Added three new script window functions:

"show_window", "hide_window", "set_window_flag"

Updated documents.
This commit is contained in:
NovaRain
2019-11-17 08:40:18 +08:00
parent 3c5dc6853a
commit 04ebbaa182
10 changed files with 134 additions and 44 deletions
+28 -10
View File
@@ -478,7 +478,7 @@ Some utility/math functions are available:
> void sfall_func0("inventory_redraw")
> void sfall_func1("inventory_redraw", int invSide)
- redraws inventory list in the inventory/use inventory item on/loot/barter screens
- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as no argument)
- invSide specifies which side needs to be redrawn: 0 - the player, 1 - target (container/NPC in loot/barter screens), -1 - both sides (same as without argument)
> int sfall_func1("get_current_inven_size", object)
- returns the current inventory size of the container or the critter
@@ -491,10 +491,11 @@ Some utility/math functions are available:
> object sfall_func0("dialog_obj")
- returns a pointer to the object (critter) the player is having a conversation or bartering with
> object sfall_func2("obj_under_cursor", bool crSwitch, bool inclDude)
> object sfall_func2("obj_under_cursor", bool onlyCritter, bool includeDude)
- returns the object under the cursor on the main game screen
- crSwitch: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.), False - checks all objects (can't check critters under objects)
- passing False to the inclDude argument will ignore dude_obj
- onlyCritter: True - only checks critters and ignores their cover (roof tiles, walls, scenery, etc.)
False - checks all objects (can't check critters under objects)
- passing False to the includeDude argument will ignore dude_obj
> object sfall_func0("loot_obj")
- returns a pointer to the target object (container or critter) of the loot screen
@@ -526,25 +527,42 @@ Some utility/math functions are available:
- can take off player's equipped item when the inventory is opened, or the player is in the barter screen
- slot: 0 - armor slot, 1 - right slot, 2 - left slot (see INVEN_TYPE_* in define.h)
> void sfall_func1("add_trait", int traitId)
> void sfall_func1("add_trait", int traitID)
- adds the specified trait to the player
> int sfall_func0("get_inven_ap_cost")
- returns the current AP cost to access the inventory in combat
> void sfall_func2("add_g_timer_event", int time, int param)
> void sfall_func2("add_g_timer_event", int time, int fixedParam)
- adds a timer event that calls the timed_event_p_proc procedure in the current global script
- time: the number of ticks after which the event timer is triggered
- param: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
- fixedParam: the value that is passed to the timed_event_p_proc procedure for the fixed_param function
> void sfall_func0("remove_timer_event")
- clears all set timer events for the current global script
> void sfall_func1("remove_timer_event", int param)
- removes all timer events with the specified 'param' value for the current global script
> void sfall_func1("remove_timer_event", int fixedParam)
- removes all timer events with the specified 'fixedParam' value for the current global script
> mixed sfall_func1("get_sfall_arg_at", int argNum)
- gets the value of hook argument with the specified argument number (argNum, first argument starts from 0)
- gets the value of hook argument with the specified argument number (argNum, first argument of hook starts from 0)
> void sfall_func0("hide_window")
> void sfall_func1("hide_window", string winName)
- hides the specified or currently active (selected) script window
- winName: the window name, assigned to the window by the CreateWin/create_win function
> void sfall_func0("show_window")
> void sfall_func1("show_window", string winName)
- displays the specified hidden script window or the one previously hidden with the sfall_func0("hide_window") function
- winName: the window name, assigned to the window by the CreateWin/create_win function
> void sfall_func3("set_window_flag", string/int winName/winID, int flag, bool value)
- changes the specified flag for the created script or game interface window
- winName: the window name, assigned to the window by the CreateWin/create_win function
- winID: the ID number of the interface or script window obtained with the get_window_under_mouse function, or 0 for the current game interface
- flag: the flag to change (see WIN_FLAG_* constants in define_extra.h)
- value: true - set the flag, false - unset the flag
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