Hook Functions
The scripts you write interact with the game via a collection of hook functions. These functions are called by the game at the appropriate times and execute your code. Hook Timeline
Implemented
void configGame();
// Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc
Config Functions
bool isDeckValid([[Player Functions|Player]] player);
// if you want to implement non-standard deck requirements
// use statusMsg to tell them why their deck is invalid
void beforeStart();
// Do things here before any action. Place creatures and buildings, change their decks etc.
bool duringStart();
// return true if you want the normal fog
// Should only need this to change the starting fog.
void afterStart();
// Send any welcome messages here
void onNewRound();
// called after all the new round events
void onPlayersTurn([[Player Functions|Player]] player);
bool entityCallback(Entity entity)
// called for each entity in the game if you call forEachEntity();
void onDialogResponse([[Player Functions|Player]] player,int resp);
bool canPass([[Player Functions|Player]] player);
// called when the real players try to pass.
// This is so you can ensure they do a particular action before passing.
bool canAct([[Player Functions|Player]] player,Action action);
void afterAction(Action action);