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When you're doing things like playing animations, setting or getting the states of objects, both locally and globally, to abbreviate these unwieldy names, making your scripts more readable.
See also:
These let you change constants in certain ways.
These let you get a constant from the game.
- get text id from strong
- state of object
- get object desired building
- get hand state
- get object type
- get object sub type
- get object disciple type
- get player expression last spell cast
- get object current action
- get last gesture
- get last spell gesture
- get key for interface action constant
- get object relationship to object
- get platoon object type
- get platoon object plan status
- get object death reason
- get fire archer type for tribe TRIBE_TYPE
- get object navigation state
- get last toolbar button clicked
- get town object method of last conversion
- get town stauts
- get last town player expression method of last conversion
- get last settlement player expression method of last conversion
get a random constant is one of the ones between the two enum values you pass in.
Converts an expression.
gets the text id for a string name in the text data base.
get text id from "HELP_TEXT_BLAH"
Returns the constants.
state of LostBrother
10.2.3 get object desired building
Gets the building type that the town most wants to build
MyBuilding = variable get MyTown desired building
Gets the hand state.
get hand state
10.2.5 get object type
gets the object script type
get RandomThing type
10.2.6 get object sub type
Gets the object sub type
get Animal sub type
10.2.7 get object disciple type
Gets the object disciple type of a villager
get MyVillager disciple type
10.2.8 get player expression last spell cast
gets the the player last cast spell type
get player 1 last spell cast
10.2.9 get object current action
gets the creatures current action
get MyCreature current action
gets the last gesture type the player did
get last gesture
gets the last gesture type the player did to cast a spell
get last spell gesture
get key for interface actions (KB_UP for example for move)
get key for interface action BINDABLE_ACTION_TYPE_MOVE
gets the relationship of one object to another, based on their players (see RELATIONSHIP in RelationshipEnum.h)
MyRelationship = get GreekTown relationship to NorseTown
returns the type of the platoon
MyPlatoonType = get platoon MyPlatoon type
10.2.15 get platoon object plan status
returns the plan status of the platoon
MyPlatoonPlanStatus = get platoon MyPlatoon plan status
10.2.16 get object death reason
returns the method that killed the given object
MyLittleFellaDeathReason = get MyLittleFella death reason
gets the platoon type required for making fire archers in the given tribe
FiresOfHell = get fire archer type for tribe TRIBE_TYPE_GREEK
10.2.18 get object navigation state
After a call to 'move object is in. It returns one of: NAV_STATE_NONE - This entity is not currently navigating NAV_STATE_NAVIGATING - This entity is navigating NAV_STATE_SUCCEEDED - This entity has succeeded in navigating NAV_STATE_FAILING - This entity is in the process of failing NAV_STATE_FAILED - This entity has failed, and is not doing anything else.
get BlindMan navigation state
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returns an enum from MENU_HIGHLIGHT_ITEM. This is the last button clicked indpendent of time since it was clicked.
LastButton = get last toolbar button clicked
See also:
10.2.20 get town object method of last conversion
returns the last method of conversion for the given town (see lastcaptureenum.h)
TownConversion = get town JapTown method of last conversion
gets the towns current status
TownConversion = variable get town [object](objects.md#8) tatus
10.2.22 get last town player expression method of last conversion
returns the method of conversion last used by the player
TownConversion = get last town player 0 method of last conversion
10.2.23 get last settlement player expression method of last conversion
returns the method of conversion last used by the player
TownConversion = get last town player 0 method of last conversion