1010 Enables the listed !GameFlags, without changing the status of other !GameFlags. In missions, no !GameFlags are set initially. |
1010 Enables the listed !GameFlags, without changing the status of other !GameFlags. In missions, no !GameFlags are set initially. |
1011 |
1011 |
1012 ==== <tt>!GetGameFlag(gameflag)</tt> ==== |
1012 ==== <tt>!GetGameFlag(gameflag)</tt> ==== |
1013 Returns `true` if the specified gameflag is enabled, otherwise `false`. |
1013 Returns `true` if the specified gameflag is enabled, otherwise `false`. |
1014 |
1014 |
|
1015 === Turns === |
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1016 ==== `SkipTurn()` (0.9.24) ==== |
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1017 Forces the current hedgehog to skip its turn. |
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1018 |
|
1019 ==== `EndTurn([noTaunts])` (0.9.23) ==== |
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1020 Ends the current turn immediately. |
|
1021 |
|
1022 Normally, a “Coward” taunt may be played and an announcer message may be shown (depending on the situation). Set the optional `noTaunts` parameter to `true` to force the engine to never play a taunt or show a message. `noTaunts` is `false` by default. |
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1023 |
|
1024 ==== `Retreat(time [, respectGetAwayTimeFactor)` (0.9.25) ==== |
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1025 Forces the current turn into the retreating phase, as if the hog made an attack. That is, the current hedgehog is unable to attack or select a weapon, only movement is possible until the retreat time is up. |
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1026 |
|
1027 The retreat time must be set with `time` in milliseconds. By default, this time is automatically multiplied with get-away time percentage from the game scheme for seamless integration with schemes. If you want to ignore the game scheme for some reason and set the retreat time no matter what, set `respectGetAwayTimeFactor` to `false`. |
|
1028 |
|
1029 If the current hedgehog was busy doing an attack, the attack is aborted, no shot is made. If this function is called in the ready phase of af a turn, the ready phase continues normally, but the turn will begin in the retreat phase instead. |
|
1030 |
|
1031 Note: If you want the turn to end instantly, it is recommended to use `EndTurn` instead. |
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1032 |
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1033 ==== <tt>!SetTurnTimeLeft(newTurnTimeLeft)</tt> (0.9.25) ==== |
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1034 Set the remaining turn time in milliseconds. The current remaining turn time can be read from the variable `TurnTimeLeft`. |
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1035 |
|
1036 === <tt>!SetReadyTimeLeft(newReadyTimeLeft)</tt> (0.9.25) |
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1037 Set the remaining ready time in milliseconds. The current remaining turn time can be read from the variable `ReadyTimeLeft`. |
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1038 |
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1039 ==== <tt>!EndGame()</tt> ==== |
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1040 Makes the game end. |
|
1041 |
1015 === Environment === |
1042 === Environment === |
1016 |
|
1017 ==== <tt>!SetGravity(percent)</tt> ==== |
1043 ==== <tt>!SetGravity(percent)</tt> ==== |
1018 Changes the current gravity of the game in percent (relative to default, integer value). |
1044 Changes the current gravity of the game in percent (relative to default, integer value). |
1019 Setting it to 100 will set gravity to default gravity of hedgewars, 200 will double it, etc. |
1045 Setting it to 100 will set gravity to default gravity of hedgewars, 200 will double it, etc. |
1020 |
1046 |
1021 ==== <tt>!GetGravity()</tt> ==== |
1047 ==== <tt>!GetGravity()</tt> ==== |
1067 Explode(500, 1000, 50, EXPLAutoSound + EXPLNoDamage + EXPLDontDraw) |
1093 Explode(500, 1000, 50, EXPLAutoSound + EXPLNoDamage + EXPLDontDraw) |
1068 |
1094 |
1069 -- Erase a circle of land without side effects |
1095 -- Erase a circle of land without side effects |
1070 Explode(500, 100, 100, EXPLNoDamage + EXPLDoNotTouchAny + EXPLNoGfx) |
1096 Explode(500, 100, 100, EXPLNoDamage + EXPLDoNotTouchAny + EXPLNoGfx) |
1071 </code> |
1097 </code> |
1072 |
|
1073 ==== `SkipTurn()` (0.9.24) ==== |
|
1074 Forces the current hedgehog to skip its turn. |
|
1075 |
|
1076 ==== `EndTurn([noTaunts])` (0.9.23) ==== |
|
1077 Ends the current turn immediately. |
|
1078 |
|
1079 Normally, a “Coward” taunt may be played and an announcer message may be shown (depending on the situation). Set the optional `noTaunts` parameter to `true` to force the engine to never play a taunt or show a message. `noTaunts` is `false` by default. |
|
1080 |
|
1081 ==== `Retreat(time [, respectGetAwayTimeFactor)` (0.9.25) ==== |
|
1082 Forces the current turn into the retreating phase, as if the hog made an attack. That is, the current hedgehog is unable to attack or select a weapon, only movement is possible until the retreat time is up. |
|
1083 |
|
1084 The retreat time must be set with `time` in milliseconds. By default, this time is automatically multiplied with get-away time percentage from the game scheme for seamless integration with schemes. If you want to ignore the game scheme for some reason and set the retreat time no matter what, set `respectGetAwayTimeFactor` to `false`. |
|
1085 |
|
1086 If the current hedgehog was busy doing an attack, the attack is aborted, no shot is made. If this function is called in the ready phase of af a turn, the ready phase continues normally, but the turn will begin in the retreat phase instead. |
|
1087 |
|
1088 Note: If you want the turn to end instantly, it is recommended to use `EndTurn` instead. |
|
1089 |
|
1090 ==== <tt>!EndGame()</tt> ==== |
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1091 Makes the game end. |
|
1092 |
1098 |
1093 === Ammo === |
1099 === Ammo === |
1094 ==== <tt>!SetAmmo(ammoType, count, probability, delay, numberInCrate)</tt> ==== |
1100 ==== <tt>!SetAmmo(ammoType, count, probability, delay, numberInCrate)</tt> ==== |
1095 This updates the settings (initial ammo, crate probability, etc.) for a specified [AmmoTypes ammo type]. This must only be used in the `onAmmoStoreInit()` event handler. In other places, this function will not work. |
1101 This updates the settings (initial ammo, crate probability, etc.) for a specified [AmmoTypes ammo type]. This must only be used in the `onAmmoStoreInit()` event handler. In other places, this function will not work. |
1096 |
1102 |