When you're doing things like playing animations, setting or getting the states of objects and things like that, you'll need to know the names of the constants which the game uses to refer to things. There are absolutely hundreds of these, so we shan't enumerate them here. See a programmer if you want to know the constants which are available to you. As we have previously seen, you can define your own constants, both locally and globally, to abbreviate these unwieldy names, making your scripts more readable.
See also:
These let you change constants in certain ways.
These let you get a constant from the game.
get a random constant, where the constant is one of the ones between the two enum values you pass in.
Converts an expression to a constant.
gets the text id for a string name in the text data base.
get text id from "HELP_TEXT_BLAH"
Returns the constant for the final state of an object. So if an object is moving to a position it returns the destination state not the current moving state. This also works for puzzle objects.
state of LostBrother
Gets the building type that the town most wants to build
MyBuilding = variable get MyTown desired building
Gets the hand state.
get hand state
gets the object script type
get RandomThing type
Gets the object sub type
get Animal sub type
Gets the object disciple type of a villager
get MyVillager disciple type
gets the the player last cast spell type
get player 1 last spell cast
gets the creatures current action
get MyCreature current action
gets the last gesture type the player did
get last gesture
gets the last gesture type the player did to cast a spell
get last spell gesture
get key for interface actions (KB_UP for example for move)
get key for interface action BINDABLE_ACTION_TYPE_MOVE
gets the relationship of one object to another, based on their players (see RELATIONSHIP in RelationshipEnum.h)
MyRelationship = get GreekTown relationship to NorseTown
returns the type of the platoon
MyPlatoonType = get platoon MyPlatoon type
returns the plan status of the platoon
MyPlatoonPlanStatus = get platoon MyPlatoon plan status
returns the method that killed the given object
MyLittleFellaDeathReason = get MyLittleFella death reason
gets the platoon type required for making fire archers in the given tribe
FiresOfHell = get fire archer type for tribe TRIBE_TYPE_GREEK
After a call to 'move object position to position using constant navigation',
you can call this to find out what state the navigating object is in.
It returns one of:
NAV_STATE_NONE - This entity is not currently navigating
NAV_STATE_NAVIGATING - This entity is navigating
NAV_STATE_SUCCEEDED - This entity has succeeded in navigating
NAV_STATE_FAILING - This entity is in the process of failing
NAV_STATE_FAILED - This entity has failed, and is not doing anything else.
get BlindMan navigation state
See also:
returns an enum from MENU_HIGHLIGHT_ITEM. This is the last button clicked indpendent of time since it was clicked.
LastButton = get last toolbar button clicked
See also:
returns the last method of conversion for the given town (see lastcaptureenum.h)
TownConversion = get town JapTown method of last conversion
gets the towns current status
TownConversion = variable get town object tatus
returns the method of conversion last used by the player
TownConversion = get last town player 0 method of last conversion
returns the method of conversion last used by the player
TownConversion = get last town player 0 method of last conversion
This documentation generated by LHDOC, © Lionhead Studios 2000