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To write your own scripts in Legendary Tales, you will need to learn the scripting language. It is an object-oriented language that is easy to learn. We'll start with the functions.
The functions keep the script orderly. There are built in functions, but you can create your own.
The built in functions are, in alphabetical order:
OnCombatMove, OnCommand, OnCommandLine, OnCopySpell, OnCustomAction, OnDead, OnDialog, OnEnter, OnEquip, OnExamine, OnExecute, OnExit, OnFindTraps, OnFirstEnter, OnIdentify, OnInfo, OnInsertInto, OnLook, OnMessage, OnModify, OnOpen, OnOperate, OnPickLock, OnPickUp, OnRemoveTrap, OnRest, OnShopService, OnTakeOut, OnUnequip, OnUnlock, OnUse and OnUseWith.
You may make your own functions by using a call for them, like so...
function MyFunction(){
Echo("This is a player made function.");
}
I will not go into great depth explaining all the engine functions, you can choose to read them from this file:
http://legendarytales.wikispaces.com/space/showimage/Functions.txt
There are also actions, that are placed in the function. They define what you want to happen. Most of them have parameters you must fill in but for the sake of space I won't put them in too, they can be found in the help file. So, in alphabetical order:
AddContent, AddExit, AddItem, AddOption, AddPartyMember, AddShopService, AlterExitVisibility, AlterVisibility, AwardExperience, BeginOptions, BeginShop, ClearOptions, ClearText, Echo, EnterCombat, Force, Foreach, GetInput, GetValue, Global, GlobalPer, GlobalRem, ID, Identify, ItemEquipped, ItemExists, Kill, Load, LoadLocation, LoadMap, MoveContent, Msg, Name, NewJournalEntry, NewQuest, OpenShop, PartyGold, PlaySample, PlaySound, ProcessOptions, RaiseDead, RemoveItem, RemovePartyMember, RemovePoison, RemoveQuest, RestParty, Rnd, SendMsg, SetSwitch, SetValue, ShowText, SkillValue, Switch, SysParam, TakeDamage, ThrowDice, tID, Unlock, UpdateMap, UpdateQuest, UseLib and UseQuickItem.
A short description of each in this file:
http://legendarytales.wikispaces.com/space/showimage/Commands.txt
There is also the objects, they are: ActivePlayer, Current, Self, Sender and Target. You can make things happen to the specific object by adjoining the entity to an action. Like so...
Self.Identify();
That command string can go in a script that might allow a player to identify an item. |
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