Global Functions
Global functions can be called from anywhere in your scripts.
Entity createEntity( string CardName, int x_coord, int y_coord, Player controller ); Entity createEntity( string CardName,Location loc, Player controller ); Entity createEntity( string CardName,Location loc );
Location createLocation( int x, int y );
int getMapWidth();
int getMapHeight();
Player getAIPlayer( int index );
Player getHumanPlayer( int index );
void setTerrain( Location loc, int topo, int veg );
int getTopo( Location loc );
int getVeg( Location loc );
// topo: OCEAN=1, SOGGY=2, FLAT=3, HILLS=4, MOUNTAIN=5
// veg: DESERT=1 ,GRASS=2 ,TREES=3
Entity getFigure( Location loc );
void forEachEntity();
// call entityCallback() once for each [[Entity Functions|Entity]] in the game.
void enchantEntity( [[Entity Functions|Entity]] toEnchant, string enchantName, [[Player Functions|Player]] enchantController );
void endGame( [[Player Functions|Player]] winner );
void flipTheScript( int scriptID );
// changes what script is being used for the game
// doesn't preserve global variables yet
int rand( int max );
// return an integer from 0 to max-1
bool randChance( float chance );
// return true with probability equal to chance
void infoBox( string title, string text );
// display text in a pop up box to all the players
void statusMsg( [[Player Functions|Player]] from, string msg );
// Prints a message from a player in the battle log.
// just pass an empty player to make the message from the server
void wipeEffect();
void fogMap();
// All spaces are returned to deep fog for all players
void lightFog([[Player Functions|Player]] player,int x1 ,int y1,int x2,int y2);
// sets the a range of spaces to light fog. A box from x1,y1 to x2,y2
// wont have any effect if called in configGame or beforeStart
// Functions for persisting data from game to game for a particular user
// Talk to Altren or Grug if you want to use these
// this is not going to work until campaigns are manually registered by Altren or Grug
int getCampID();
void saveData([[Player Functions|Player]],int key,int value);
int loadData([[Player Functions|Player]],int key);