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Editor: Script Commands
The Scripts in ArtistQuest work pretty much as you would expect them to. You add lines of Commands to them by using the interface at the bottom of the Script-Tab.
Syntax: Message: *Text*
Example: Message: Hey you, I thought I told you to not show your stupid ass around here anymore!
Puts up a Message Box with the Text rolling in. The Script will only continue when the player pressed Enter.
Syntax:
Screenfade: OUT
Screenfade: IN
Makes the entire screen fade to black. The Script will only continue once the fading is complete.
Fading out in one Room, then calling a Teleport, then Fading in, doesn't work because Scripts will discontinue once a new Room is loaded!
Syntax: Teleport: *Destination* *XPos* *YPos*
Example: Teleport: Kitchen 340 200
Loads a new Room that is called Destination and puts the Player at the specified coordinates.
Syntax: Wait: *Time*
Example: Wait: 3000
Waits the specified number of milliseconds before continuing the Script.
Syntax: Turn Player Visible:
Turn Player Invisible
Enables/Disables the sprite of the Player.
Syntax: END SCRIPT:
Stops the ScriptHandler right there -- the Script will stop executing.
Syntax: ChangeSprite: *Object* *ImageNumber*
Example: ChangeSprite: Hallway Door 2
Changes the Sprite of the specified Object to the specified Sprite.
Sprites of Objects can be modified at the Object Tab.
Syntax: Play Animation: *Object* *Animation* once|start|stop
Choose an Object as destination, a Animation and whether it should play once, keep playing in a loop, or stop it entirely.
Syntax: Move Object: *Object* wait|dont wait *deltaX* *deltaY* *speed*
Example: Move Object: Television wait 30 10 2
Moves the mentioned Object the specified way in X and Y with a speed of speed per update. If it is set to wait, the Script won't continue unless the target has reached it's destination.
Syntax: Move Object: *PLAYER wait|dont wait with|no animation *deltaX* *deltaY* *speed*
Moves the Player, just like an Object. You can also specify whether it should play the walk-animation while moving, or not.
Syntax: Fade Object: *Object* in|out wait|dont wait *speed*
Example: Fade Object: Table out dont wait 2
Fades Objects in and out and sets their Visible attribute to the respective value at the end. Set Wait until done if you don't want the Script to continue while the fade is still in progress.
Syntax:
Change Walkable: *Object* ON|OFF
Change Visibile: *Object* ON|OFF
Changes the Attribute of the Object Object to what it says.
Syntax: Change verb: *Object* *Verb* ON|OFF
Changes the Active attribute of the Verb of Object to either true or false.
IF-Statements in ArtistQuest look like this:
IF: Variablecheck HallwayDoorUsable EQUAL \false
IF: Itemcheck hexagon key is not in inventory
Message: ?! I.... I can't!
ELSE:
Message: I could you the hexagon key on this side too.
END IF:
ELSE:
Message: Yes! I did it!
Teleport: Hallway 250 250
END IF:
IF-Clauses always end with a END IF!
Either select a Global Variable from the upper listbox, or a Item from the lower listbox.
Select a Operator from the IS-listbox:
- EQUAL (==)
- NEQUAL (!=)
- BIGGER (>)
- SMALLER (<)
Finally, select either another Global Variable from the AS-listbox, or insert a value yourself below the listbox and click Add Condition Command.
Select either in player inventory or NOT in pl. inventory and click Add Condition Command.
Click Add ELSE branch.
Click Add END IF.
Syntax: Change GlobalVariable: *Global Variable* *value
Changes the specified Global Variable to value.
Syntax:
Add Item: *Item*
Remove Item: *Item
Will add or remove the specified Item to or from the Player Inventory.




