1301 lines
35 KiB
HTML
1301 lines
35 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html><head>
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<!--
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---- (c) Copyright 2002-2011 by Lutz Sammer, Russell Smith, François Beerten
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---- This program is free software; you can redistribute it and/or modify
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---- it under the terms of the GNU General Public License as published by
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---- the Free Software Foundation; only version 2 of the License.
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----
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---- This program is distributed in the hope that it will be useful,
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---- but WITHOUT ANY WARRANTY; without even the implied warranty of
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---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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---- GNU General Public License for more details.
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----
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---- You should have received a copy of the GNU General Public License
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---- along with this program; if not, write to the Free Software
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---- Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
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---- 02110-1301, USA.
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-->
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<title>Stratagus Configuration Language Description: Config</title>
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<meta name="Author" content="johns98@gmx.net">
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<meta name="Keyword" content="scripts,config">
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<meta name="Description" content="">
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</head>
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<body>
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<pre width=80>
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_________ __ __
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/ _____// |_____________ _/ |______ ____ __ __ ______
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\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
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/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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\/ \/ \//_____/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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Stratagus - A free fantasy real time strategy game engine
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</pre>
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<hr>
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<h1>Stratagus Configuration Language Description: Config</h1>
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<hr>
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<a href="../index.html">Stratagus</a>
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<a href="../faq.html">FAQ</a>
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<a href="ai.html">PREV</a>
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<a href="game.html">NEXT</a>
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<a href="index.html">LUA Index</a>
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<hr>
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<a href="#AStar">AStar</a>
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<a href="#DecorationOnTop">DecorationOnTop</a>
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<a href="#DefineDecorations">DefineDecorations</a>
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<a href="#DefineDefaultActions">DefineDefaultActions</a>
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<a href="#DefineDefaultIncomes">DefineDefaultIncomes</a>
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<a href="#DefineDefaultResourceAmounts">DefineDefaultResourceAmounts</a>
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<a href="#DefineDefaultResourceNames">DefineDefaultResourceNames</a>
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<a href="#DefineSprites">DefinesSprites</a>
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<a href="#GetVideoFullScreen">GetVideoFullScreen</a>
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<a href="#GetVideoResolution">GetVideoResolution</a>
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<a href="#HealthSprite">HealthSprite</a>
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<a href="#ManaSprite">ManaSprite</a>
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<a href="#RevealMap">RevealMap</a>
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<a href="#RightButtonAttacks">RightButtonAttacks</a>
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<a href="#RightButtonMoves">RightButtonMoves</a>
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<a href="#SavePreferences">SavePreferences</a>
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<a href="#SetAllPlayersBuildingLimit">SetAllPlayersBuildingLimit</a>
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<a href="#SetAllPlayersUnitLimit">SetAllPlayersUnitLimit</a>
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<a href="#SetAllPlayersTotalUnitLimit">SetAllPlayersTotalUnitLimit</a>
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<a href="#SetBuildingCapture">SetBuildingCapture</a>
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<a href="#SetClickMissile">SetClickMissile</a>
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<a href="#SetCurrentChapter">SetCurrentChapter</a>
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<a href="#SetCurrentTip">SetCurrentTip</a>
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<a href="#SetDamageFormula">SetDamageFormula</a>
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<a href="#SetDamageMissile">SetDamageMissile</a>
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<a href="#SetDoubleClickDelay">SetDoubleClickDelay</a>
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<a href="#SetEditorSelectIcon">SetEditorSelectIcon</a>
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<a href="#SetEditorUnitsIcon">SetEditorUnitsIcon</a>
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<a href="#SetEditorStartUnit">SetEditorStartUnit</a>
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<a href="#SetFancyBuildings">SetFancyBuildings</a>
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<a href="#SetFogOfWar">SetFogOfWar</a>
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<a href="#SetFogOfWarColor">SetFogOfWarColor</a>
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<a href="#SetFogOfWarGraphics">SetFogOfWarGraphics</a>
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<a href="#SetFogOfWarOpacity">SetFogOfWarOpacity</a>
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<a href="#SetForestRegeneration">SetForestRegeneration</a>
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<a href="#SetGrabMouse">SetGrabMouse</a>
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<a href="#SetGodMode">SetGodMode</a>
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<a href="#SetGroupKeys">SetGroupKeys</a>
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<a href="#SetHoldClickDelay">SetHoldClickDelay</a>
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<a href="#SetKeyScroll">SetKeyScroll</a>
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<a href="#SetKeyScrollSpeed">SetKeyScrollSpeed</a>
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<a href="#SetLeaveStops">SetLeaveStops</a>
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<a href="#SetMaxOpenGLTexture">SetMaxOpenGLTexture</a>
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<a href="#SetMaxSelectable">SetMaxSelectable</a>
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<a href="#SetMetaServer">SetMetaServer</a>
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<a href="#SetMinimapTerrain">SetMinimapTerrain</a>
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<a href="#SetMouseScroll">SetMouseScroll</a>
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<a href="#SetMouseScrollSpeed">SetMouseScrollSpeed</a>
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<a href="#SetMouseScrollSpeedControl">SetMouseScrollSpeedControl</a>
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<a href="#SetMouseScrollSpeedDefault">SetMouseScrollSpeedDefault</a>
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<a href="#SetRevealAttacker">SetRevealAttacker</a>
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<a href="#SetSelectionStyle">SetSelectionStyle</a>
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<a href="#SetShowAttackRange">SetShowAttackRange</a>
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<a href="#SetShowCommandKey">SetShowCommandKey</a>
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<a href="#SetShowOrders">SetShowOrders</a>
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<a href="#SetShowReactionRange">SetShowReactionRange</a>
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<a href="#SetShowSightRange">SetShowSightRange</a>
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<a href="#SetShowTips">SetShowTips</a>
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<a href="#SetSpeedBuild">SetSpeedBuild</a>
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<a href="#SetSpeedResearch">SetSpeedResearch</a>
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<a href="#SetSpeedResourcesHarvest">SetSpeedResourcesHarvest</a>
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<a href="#SetSpeedResourcesReturn">SetSpeedResourcesReturn</a>
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<a href="#SetSpeedTrain">SetSpeedTrain</a>
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<a href="#SetSpeedUpgrade">SetSpeedUpgrade</a>
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<a href="#SetSpeeds">SetSpeeds</a>
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<a href="#SetTitleScreens">SetTitleScreens</a>
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<a href="#SetTrainingQueue">SetTrainingQueue</a>
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<a href="#SetXpDamage">SetXpDamage</a>
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<a href="#SetUseHPForXp">SetUseHPForXp</a>
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<a href="#SetVideoFullScreen">SetVideoFullScreen</a>
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<a href="#SetVideoResolution">SetVideoResolution</a>
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<a href="#SetVideoSyncSpeed">SetVideoSyncSpeed</a>
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<a href="#ShowEnergySelectedOnly">ShowEnergySelectedOnly</a>
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<a href="#ShowFull">ShowFull</a>
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<a href="#DefineDecoration">DefineDecoration</a>
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<a href="#ShowHealthBar">ShowHealthBar</a>
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<a href="#ShowHealthDot">ShowHealthDot</a>
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<a href="#ShowHealthHorizontal">ShowHealthHorizontal</a>
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<a href="#ShowHealthVertical">ShowHealthVertical</a>
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<a href="#ShowManaBar">ShowManaBar</a>
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<a href="#ShowManaDot">ShowManaDot</a>
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<a href="#ShowManaHorizontal">ShowManaHorizontal</a>
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<a href="#ShowManaVertical">ShowManaVertical</a>
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<a href="#ShowNoFull">ShowNoFull</a>
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<hr>
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<h2>Intro - Introduction to config functions and variables</h2>
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General configurations.
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<h2>Functions</h2>
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<a name="AStar"></a>
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<h3>AStar(tag, value, ...)</h3>
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Sets variables about the pathfinder.
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What the movement cost for unseen terrian is and whether units are aware of what's under unseen terrain.
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Items can be turned on and off to give desired behaviour, however dont-know-unseen-terrain will increase
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the amount the pathfinder is used at the start of a game while the map is being discovered. If you need
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the performance, turn it off.
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<p>
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The Cost of a move is 1 if moving straight, or 2 if moving diagonal.
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<dl>
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<dt>"fixed-unit-cost", number</dt>
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<dd>cost to move over a unit that is standing still. (must be greater than 3)
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</dd>
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<dt>"moving-unit-cost", number</dt>
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<dd>cost to move over a unit that is moving to somewhere. (must be greater than 3)
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</dd>
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<dt>"unseen-terrain", number</dt>
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<dd>Whether the pathfinder treats unknown terrain as visible when calculating paths or not. <'dont-know-unseen-terrain|'know-unseen-terrain>
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</dd>
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<dt>"unseen-terrain-cost", number</dt>
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<dd>Extra cost to move on unseen terrain, makes units tend towards know areas when finding paths.
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</dd>
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<dt>"know-unseen-terrain"</dt>
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<dd>consider (FIXME ? AI and human ?) know(s) all the terrain.</dd>
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<dt>"dont-know-unseen-terrain"</dt>
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<dd>consider (FIXME ? AI and human ?) do(es)n't know all the terrain.</dd>
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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AStar("fixed-unit-cost", 1000, "moving-unit-cost", 20, "know-unseen-terrain", "unseen-terrain-cost", 2)
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</pre>
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<a name="DecorationOnTop"></a>
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<h3>DecorationOnTop()</h3>
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Show bars and dots always on top.
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<dl>
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<a name="DefineDefaultActions"></a>
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<h3>DefineDefaultActions("name", ...)</h3>
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Defines the names of the actions used to harvest/get resources. eg mine gold, or drill oil.
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<dl>
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<dt>"name"</dt>
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<dd>The name to give to the action associated with the resource.</dd>
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- In the same order as resources are defined.
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DefineDefaultActions("stop", "mine", "chop", "drill", "mine", "mine", "mine")
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</pre>
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<a name="DefineDefaultIncomes"></a>
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<h3>DefineDefaultIncomes([number, number, ...])</h3>
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Defines the amount of resource to pickup by default when harvesting/collecting.
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When collecting gold for example you get 100 gold for a single pickup.
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<dl>
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<dt>number</dt>
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<dd>The amount of resource to collect by default per pickup.
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Define 7 default incomes
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-- Resources "time", "gold", "wood", "oil", "ore", "stone", "coal"
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DefineDefaultIncomes(0, 100, 100, 100, 100, 100, 100)
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</pre>
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<a name="DefineDefaultResourceAmounts"></a>
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<h3>DefineDefaultResourceAmounts("name", amount ...)</h3>
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Defines the default amounts to give to a resource producing unit when placing it for the first
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time in the editor.
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<dl>
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<dt>"name"</dt>
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<dd>The name of the resource for the default to be applied to</dd>
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<dt>amount</dt>
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<dd>The amount to set the default too.</dd>
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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DefineDefaultResourceAmounts(
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"gold", 100000,
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"oil", 50000)
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</pre>
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<a name="DefineDefaultResourceNames"></a>
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<h3>DefineDefaultResourceNames("name", ...)</h3>
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Names the resources in a given order.
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<dl>
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<dt>name</dt>
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<dd>Name to give to the resource
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Define Resource names
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DefineDefaultResourceNames(
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"time", "gold", "wood", "oil", "ore", "stone", "coal")
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</pre>
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<a name="DefineSprites"></a>
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<h3>DefineSprite({tag = value}, ...)</h3>
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Define sprite to be shown for variables.
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<dl>
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Tag could be :
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<dt>Name = "sprite-name"</dt>
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<dd>name of the sprite</dd>
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<dt>File = "filename"</dt>
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<dd>filename containing the sprite</dd>
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<dt>Offset = {x, y}</dt>
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<dd>offset when drawing the sprite</dd>
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<dt>Size = {width, height}</dt>
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<dd>Size of the sprite (!= of size of image)</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- It is equivalent to :
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-- HealthSprite("graphics/ui/health2.png", 0, -4, 31, 4)
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-- ManaSprite("graphics/ui/mana2.png", 0, -1, 31, 4)
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DefineSprites({Name = "sprite-health", File = "graphics/ui/health2.png", Offset = {0, -4}, Size = {31, 4}},
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{Name = "sprite-mana", File = "graphics/ui/mana2.png", Offset = {0, -1}, Size = {31, 4}})
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</pre>
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<a name="GetVideoFullScreen"></a>
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<h3>GetVideoFullScreen()</h3>
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Check if the game is in full screen or windowed mode.
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<dl>
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<dt><i>RETURNS</i></dt>
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<dd>True if full screen, false if in windowed mode</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Get Fullscreen
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fullscreen = GetVideoFullScreen()
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</pre>
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<a name="GetVideoResolution"></a>
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<h3>GetVideoResolution()</h3>
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Get the video resolution.
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<dl>
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<dt><i>RETURNS</i></dt>
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<dd>Width and Height of current resolution</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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-- Get the video resolution
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w,h = GetVideoResolution()
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</pre>
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<a name="HealthSprite"></a>
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<h3>HealthSprite(file, hotx, hoty, width, height)</h3>
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Define health-sprite.
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<dl>
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<dt>"file"</dt>
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<dd>file where is the image.</dd>
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<dt>hotx, hoty</dt>
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<dd>offset from the sprite when it is drawn.</dd>
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<dt>width, height</dt>
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<dd>Size of the health sprite image.</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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HealthSprite("graphics/ui/health2.png", 0, -4, 31, 4)
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</pre>
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<h4>Note</h4>
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Use <a href="#DefineSprites">DefineSprites</a> instead with Name="sprite-health".
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<a name="ManaSprite"></a>
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<h3>ManaSprite(file, hotx, hoty, width, height)</h3>
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Define mana-sprite.
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<dl>
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<dt>"file"</dt>
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<dd>file where is the image.</dd>
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<dt>hotx, hoty</dt>
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<dd>offset from teh sprite when it is drawn.</dd>
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<dt>width, height</dt>
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<dd>Size of the image.</dd>
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<dt><i>RETURNS</i></dt>
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<dd>Nothing</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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ManaSprite("graphics/ui/mana2.png", 0, -1, 31, 4)
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</pre>
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<h4>Note</h4>
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Use <a href="#DefineSprites">DefineSprites</a> instead with Name="sprite-mana".
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<a name="DefineDecorations"></a>
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<h3>DefineDecorations({tag = value, ...}, ...)</h3>
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Define how to show variables.
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<dl>
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<dt>Index = variable</dt>
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<dd>
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To which variable it applies. Variables could be
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<dl>
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<dt>Hitpoints</dt>
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<dd>represent the HP of the unit.</dd>
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<dt>Mana</dt>
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<dd>represent the mana of the unit.</dd>
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<dt>Transport</dt>
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<dd>represent how many units are in the unit.</dd>
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<dt>Ressources</dt>
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<dd>represent ressource for gathering and gathered unit.</dd>
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<dt>Training</dt>
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<dd>represent the elapsed time of unit in training.</dd>
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<dt>Research</dt>
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<dd>represent the elapsed time for research.</dd>
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<dt>UpgradeTo</dt>
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<dd>represent the elapse time to evolve in the new unit.</dd>
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<dt>variable</dt>
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<dd>variable defined with <a href="unittype.html#DefineVariables">DefineVariables()</a></dd>
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</dl>
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</dd>
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<dt>Offset = {x, y}, OffsetPercent = {xp, yp}</dt>
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<dd>Decoration is placed at {x + weight(unit) * xp, y + height(unit) * yp} from the unit.</dd>
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<dt>CenterX = boolean, CenterY = boolean</dt>
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<dd>If set to true, use center of decoration instead of the upper-left corner.</dd>
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<dt>ShowIfNotEnable = boolean</dt>
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<dd>if false (default), show decoration only when variable is enable.</dd>
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<dt>ShowWhenNull = boolean</dt>
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<dd>if true, show also when variable value is 0.</dd>
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<dt>HideHalf = boolean</dt>
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<dd>if true, don't show when variable value is not 0 nor max.</dd>
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<dt>ShowWhenMax = boolean</dt>
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<dd>if false, don't show when variable value is max.</dd>
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<dt>ShowOnlySelected = boolean</dt>
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<dd>if true, show only when unit is selected.</dd>
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<dt>HideNeutral = boolean</dt>
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<dd>if true, don't show for neutral unit.</dd>
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<dt>HideAllied = boolean</dt>
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<dd>if true, don't show for allied unit (but show your :) ).</dd>
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<dt>ShowOpponent = boolean</dt>
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<dd>if true, show also for opponent unit.</dd>
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<dt>Method = {method-name, {tag = value}}</dt>
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<dd>Which method we use to show variable. It could be a bar, a sprite, a number...</dd>
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<dl>
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<dt>"text", {}</dt>
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<dd>Show the value with a number</dd>
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<dt>"static-sprite", {"sprite-name", number}</dt>
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<dd>Use the number icon of the sprite (defined by <a href="#DefineSprites">DefineSprites()</a>)</dd>
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<dt>"sprite", {"sprite-name"}</dt>
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<dd>Show the p-th icon of the sprite
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(p depands of variable percent value: from full (left) to empty (right of th image)).
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The sprite is defined by <a href="#DefineSprites">DefineSprites()</a>.</dd>
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<dt>"bar", {tag, value}</dt>
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<dd>Show like a rectangular bar.</dd>
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<dl>
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<dt>Orientation = "vertical" or "horizontal"</dt>
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<dd>orientation of the bar, default is horizontal</dd>
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<dt>SEToNW = boolean</dt>
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<dd>
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if true, bar is growing from bottom to uppper border (for vertical bar)
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or right to left (for horizontal bar)
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(South-Easth to Nord-Weast).
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</dd>
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<dt>Height = number, Width = number</dt>
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<dd>size of the bar, 0 assume size of the unit.</dd>
|
|
<dt>BorderSize = number</dt>
|
|
<dd>bar is surroundded with a border.</dd>
|
|
<dt>ShowFullBackground</dt>
|
|
<dd>Show badgroung like if value is max</dd>
|
|
</dl>
|
|
</dl>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
-- Equivalent of ShowHealthDot
|
|
DefineDecorations({Index = "HitPoints", HideNeutral = true, CenterX = true,
|
|
OffsetPercent = {50, 100}, Method = {"sprite", {"sprite-health"}}})
|
|
</pre>
|
|
|
|
|
|
<a name="RevealMap"></a>
|
|
<h3>RevealMap()</h3>
|
|
|
|
Reveal the entire map.
|
|
|
|
<dl>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
<h4>Example</h4>
|
|
<pre>
|
|
RevealMap()
|
|
</pre>
|
|
|
|
<a name="RightButtonAttacks"></a>
|
|
<h3>RightButtonAttacks()</h3>
|
|
|
|
If you prefer fighters are attacking by right clicking empty space.
|
|
|
|
<dl>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
<h4>Example</h4>
|
|
<pre>
|
|
RightButtonAttacks()
|
|
</pre>
|
|
|
|
<a name="RightButtonMoves"></a>
|
|
<h3>RightButtonMoves()</h3>
|
|
|
|
If you prefer fighters are moving by right clicking empty space.
|
|
|
|
<dl>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
<h4>Example</h4>
|
|
<pre>
|
|
RightButtonMoves()
|
|
</pre>
|
|
|
|
<a name="SavePreferences"></a>
|
|
<h3>SavePreferences</h3>
|
|
|
|
Save the user preferences
|
|
|
|
<dl>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SavePreferences()
|
|
</pre>
|
|
|
|
<a name="SetAllPlayersBuildingLimit"></a>
|
|
<h3>SetAllPlayersBuildingLimit(limit)</h3>
|
|
|
|
Set the limit on the number of buildings a player is allowed to have at one time.
|
|
|
|
<dl>
|
|
<dt>limit</dt>
|
|
<dd>The maximum number of buildings a player can have.</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>The limit that was set.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetAllPlayersBuildingLimit(200)
|
|
</pre>
|
|
|
|
<a name="SetAllPlayersUnitLimit"></a>
|
|
<h3>SetAllPlayersUnitLimit(limit)</h3>
|
|
|
|
Sets the number of non-building type units a player can have.
|
|
|
|
<dl>
|
|
<dt>limit</dt>
|
|
<dd>Number of non-building unit the player can have</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>The limit that was set.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetAllPlayersUnitLimit(200)
|
|
</pre>
|
|
|
|
<a name="SetAllPlayersTotalUnitLimit"></a>
|
|
<h3>SetAllPlayersTotalUnitLimit(limit)</h3>
|
|
|
|
Sets the total number of units a player may have, building or non-building.
|
|
|
|
<dl>
|
|
<dt>limit</dt>
|
|
<dd>The number of units to set the limit to.</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>The limit that was set.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetAllPlayersTotalUnitLimit(400)
|
|
</pre>
|
|
|
|
<a name="SetBuildingCapture"></a>
|
|
<h3>SetBuildingCapture(boolean)</h3>
|
|
|
|
Enable or disable building capture.
|
|
|
|
<dl>
|
|
<dt>boolean</dt>
|
|
<dd>true or false, depending on if you want building capture enabled.</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Old value of Building Capture</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetBuildingCapture(true)
|
|
</pre>
|
|
|
|
<a name="SetClickMissile"></a>
|
|
<h3>SetClickMissile("missile-type")</h3>
|
|
|
|
Sets the missile to use for displaying when a player clicks on a location on the map.
|
|
|
|
<dl>
|
|
<dt>missile-type</dt>
|
|
<dd>The missile to use, as defined in the missiles section</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Old value of the click missile</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetClickMissile("missile-green-cross")
|
|
</pre>
|
|
|
|
<a name="SetCurrentChapter"></a>
|
|
<h3>SetCurrentChapter(number)</h3>
|
|
|
|
Sets the current chapter in a campaign. A campaign can have any number of chapters.
|
|
If too large a number is specified, it will default to the last chapter.
|
|
|
|
<dl>
|
|
<dt>number</dt>
|
|
<dd>The number of the chapter to skip too as define in the campaign definition</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set to chapter 2
|
|
SetCurrentChapter(2)
|
|
</pre>
|
|
|
|
<a name="SetCurrentTip"></a>
|
|
<h3>SetCurrentTip(number)</h3>
|
|
|
|
Sets the number of the tip to display next. If larger than the number of tips or not tips
|
|
are defined, it defaults to Tip 0.
|
|
|
|
<dl>
|
|
<dt>number</dt>
|
|
<dd>The tip number to use, defaults to 0 on error</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>The old tip number that was set</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set Tip to No 10
|
|
SetCurrentTip(10)
|
|
</pre>
|
|
|
|
<a name="SetDamageFormula"></a>
|
|
<h3>SetDamageFormula(NumberDesc)</h3>
|
|
|
|
Sets the formula to compute damage for missile that the unit fire on goal.
|
|
|
|
<dl>
|
|
<dt>NumberDesc</dt>
|
|
<dd>Number description. See Trigger for a explanation.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
--
|
|
-- Damage is random between 51-100% of
|
|
-- Max(0, Attacker->BasicDamage - Defender->Armor) + Attacker->PiercingDamage.
|
|
--
|
|
SetDamageFormula(Div(Mul(Add(51, Rand(50)),
|
|
Add(Max(0, Sub( AttackerVar("BasicDamage"), DefenderVar("Armor"))),
|
|
AttackerVar("PiercingDamage"))), 100))
|
|
</pre>
|
|
|
|
|
|
<a name="SetDamageMissile"></a>
|
|
<h3>SetDamageMissile("missile-type")</h3>
|
|
|
|
Sets the missile to use for displaying the damage done to units.
|
|
|
|
<dl>
|
|
<dt>"missile-type"</dt>
|
|
<dd>missile name to use to display the damage</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Old missile type defined as the Damage Missile</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetDamageMissile("missile-hit")
|
|
</pre>
|
|
|
|
<a name="SetDoubleClickDelay"></a>
|
|
<h3>SetDoubleClickDelay(delay)</h3>
|
|
|
|
Set the delay of double clicking the mouse.
|
|
|
|
<dl>
|
|
<dt>delay</dt>
|
|
<dd>The delay in ms.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetDoubleClickDelay(300)
|
|
</pre>
|
|
|
|
<a name="SetEditorSelectIcon"></a>
|
|
<h3>SetEditorSelectIcon("icon-name")</h3>
|
|
|
|
Set the icon that is used in the editor to indicate selection.
|
|
|
|
<dl>
|
|
<dt>"icon-name"</dt>
|
|
<dd>The name of the icon.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
-- Use "icon-human-patrol-land" for the editor's select icon.
|
|
SetEditorSelectIcon("icon-human-patrol-land")
|
|
</pre>
|
|
|
|
<a name="SetEditorUnitsIcon"></a>
|
|
<h3>SetEditorUnitsIcon("icon-name")</h3>
|
|
|
|
Set the icon that is used in the editory for unit selection.
|
|
|
|
<dl>
|
|
<dt>icon</dt>
|
|
<dd>The name of the icon.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
-- Use "icon-footman" for the editor's units icon.
|
|
SetEditorUnitsIcon("unit-footman")
|
|
</pre>
|
|
|
|
<a name="SetEditorStartUnit"></a>
|
|
<h3>SetEditorStartUnit("unit-start")</h3>
|
|
|
|
Set the unit used in the editor to show the start location.
|
|
|
|
<dl>
|
|
<dt>unit</dt>
|
|
<dd>The name of the unit.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetEditorStartUnit("unit-start-location")
|
|
</pre>
|
|
|
|
<a name="SetFancyBuildings"></a>
|
|
<h3>SetFancyBuildings(boolean)</h3>
|
|
|
|
if true, enable fancy building (random mirroring buildings).
|
|
|
|
<a name="SetFogOfWar"></a>
|
|
<h3>SetFogOfWar(boolean)</h3>
|
|
|
|
If true, enable fog of war.
|
|
|
|
<a name="SetFogOfWarColor"></a>
|
|
<h3>SetFogOfWarColor(red,green,blue)</h3>
|
|
|
|
Set the color of the fog of war. Each parameter is in the range 0-255.
|
|
|
|
<h4>Example (white fog of war)</h4>
|
|
<pre>
|
|
SetFogOfWarColor(255,255,255)
|
|
</pre>
|
|
|
|
<a name="SetFogOfWarGraphics"></a>
|
|
<h3>SetFogOfWarGraphics(graphic)</h3>
|
|
|
|
Set the graphics used to render the borders of the view of the units.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetFogOfWarGraphics("general/fog.png")
|
|
</pre>
|
|
|
|
<a name="SetFogOfWarOpacity"></a>
|
|
<h3>SetFogOfWarOpacity(number)</h3>
|
|
|
|
Set the level of Opaqueness/transparency of the fog of war (0-255),
|
|
128 is optimized, all other values will be much slower to render.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetFogOfWarOpacity(128)
|
|
</pre>
|
|
<a name="SetForestRegeneration"></a>
|
|
<h3>SetForestRegeneration(number)</h3>
|
|
|
|
Set forest regeneration speed. (n * seconds, 0 = disabled)
|
|
|
|
<a name="SetGrabMouse"></a>
|
|
<h3>SetGrabMouse(boolean)</h3>
|
|
|
|
Enable/disable grabbing the mouse.
|
|
|
|
<a name="SetGodMode"></a>
|
|
<h3>SetGodMode(boolean)</h3>
|
|
|
|
Enable/disable god Mode, you do 255 damage, and take 0 damage. You are still vulnerable to spells.
|
|
|
|
<dl>
|
|
<dt>boolean</dt>
|
|
<dd>#t for on, #f for off</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set God mode on
|
|
SetGodMode(#t)
|
|
</pre>
|
|
|
|
<a name="SetHoldClickDelay"></a>
|
|
<h3>SetHoldClickDelay(delay)</h3>
|
|
|
|
for the wanted hold-click delay (in ms)..
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetHoldClickDelay(1000)
|
|
</pre>
|
|
|
|
<a name="SetKeyScroll"></a>
|
|
<h3>SetKeyScroll(boolean)</h3>
|
|
|
|
enable/disable keyboard scrolling.
|
|
|
|
<a name="SetKeyScrollSpeed"></a>
|
|
<h3>SetKeyScrollSpeed(number)</h3>
|
|
|
|
Set keyboard scroll speed in frames (1 = each frame,2 each second,...)
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetKeyScrollSpeed(1)
|
|
</pre>
|
|
|
|
<a name="SetLeaveStops"></a>
|
|
<h3>SetLeaveStops(boolean)</h3>
|
|
|
|
Enable/disable stopping scrolling on mouse leave.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetLeaveStops(true)
|
|
</pre>
|
|
|
|
<a name="SetMaxOpenGLTexture"></a>
|
|
<h3>SetMaxOpenGLTexture(number)</h3>
|
|
|
|
<p>Limit the size of OpenGL textures. If the game is slower with
|
|
OpenGL than without it, try setting 1024, 512, or 256 as the limit.</p>
|
|
|
|
<p>Bos Wars asks OpenGL how large textures it supports, and then
|
|
splits all of its graphics into pieces of that size or smaller. In
|
|
some computers however, OpenGL reports support for e.g. 4096x4096
|
|
textures but draws those much slower than smaller ones. You can then
|
|
set a smaller limit with this function. The new limit takes effect
|
|
on the next InitVideo call.</p>
|
|
|
|
<p>If the parameter is 0, or greater than the limit reported by
|
|
OpenGL, then Bos Wars uses the OpenGL limit instead.</p>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetMaxOpenGLTexture(512)
|
|
</pre>
|
|
|
|
<a name="SetMaxSelectable"></a>
|
|
<h3>SetMaxSelectable(number)</h3>
|
|
|
|
Set the maximum number of selectable units. (must be positive value)
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetMaxSelectable(18)
|
|
</pre>
|
|
|
|
<a name="SetMetaServer"></a>
|
|
<h3>SetMetaServer("host", port)</h3>
|
|
|
|
Set the default server for internet play.
|
|
If you leave this blank, The Multiplay button will default to LAN game.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetMetaServer("www.myserver.com", 7775)
|
|
</pre>
|
|
|
|
<a name="SetMinimapTerrain"></a>
|
|
<h3>SetMinimapTerrain(boolean)</h3>
|
|
|
|
for minimap with/without terrain.
|
|
|
|
<a name="SetMouseScroll"></a>
|
|
<h3>SetMouseScroll(boolean)</h3>
|
|
|
|
enable/disable mouse scrolling.
|
|
|
|
<a name="SetMouseScrollSpeed"></a>
|
|
<h3>SetMouseScrollSpeed(number)</h3>
|
|
|
|
Set mouse scroll speed in frames (1=each frame,2 each second,...)
|
|
This is when the mouse cursor hits the border.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetMouseScrollSpeed(1)
|
|
</pre>
|
|
|
|
<a name="SetMouseScrollSpeedControl"></a>
|
|
<h3>SetMouseScrollSpeedControl(speed)</h3>
|
|
|
|
Sets the speed of the mouse scrolling while control is pressed.
|
|
|
|
<dl>
|
|
<dt>speed</dt>
|
|
<dd>Set the number of pixels to scroll per mouse move of 1 pixel. negative = reversed</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>The old speed that was set</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set Mouse speed to
|
|
SetMouseScrollSpeedControl(4)
|
|
</pre>
|
|
|
|
<a name="SetMouseScrollSpeedDefault"></a>
|
|
<h3>SetMouseScrollSpeedDefault(speed)</h3>
|
|
|
|
Sets the speed of the mouse scrolling while the middle mouse button is pressed.
|
|
|
|
<dl>
|
|
<dt>speed</dt>
|
|
<dd>Sets the number of pixels to scroll per mouse move of 1 pixel. negative = reversed</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>The old speed that was set</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set Speed Scroll to 5
|
|
SetMouseScrollSpeedDefault(5)
|
|
</pre>
|
|
|
|
<a name="SetRevealAttacker"></a>
|
|
<h3>SetRevealAttacker(boolean)</h3>
|
|
|
|
Sets if a unit will respond to the attacking unit or not. If set to true,
|
|
they will respond whether they can see the unit or not. If set to false,
|
|
they will only response if the attacker is within their reaction range.
|
|
|
|
<a name="SetSelectionStyle"></a>
|
|
<h3>SetSelectionStyle(tag)</h3>
|
|
|
|
Set selection style, show what units the user had selected.
|
|
|
|
<dl>
|
|
<dt>"rectangle"</dt>
|
|
<dd>Rectangle around unit</dd>
|
|
<dt>"circle"</dt>
|
|
<dd>Circle around unit</dd>
|
|
<dt>"alpha-rectangle"</dt>
|
|
<dd>Rectangle with alpha around unit</dd>
|
|
<dt>"alpha-circle"</dt>
|
|
<dd>Circle with alpha around unit</dd>
|
|
<dt>"corners"</dt>
|
|
<dd>Draw corners of rectangle</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
SetSelectionStyle("corners")
|
|
</pre>
|
|
|
|
<a name="SetShowAttackRange"></a>
|
|
<h3>SetShowAttackRange(boolean)</h3>
|
|
|
|
Enable/disable display of attack range of the selected unit on map.
|
|
|
|
<a name="SetShowCommandKey"></a>
|
|
<h3>SetShowCommandKey(boolean)</h3>
|
|
|
|
enable/disable the display of the command keys in buttons.
|
|
|
|
<a name="SetShowOrders"></a>
|
|
<h3>SetShowOrders(boolean or number)</h3>
|
|
|
|
Enable/disable display of the orders of the selected unit on map.
|
|
|
|
<dl>
|
|
<dt>true</dt>
|
|
<dd>to always show unit orders</dd>
|
|
<dt>false</dt>
|
|
<dd>to never show orders.</dd>
|
|
<dt>number</dt>
|
|
<dd>the number of seconds an order should be shown.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- show orders for 2 seconds
|
|
SetShowOrders(2)
|
|
</pre>
|
|
|
|
<a name="SetShowReactionRange"></a>
|
|
<h3>SetShowReactionRange(boolean)</h3>
|
|
|
|
Enable/disable display of reaction range of the selected unit on map.
|
|
|
|
<a name="SetShowSightRange"></a>
|
|
<h3>SetShowSightRange(tag)</h3>
|
|
|
|
How the sight range of the selected unit is shown on map.
|
|
|
|
<dl>
|
|
<dt>false</dt>
|
|
<dd>None</dd>
|
|
<dt>"rectangle"</dt>
|
|
<dd>Alpha rectangle around unit</dd>
|
|
<dt>"circle"</dt>
|
|
<dd>Alpha circle around unit</dd>
|
|
<dt>true</dt>
|
|
<dd>Rectangle around unit</dd>
|
|
</dl>
|
|
|
|
<a name="SetShowTips"></a>
|
|
<h3>SetShowTips(boolean)</h3>
|
|
|
|
enable/disable show tips at the start of a level
|
|
|
|
|
|
<a name="SetSpeedBuild"></a>
|
|
<h3>SetSpeedBuild(number)</h3>
|
|
|
|
Decrease the time to build a unit by this factor.
|
|
|
|
<a name="SetSpeedResearch"></a>
|
|
<h3>SetSpeedResearch(number)</h3>
|
|
|
|
Decrease the time to research by this factor.
|
|
|
|
<a name="SetSpeedResourcesHarvest"></a>
|
|
<h3>SetSpeedResourcesHarvest("resource-name", number)</h3>
|
|
|
|
Set the harvesting speed of the resource.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
-- Speeds up gold mining time by a factor of 10.
|
|
SetSpeedResourcesHarvest("gold", 10)
|
|
</pre>
|
|
|
|
<a name="SetSpeedResourcesReturn"></a>
|
|
<h3>SetSpeedResourcesReturn("resource-name", number)</h3>
|
|
|
|
Set the returning speed of the resource.
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
-- Speeds up the time spent returning gold by a factor of 10.
|
|
SetSpeedResourcesReturn("gold", 10)
|
|
</pre>
|
|
|
|
<a name="SetSpeedTrain"></a>
|
|
<h3>SetSpeedTrain(number)</h3>
|
|
|
|
Decrease the time to train a unit by this factor.
|
|
|
|
<a name="SetSpeedUpgrade"></a>
|
|
<h3>SetSpeedUpgrade(number)</h3>
|
|
|
|
Decrease the time to upgrade a unit by this factor.
|
|
|
|
<a name="SetSpeeds"></a>
|
|
<h3>SetSpeeds(number)</h3>
|
|
|
|
Set all speeds.
|
|
This is equivalent to
|
|
<pre>
|
|
SetSpeedResourcesHarvest("all-resource", number)
|
|
SetSpeedResourcesReturn("all-resource", number)
|
|
SetSpeedBuild(number)
|
|
SetSpeedTrain(number)
|
|
SetSpeedUpgrade(number)
|
|
SetSpeedResearch(number)
|
|
</pre>
|
|
|
|
<a name="SetTitleScreens"></a>
|
|
<h3>SetTitleScreens({tag = value, ...}, ...)</h3>
|
|
|
|
Change the default title screens.<br>
|
|
<br>
|
|
Possible tags:
|
|
|
|
<dl>
|
|
<dt>Image = "filepath"</dt>
|
|
<dd>Image or video to be displayed as title screen, this is the first screen
|
|
displayed. The image should be a png file with 640x480 8-bit indexed colormap.
|
|
</dd>
|
|
<dt>Music = "filepath" or "none"</dt>
|
|
<dd>Optional music to be played with the image or video. Use "none" to stop
|
|
previously playing music.
|
|
</dd>
|
|
<dt>Timeout = number</dt>
|
|
<dd>The number of seconds we should show this title-screen.(20 by default)</dd>
|
|
<dt>Editor = number</dt>
|
|
<dd>0 - display this title screen in normal startup (default)</dd>
|
|
<dd>1 - display this title screen only when starting Editor from command line</dd>
|
|
<dt>Label = { {Text = "text", Pos = {x, y}, Font = "font-name"}, ... }</dt>
|
|
<dd>Optional text to be displayed. It's a list of elements with three tags:
|
|
<dl>
|
|
<dt>Text = "text"</dt>
|
|
<dd>The text string to render.</dd>
|
|
<dt>Pos = {x, y}</dt>
|
|
<dd>The text coords to render.</dd>
|
|
<dt>Font = FIXME</dt>
|
|
<dd>Font to use.</dd>
|
|
<dt>Flags = {tag, ...}</dt>
|
|
<dd>The flags that tell us how should be interpretated the pos coords.
|
|
Possible and only value is "center".
|
|
</dd>
|
|
</dl>
|
|
</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- This is the default title displayed.
|
|
SetTitleScreens(
|
|
{Image = "video/int_logo_stratagus.avi", Music = "video/int_logo_stratagus.ogg",
|
|
Label = {{Text = "~white~Copyright © 1998-2003 The Stratagus Project. All rights reserved.",
|
|
Pos = {0, 45}, Flags = {"center"}}} },
|
|
{Image = "video/int_logo_bos.avi", Music = "video/int_logo_bos.ogg"})
|
|
</pre>
|
|
|
|
<a name="SetTrainingQueue"></a>
|
|
<h3>SetTrainingQueue(boolean)</h3>
|
|
|
|
enable/disable the training queues.
|
|
(ability to train several units in a row)
|
|
|
|
<a name="SetXPDamage"></a>
|
|
<h3>SetXPDamage(boolean)</h3>
|
|
|
|
enable/disable XP to add more damage to attacks.
|
|
FIXME : damage calculation.
|
|
|
|
<a name="SetUseHPForXp"></a>
|
|
<h3>SetUseHPForXp(boolean)</h3>
|
|
|
|
How the Xp is compute :
|
|
if it is set to true then unit gains Xp equal to damage dealt to enemy unit
|
|
else unit gains the max HP of the killed enemy unit.
|
|
|
|
<a name="SetVideoFullScreen"></a>
|
|
<h3>SetVideoFullScreen(boolean)</h3>
|
|
|
|
Sets the video to full screen or windowed mode
|
|
|
|
<dl>
|
|
<dt>boolean</dt>
|
|
<dd>#t, #f for true or false for full screen</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>the previous state of the full screen</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set Fullscreen
|
|
SetVideoFullScreen(#t)
|
|
</pre>
|
|
|
|
<a name="SetVideoResolution"></a>
|
|
<h3>SetVideoResolution(x, y)</h3>
|
|
|
|
Sets the resolution of the video display, valid options are 640x480, 800x600, 1024x768,
|
|
1280x960 and 1600x1200.
|
|
|
|
<dl>
|
|
<dt>x</dt>
|
|
<dd>Resolution in x from the 640,800,1024,1280,1600 list. Must match y</dd>
|
|
<dt>y</dt>
|
|
<dd>Resolution in y from the 480,600,768,960,1200 list. Must match x</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set Screen res to 1024x768
|
|
SetVideoResolution(1024, 768)
|
|
</pre>
|
|
|
|
<a name="SetVideoSyncSpeed"></a>
|
|
<h3>SetVideoSyncSpeed(speed)</h3>
|
|
|
|
Sets the video render speed for the game. 30 means 30 frames/second. 60 means 60 frames/second. Default is the native monitor refresh rate.
|
|
|
|
<dl>
|
|
<dt>speed</dt>
|
|
<dd>The speed to set the game to as described, default is the monitor refresh rate.</dd>
|
|
<dt><i>RETURNS</i></dt>
|
|
<dd>Nothing</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
-- Set Speed to 60 frames/second
|
|
SetVideoSyncSpeed(60)
|
|
</pre>
|
|
|
|
<a name="ShowEnergySelectedOnly"></a>
|
|
<h3>ShowEnergySelectedOnly()</h3>
|
|
Show decoration only for selected unit.
|
|
<br>Adjust options for<a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowFull"></a>
|
|
<h3>ShowFull()</h3>
|
|
Use to show bars or dots also when bar is full.
|
|
<br>Adjust options for<a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowHealthBar"></a>
|
|
<h3>ShowHealthBar()</h3>
|
|
Equivalent of <a href="#ShowHealthVertical">ShowHealthVertical()</a>
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowHealthDot"></a>
|
|
<h3>ShowHealthDot()</h3>
|
|
Adds a health sprite to the bottom of the unit.
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowHealthHorizontal"></a>
|
|
<h3>ShowHealthHorizontal()</h3>
|
|
Show health bars horizontal.
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowHealthVertical"></a>
|
|
<h3>ShowHealthVertical()</h3>
|
|
Show health bars vertical.
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowManaBar"></a>
|
|
<h3>ShowManaBar()</h3>
|
|
Equivalent of <a href="#ShowManaVertical">ShowManaVertical()</a>
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowManaDot"></a>
|
|
<h3>ShowManaDot()</h3>
|
|
Show a mana sprite to the bottom of the unit.
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowManaHorizontal"></a>
|
|
<h3>ShowManaHorizontal()</h3>
|
|
Show mana bars horizontal.
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowManaVertical"></a>
|
|
<h3>ShowManaVertical()</h3>
|
|
Show mana bars vertical.
|
|
<br>alias of <a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="ShowNoFull"></a>
|
|
<h3>ShowNoFull()</h3>
|
|
Hide decorations when value is full.
|
|
<br>Adjust options for<a href="#DefineDecorations">DefineDecorations()</a>.
|
|
|
|
<a name="SetGroupKeys"></a>
|
|
<h3>SetGroupKeys("0123456789~")</h3>
|
|
|
|
Define the key to use for group on non-us keyborads. It should be placed in
|
|
preferences1.lua, with the key to use for group 0, 1, 2, ... 9, and the key
|
|
to unselect all groups ( on the left of the 1 key )
|
|
|
|
<dl>
|
|
<dt>keys</dt>
|
|
<dd>the keys to substitute to the 0 1 2 3 4... keys
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
For french azerty, use :
|
|
<pre>
|
|
(set-group-keys "à &é\"'(-è_ç²")
|
|
</pre>
|
|
|
|
<hr>
|
|
(C) Copyright 2002-2015 by The <a href="https://launchpad.net/stratagus">Stratagus</a> Project under the <a href="../gpl.html">GNU General Public License</a>.<br>
|
|
All trademarks and copyrights on this page are owned by their respective owners.<br>
|
|
</body>
|
|
</html>
|