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;;------------------------------------------------------------------------
Object Function: add_hp
Usage: (add_hp amount)
Returns: dunno
Gives [amount] of hitpoints to the current object. For example,
you might do (with_object (bg) (add_hp (hp))) to double the main
character's hitpoints.
;;------------------------------------------------------------------------
Function: add_light
Usage: (add_light type x y r1 r2 xshift yshift)
Returns: the new light
Creates a new light at position [x]+[xshift] [y]+[yshift]. Note that
this light isn't linked to anything, it's just created. If you want to link,
use thel link_light function. Use the [type] field to determine which
kind of light you want (half dome, etc.)
;;------------------------------------------------------------------------
Function: add_object
Usage: (add_object obj_class x y [aitype])
Returns: The newly created object
Creates a new object specifed by the [obj_class] and starts it off at
location [x] [y]. The object isn't linked to anything. You might
say something like: (add_object SMALL_DARK_CLOUD (x) (y)). If you
want to add a light, call add_light, not add_object. The [aitype]
parameter at the end is strictly optional.
;;------------------------------------------------------------------------
Function: add_object_after
Usage: (add_object_after obj_class x y [aitype])
Returns: The newly created object
Just like add_object, except that the object is added directly
after the current object in the global object list.
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