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.
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This script allows you to check which commands can be executed on each object, item or character. This script was made with the coin interface in mind.
  
 
'''''* The content below is a temporary placeholder - the current version of the main script has not yet been tested! *'''''
 
'''''* The content below is a temporary placeholder - the current version of the main script has not yet been tested! *'''''
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== Instructions ==
 
== Instructions ==
 
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor & set the script as a definition script.<br/>
 
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor & set the script as a definition script.<br/>
2. Add/Remove language tables to/from the '''iw''' & '''cj''' tables inside of the ''main script''; as required.<br/>
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2. Replace the strings inside of the '''t''' table with the name of your commands; the order is not important, but the names are case sensitive.
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 "'''.
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<syntaxhighlight>
 +
local t = {"close", "examine", "give", "open", "pick_up", "pull", "push", "talk", "use"}
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</syntaxhighlight>
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3. Inside of the '''condition''' tab of your your command interface, create a condition for each command you have created; the names should reflect the names given to the interface buttons & those of the table.
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4. Add "_cond" prefix to the end of each of the conditions you just created; like so...
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<pre>use_cond
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talk_cond
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etc...</pre>
 
<syntaxhighlight>
 
<syntaxhighlight>
 
iw = {} -- initial word table
 
iw = {} -- initial word table

Revision as of 18:35, 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. This script was made with the coin interface in mind.

* 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. Replace the strings inside of the t table with the name of your commands; the order is not important, but the names are case sensitive.

local t = {"close", "examine", "give", "open", "pick_up", "pull", "push", "talk", "use"}

3. Inside of the condition tab of your your command interface, create a condition for each command you have created; the names should reflect the names given to the interface buttons & those of the table. 4. Add "_cond" prefix to the end of each of the conditions you just created; like so...

use_cond
talk_cond
etc...
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