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 our notes to the debug console. Use this for pure cheat functions.
void printNote ( string _stgDebug )
Used to print our notes to the debug console. Use this for all the normal prints.
void printArticy ( string _stgDebug )
Used to print our notes to the debug console. Use this for functions, that are called via Dialogues from Articy.
void printCutscene ( string _stgDebug )
Used to print our notes to the debug console. Used for cutscenes and cutscene functions.
void printImportant ( string _stgDebug )
Used to print our notes to the debug console. Dont use these, they are used from the Level Base to give out basic version informations.


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

Spawns

void RTSRessourcesToSector ( string_stgSector, dictionary_dictRes )
Adds the resources that are in the given dictionary to the sector. For this a main building needs to be present, or else simply nothing happens. 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.
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 to the given bool value.
bool IsSpawnAlive ( string _stgSpawn, bool _bEnable )
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 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 )
Coming soon ...


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 )
Coming soon ...
void DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
Coming soon ...
void DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Coming soon ...
void DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Coming soon ...
void DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Coming soon ...
void HeroBanterEnable ( uint _iLevel )
Coming soon ...
void HeroBanterDisable ( uint _iLevel )
Coming soon ...
void SetHeroParty ( uint _iLevel )
Coming soon ...
void HeroPartyIsAlive ( )
Coming soon ...
void HeroPartyIsMemberDead ( )
Coming soon ...
void HeroPartyReviveMembers ( )
Coming soon ...
void HeroPartyGorTransform ( bool _bTransform )
Coming soon ...
void HeroPartyGorTransformToAnimal ( )
Coming soon ...
void HeroPartyGorTransformToOrc ( )
Coming soon ...
void HeroPartyTeleport ( string _stgPos )
Coming soon ...
void HeroPartyUnequip ( )
Coming soon ...
void HeroPartyReequip ( )
Coming soon ...
void HeroPartyJoin ( string _stgCreatureName )
Coming soon ...
void HeroPartyLeave ( string _stgCreatureName, int _iFaction )
Coming soon ...
void HeroPartyCheckIfMember ( string _stgCreatureName, int _iFaction )
Coming soon ...
void HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot )
Coming soon ...
void HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction )
Coming soon ...
void HeroPartyAttackable ( bool _bEnable )
Coming soon ...
void HeroPartyCastCondition ( int _iConditionId, int _iTime )
Coming soon ...
void HeroPartyClearCondition ( int _iConditionId )
Coming soon ...
void HeroPartyGatherAtAvatar ( )
Coming soon ...
void HeroPartyGatherAtCreature ( string _stgCrtName )
Coming soon ...
void HeroPartyImmortal ( bool _bEnable )
Coming soon ...
void HeroPartyResetToNormal ( )
Coming soon ...
void HeroPickUpObject ( string _stgObject, string _stgItem )
Coming soon ...
void HeroPickUpPaper ( string _stgObject, string _stgItem )
Coming soon ...
void HeroPartyReadyForDialogue ( )
Coming soon ...


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 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 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.

class LevelBase

Class Methods

Normal print Functions

print functions. Please use these accordingly.

void printCheat ( string _stgDebug )
Used to print our notes to the debug console. Use this for pure cheat functions.
void printNote ( string _stgDebug )
Used to print our notes to the debug console. Use this for all the normal prints.
void printArticy ( string _stgDebug )
Used to print our notes to the debug console. Use this for functions, that are called via Dialogues from Articy.
void printCutscene ( string _stgDebug )
Used to print our notes to the debug console. Used for cutscenes and cutscene functions.
void printImportant ( string _stgDebug )
Used to print our notes to the debug console. Dont use these, they are used from the Level Base to give out basic version informations.


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

Spawns

void RTSRessourcesToSector ( string_stgSector, dictionary_dictRes )
Adds the resources that are in the given dictionary to the sector. For this a main building needs to be present, or else simply nothing happens. 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.
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 to the given bool value.
bool IsSpawnAlive ( string _stgSpawn, bool _bEnable )
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 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 )
Coming soon ...


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 )
Coming soon ...
void DialogShoutoutReveal ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName )
Coming soon ...
void DialogBantern ( string _stgCreatureName, string _stgArticyContainerName, string _stgArticyTopicName, bool _bStopHeroParty )
Coming soon ...
void DialogTalkTo ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Coming soon ...
void DialogTalkToQueued ( string _stgCreatureName01, string _stgCreatureName02, string _stgArticyContainerName, string _stgArticyTopicName )
Coming soon ...
void HeroBanterEnable ( uint _iLevel )
Coming soon ...
void HeroBanterDisable ( uint _iLevel )
Coming soon ...
void SetHeroParty ( uint _iLevel )
Coming soon ...
void HeroPartyIsAlive ( )
Coming soon ...
void HeroPartyIsMemberDead ( )
Coming soon ...
void HeroPartyReviveMembers ( )
Coming soon ...
void HeroPartyGorTransform ( bool _bTransform )
Coming soon ...
void HeroPartyGorTransformToAnimal ( )
Coming soon ...
void HeroPartyGorTransformToOrc ( )
Coming soon ...
void HeroPartyTeleport ( string _stgPos )
Coming soon ...
void HeroPartyUnequip ( )
Coming soon ...
void HeroPartyReequip ( )
Coming soon ...
void HeroPartyJoin ( string _stgCreatureName )
Coming soon ...
void HeroPartyLeave ( string _stgCreatureName, int _iFaction )
Coming soon ...
void HeroPartyCheckIfMember ( string _stgCreatureName, int _iFaction )
Coming soon ...
void HeroClearEquippment ( string _stgCreatureName, bool _bDestroyOrNot )
Coming soon ...
void HeroPartyJoinFaction ( string _stgCreatureName, int _iFaction )
Coming soon ...
void HeroPartyAttackable ( bool _bEnable )
Coming soon ...
void HeroPartyCastCondition ( int _iConditionId, int _iTime )
Coming soon ...
void HeroPartyClearCondition ( int _iConditionId )
Coming soon ...
void HeroPartyGatherAtAvatar ( )
Coming soon ...
void HeroPartyGatherAtCreature ( string _stgCrtName )
Coming soon ...
void HeroPartyImmortal ( bool _bEnable )
Coming soon ...
void HeroPartyResetToNormal ( )
Coming soon ...
void HeroPickUpObject ( string _stgObject, string _stgItem )
Coming soon ...
void HeroPickUpPaper ( string _stgObject, string _stgItem )
Coming soon ...
void HeroPartyReadyForDialogue ( )
Coming soon ...


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 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 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.