Script/World

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class World

The main interface for interacting with the global game state, persistent across all levels.

Class Methods

World Map / Travel

bool IsTravelAllowed () const
is travelling (leaving the level/fast travelling) currently allowed?
void AllowTravel (const bool _bAllow)
set whether the player is allowed to leave the current level or fast travel within it.
uint GetWorldMapId () const
get current world map id
void SetWorldMapId (const uint _uMapId)
set id of the map to which to travel when pressing the world map button
bool IsMapAccessible (const uint _uMapId) const
is the given level currently accessible?
void SetMapAccessible (const uint _uMapId, const bool _bAccessible = true, const uint8 _uSetting = uint8 ( - 1 ))
set whether the given map is accessible by the player from the world map.
bool IsRaceSelectionAllowed (const uint _uMapId) const
is the player allowed to choose an RTS race to control upon entering this map?
void SetRaceSelectionAllowed (const uint _uMapId, const bool _bAllow)
set whether the player is allowed to choose an RTS race to control upon entering the map.
bool AreHeroesAllowedToSpawn (const uint _uMapId) const
should heroes be spawned when entering the given map.
void AllowHeroesToSpawn (const uint _uMapId, const bool _bAllow)
set whether heroes should be spawned when entering the given map.
bool IsUpdatingHeroesToSpawnAllowed (const uint _uMapId) const
should heroes to spawn be updated while within the given map.
void AllowUpdatingHeroesToSpawn (const uint _uMapId, const bool _bAllow)
set whether heroes to spawn should be updated while within the given map.
void ShowFinalChoice (const uint _uMapId, const bool _bShow)
show final choice when selecting the given map.
void AllowFullPartyManagement (const uint _uMapId, const uint8 _uSetting, const bool _bAllow)
set whether the player is allowed to manage ALL of their owned heroes on the given map in the given setting.
uint8 GetCurrentMapSetting (const uint _uMapId) const
get the current setting for the given map
void SetMapSetting (const uint _uMapId, const uint8 _uSetting)
set the active setting for the given map. the setting change will only take effect the next time the level is visited.
void SetMapEntryPoint (const uint _uMapId, const string&in _sEntryPoint)
set the entry point for _uMapId. will be used when the player travels to the map the next time.
string[]@ GetRequiredHeroes (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 )) const
get technical names of heroes required to be selected on the given map in the given setting (defaults to current setting)
void SetRequiredHeroes (const uint _uMapId, const uint8 _uSetting, const string[]&in _HeroNames)
set list of technical names of heroes required to be selected on the given map in the given setting
void TravelToMap (const uint _uMapId, const uint8 _uSetting = uint8 ( - 1 ), const string&in _sEntryPoint = "")
go to the given map in the given setting (or current setting, if not specified)
void EndGame ()
quit the game and return to main menu

Blueprints

bool IsBlueprintUnlocked (const string&in _sBlueprintName) const
is the given blueprint currently unlocked?
void UnlockBlueprint (const string&in _sBlueprintName, const bool _bTemporary)
unlock the blueprint of this name for the player (if _bTemporary is true, the blueprint will be re-locked as soon as the player leaves the current level)
bool IsBlueprintUpgradeUnlocked (const string&in _sBlueprintName, const string&in _sUpgradeName) const
is the given upgrade for the given blueprint currently unlocked?
void UnlockBlueprintUpgrade (const string&in _sBlueprintName, const string&in _sUpgradeName, const bool _bTemporary)
unlock the given blueprint upgrade (if _bTemporary is true, the upgrade will be re-locked as soon as the player leaves the current level)

Glossary

void UnlockGlossaryEntry (const string&in _sTechnicalName, const uint _uStage = 0)
unlock the given glossary entry (if the entry has multiple stages, 0 unlocks the basic entry with the first paragraph, 1 the second, and so on)
void UnlockGlossaryTargetParagraph (const string&in _sTechnicalName, const string&in _sTargetName)
unlock the target paragraph of glossary entry _sTechnicalName pertaining to _sTargetName
void UnlockAllGlossaryTargetParagraphs (const string&in _sTechnicalName)
unlock all target paragraphs of the glossary entry _sTechnicalName

Dialogues

bool DoesDialogueContainerExist (const string&in _sContainerName) const
check whether the given dialogue container exists
bool DoesDialogueTopicExist (const string&in _sContainerName, const string&in _sTopicName) const
check whether the given dialogue topic exists
string[]@ GetEnabledTopics (const string&in _sContainerName) const
get all currently enabled topics within the given container.
string[]@ GetValidTopics (const string&in _sContainerName) const
get all topics in the given container which are enabled and can be initiated at this very moment (checks script conditions, required participants, range, etc.).
void EnableDialogueTopic (const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable or disable the given dialogue topic
void EnableDialogueTopicGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sTopicName, const bool _bEnabled)
enable/disable a dialogue topic that may not present in this level
bool IsDialogueTopicEnabled (const string&in _sContainerName, const string&in _sTopicName) const
is the given dialogue topic currently enabled?
void BlockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void BlockDialogueTopicNodeGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sNodeName)
disable a dialogue topic node
void UnblockDialogueTopicNode (const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node
void UnblockDialogueTopicNodeGlobal (const string&in _sFileName, const string&in _sContainerName, const string&in _sNodeName)
enable a dialogue topic node
void SetDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName, const bool _bImportant)
set whether the given dialogue topic is considered important
bool IsDialogueTopicImportant (const string&in _sContainerName, const string&in _sTopicName) const
is the given dialogue topic important?

Global Variables

bool GetGlobalBool (const string&in _sVarName, const bool _bDefault = false) const
get global variable of type bool
int GetGlobalInt (const string&in _sVarName, const int _iDefault = - 1) const
get global variable of type integer
void SetGlobalBool (const string&in _sVarName, const bool _bValue)
set global variable of type bool
void SetGlobalInt (const string&in _sVarName, const int _iValue)
set global variable of type integer
void RemoveGlobalVar (const string&in _sVarName)
remove the given global variable
string[]@ GetGlobalVarNamesInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
get a list of all variable names in the given category. if _bFullVarNames is false, the returned names will not contain the "_sCategoryName." prefix.
dictionary@ GetGlobalVarsInCategory (const string&in _sCategoryName, const bool _bFullVarNames = true) const
get a dictionary mapping all variable names in the given category to their respective values (all represented as integers).

if _bFullVarNames is false, the key names will not contain the "_sCategoryName." prefix.

void ClearGlobalVarCategory (const string&in _sCategoryName)
remove all global variables in the given category

Creature Drop Lists

void AddItemToCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
add a chance to drop the given item to any creature with the given description name
void RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName, const uint _uAmount, const uint8 _uPercentChance)
remove a specific previously added entry from the given creature's list of drops
void RemoveItemFromCreatureDrops (const string&in _sCreatureDescriptionName, const string&in _sItemName)
remove any previously added entry with the given item from the given creature's list of drops