Difference between revisions of "Global Command Checker (CMS)"

From The Official Visionaire Studio: Adventure Game Engine Wiki
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This script allows you to check which commands can be executed on each object, item or character.
 
This script allows you to check which commands can be executed on each object, item or character.
  
'''''* The content below is a temporary placeholder *'''''
+
'''''* The content below is a temporary placeholder - the current version of the main script has not yet been tested! *'''''
  
 
== Instructions ==
 
== Instructions ==
Line 35: Line 35:
 
<syntaxhighlight>
 
<syntaxhighlight>
 
--[[
 
--[[
Dynamic action names for dragged items [v2] (20/02/2014)
+
Global Command Checker [v6] (17/03/2014)
 
Written by AFRLme [Lee Clarke]
 
Written by AFRLme [Lee Clarke]
 
-- + --
 
-- + --
Line 46: Line 46:
  
 
-- * local variables * --
 
-- * local variables * --
local item, txt, current, lang, old, new, iw, cj, val  -- empty variables
+
local cmd -- empty variables...
  
 
-- * tables * --
 
-- * tables * --
old = {} -- table which will contain original item names
+
local t = {"close", "examine", "give", "open", "pick_up", "pull", "push", "talk", "use"} -- add command/condition names here (should both have same name)
new = {} -- table which will contain updated names
+
 
iw = {} -- initial word table
+
-- * let's create the function which will determine what type of object is currently underneath the mouse cursor * --
iw["English"] = {"Use ", "Give ", "Show ", "Combine "}
+
function checkObjCmd()
iw["French"] = {"Usage ", "Donner ", "Montrer ", "Combiner "}
+
cmd = game:getLink(VGameSavedObject) -- store the object underneath the cursor
iw["German"] = {"Benutzen ", "Geben ", "Zeigen ", "Kombinieren "}
+
-- * --
iw["Spanish"] = {"Usar ", "Dar ", "Mostrar ", "Combinar "}
+
if cmd:getId().tableId == eCharacters then cmd = cmd:getLinks(VCharacterActions) else cmd = cmd:getLinks(VObjectActions) end
cj = {} -- conjunction word table
+
for i=1, table.maxn(cmd) do getCmdCond(i) end -- for each command listed in the table check if condition exists...
cj["English"] = {" on ", " to ", " to ", " with "}
+
end
cj["French"] = {" en ", " à ", " à ", " avec "}
 
cj["German"] = {" auf ", " zu ", " zu ", " mit "}
 
cj["Spanish"] = {" en ", " a ", " a ", " con "}
 
  
-- * function for udating object name with action text * --
+
-- * let's create the function which determines if command equals one of the stored conditions & sets condition accordingly * --
function itemActionName()
+
function getCmdCond(val)
item = game:getLink(VGameUsedItem) -- get currently held item
+
  for i=1, table.maxn(t) do
current = game:getLink(VGameCurrentObject) -- get current object (under cursor)
+
  if cmd[val]:getName() == "'" .. t[i] .. "' executed" or cmd[val]:getName() == "'" .. t[i] .. "' executed (immediate)" then getObject("Conditions[" .. t[i] .. "_cond]"):setValue(VConditionValue, true) end
lang = game:getLink(VGameStandardLanguage):getName() -- get current game language
+
  end
val = getObject("Values[conjunction_class]"):getInt(VValueInt) -- get conjunction class value
 
-- + --
 
  if not item:isEmpty() then -- if held item exists then...
 
  txt = item:getLink(VObjectName):getLinks(VTextAll) -- get all texts for the held item
 
  for i = 1, table.maxn(txt) do if txt[i]:getLink(VTextLanguageLanguage):getName() == lang then item = txt[i]:getStr(VTextLanguageText) end end -- store item name
 
  -- + --
 
  new = current:getLink(VObjectName):getLinks(VTextAll) -- get all texts for the object under cursor
 
  for i = 1, table.maxn(new) do table.insert(old, new[i]:getStr(VTextLanguageText))  end -- insert string names of table above
 
  -- + --
 
  for i = 1, table.maxn(new) do if new[i]:getLink(VTextLanguageLanguage):getName() == lang then new[i]:setValue(VTextLanguageText, iw[lang][val] .. item .. cj[lang][val] .. old[i]) end end -- update object name with action text (initial word, item, conjunction word, target)
 
  end
 
 
end
 
end
  
-- * function for resetting object name back to original name * --
+
-- * let's create the condition for on mouse out which checks which conditions are true & resets them back to false * --
function resetItemActionName()
+
function resetCmdCond()
  for i = 1, table.maxn(new) do new[i]:setValue(VTextLanguageText, old[i]) end -- reset all text (for each language) back to original text...
+
for i=1, table.maxn(t) do
 +
  if getObject("Conditions[" .. t[i] .."_cond]"):getBool(VConditionValue) then getObject("Conditions[" .. t[i] .. "_cond]"):setValue(VConditionValue, false) end
 +
end
 
end
 
end
 
</syntaxhighlight>
 
</syntaxhighlight>
 
{{i18n|Global_Command_Checker_(CMS)}}
 
{{i18n|Global_Command_Checker_(CMS)}}

Revision as of 18:24, 17 March 2014

Name Type By
Global Command Checker Definition AFRLme

This script allows you to check which commands can be executed on each object, item or character.

* The content below is a temporary placeholder - the current version of the main script has not yet been tested! *

Instructions

1. Add the main script to the Visionaire Studio Script Editor & set the script as a definition script.
2. Add/Remove language tables to/from the iw & cj tables inside of the main script; as required.
3. Edit the string values inside of the iw table; as required. iw stands for initial word. It is the word that will be displayed before the currently held items name. The order of the strings inside of the table should reflect the integer value of the conjunction_class value. There should be a space after the word like so: "word ".

iw = {} -- initial word table
iw["English"] = {"Use ", "Give ", "Show ", "Combine "}
iw["French"] = {"Usage ", "Donner ", "Montrer ", "Combiner "}
iw["German"] = {"Benutzen ", "Geben ", "Zeigen ", "Kombinieren "}
iw["Spanish"] = {"Usar ", "Dar ", "Mostrar ", "Combinar "}

4. Edit the string values inside of the cj table; as required. cj stands for conjunction word. It is the word that is displayed after the currently held items name. The order of the strings inside of the table should reflect the integer value of the conjunction_class value. There should be a space on both side of each word like so: " word ".

cj = {} -- conjunction word table
cj["English"] = {" on ", " to ", " to ", " with "}
cj["French"] = {" en ", " à ", " à ", " avec "}
cj["German"] = {" auf ", " zu ", " zu ", " mit "}
cj["Spanish"] = {" en ", " a ", " a ", " con "}

5. Create a new value in the Visionaire Studio editor & call it: conjunction_class.
6. On mouse enter for each object/character/item, set conjunction_class value; as required.

Main Script

--[[
Global Command Checker [v6] (17/03/2014)
Written by AFRLme [Lee Clarke]
-- + --
alternatingfrequencies@hotmail.com | skype @ AFRLme
-- + --
This script is donation optional. In game credit is non-negotiable.
You are free to: ¹ use it in your game(s). ² modify the script.
Do not remove - or edit - this comment block.
--]]

-- * local variables * --
local cmd -- empty variables...

-- * tables * --
local t = {"close", "examine", "give", "open", "pick_up", "pull", "push", "talk", "use"} -- add command/condition names here (should both have same name)

-- * let's create the function which will determine what type of object is currently underneath the mouse cursor * --
function checkObjCmd()
 cmd = game:getLink(VGameSavedObject) -- store the object underneath the cursor
 -- * --
 if cmd:getId().tableId == eCharacters then cmd = cmd:getLinks(VCharacterActions) else cmd = cmd:getLinks(VObjectActions) end
 for i=1, table.maxn(cmd) do getCmdCond(i) end -- for each command listed in the table check if condition exists...
end

-- * let's create the function which determines if command equals one of the stored conditions & sets condition accordingly * --
function getCmdCond(val)
 for i=1, table.maxn(t) do
  if cmd[val]:getName() == "'" .. t[i] .. "' executed" or cmd[val]:getName() == "'" .. t[i] .. "' executed (immediate)" then getObject("Conditions[" .. t[i] .. "_cond]"):setValue(VConditionValue, true) end
 end
end

-- * let's create the condition for on mouse out which checks which conditions are true & resets them back to false * --
function resetCmdCond()
 for i=1, table.maxn(t) do
  if getObject("Conditions[" .. t[i] .."_cond]"):getBool(VConditionValue) then getObject("Conditions[" .. t[i] .. "_cond]"):setValue(VConditionValue, false) end
 end
end