combat music
+
 
 +
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.
 +
Also important: Please don't use the tracks as you see fit - please, ALWAY'S talk with Basti (Sound Designer) before using one of them.
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
|-
 
|-
Line 654: Line 677:
 
|
 
|
 
| style = 'color: #505050; line-height: 0.5;' |''Changes the global music setting so dungeon. Also resets combat music to normal''
 
| style = 'color: #505050; line-height: 0.5;' |''Changes the global music setting so dungeon. Also resets combat music to normal''
|}
 
 
Sounds
 
{| border='0' style ='border:solid 1px #eeeedd; color: black; width: 1200px;background-color: #ffffcc;' cellspacing='0' cellpadding='7'
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 
| style='color: black; width: 90%; line-height: 1.0;' | '''PlaySound_ItemReceived''' ( )
 
|-
 
|
 
| style = 'color: #505050; line-height: 0.5;' |''Play's the specific sound for receiving an item''
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 
| style='color: black; width: 90%; line-height: 1.0;' | '''PlaySound_GenericStone''' ( )
 
|-
 
|
 
| style = 'color: #505050; line-height: 0.5;' |''Playing a generic stone sound''
 
|-
 
| style='color: blue; width: 10%; text-align:right;line-height: 0.8;' | [[../BasicDataTypes|void]]
 
| style='color: black; width: 90%; line-height: 1.0;' | '''PlaySound_GenericWater''' ( )
 
|-
 
|
 
| style = 'color: #505050; line-height: 0.5;' |''Playing a generic water sound''
 
 
|}
 
|}
  

Revision as of 15:26, 30 June 2017

class LevelBase

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
void MarkerDialogueForCreatures ( string _stgDescription, bool _bEnable, int _iFaction )
Lorem
void Banner_Humans ( int _iID )
Lorem


Creature Functions

void CreatureUnequipWeapons ( string _stgCreature )
Lorem
void CreatureEquipWeapons ( string _stgCreature )
Lorem
void EnablePOIVisitingBehaviorSpawn ( string _stgSpawn, bool _bEnable )
Lorem
void SetPOICategoriesSpawn ( string _stgSpawn, string[] _CategoryNames )
Lorem
void SetSpawnImmovable ( string _stgSpawn, bool _bTrueFalse )
Lorem
void SetSpawnImmortal ( string _stgSpawn, bool _bTrueFalse )
Lorem
void SetFactionSpawn ( string _stgSpawn, int _iFaction )
Lorem
void EnemyAI_Start ( [[Script/BasicDataTypes|uint]] _iFaction )
Lorem


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 )
Lorem
void DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
Lorem
void DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Lorem
void DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Lorem
void DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Lorem
void HeroBanterEnable ( [[Script/BasicDataTypes|uint]] _iLevel )
Lorem
void HeroBanterDisable ( [[Script/BasicDataTypes|uint]] _iLevel )
Lorem
void SetHeroParty ( [[Script/BasicDataTypes|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

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. Also 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 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


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

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
void MarkerDialogueForCreatures ( string _stgDescription, bool _bEnable, int _iFaction )
Lorem
void Banner_Humans ( int _iID )
Lorem


Creature Functions

void CreatureUnequipWeapons ( string _stgCreature )
Lorem
void CreatureEquipWeapons ( string _stgCreature )
Lorem
void EnablePOIVisitingBehaviorSpawn ( string _stgSpawn, bool _bEnable )
Lorem
void SetPOICategoriesSpawn ( string _stgSpawn, string[] _CategoryNames )
Lorem
void SetSpawnImmovable ( string _stgSpawn, bool _bTrueFalse )
Lorem
void SetSpawnImmortal ( string _stgSpawn, bool _bTrueFalse )
Lorem
void SetFactionSpawn ( string _stgSpawn, int _iFaction )
Lorem
void EnemyAI_Start ( [[Script/BasicDataTypes|uint]] _iFaction )
Lorem


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 )
Lorem
void DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
Lorem
void DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Lorem
void DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Lorem
void DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Lorem
void HeroBanterEnable ( [[Script/BasicDataTypes|uint]] _iLevel )
Lorem
void HeroBanterDisable ( [[Script/BasicDataTypes|uint]] _iLevel )
Lorem
void SetHeroParty ( [[Script/BasicDataTypes|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

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. Also 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 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


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