Difference between revisions of "Parallaction/Scripts/Zone types"

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(Added most zone types.)
 
(Added command zones description.)
 
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===Command zone===
 
===Command zone===
TODO
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These zones are designed to be activated by an item from the character's inventory. In that case, they react with the execution or their command list. Many command zones also display a special caption when the right item is selected from inventory and moved all over them. Command zones have no attributes.

Latest revision as of 19:14, 21 July 2007


Examine zone

This zone displays a comment when activated. It may show a normal dialogue balloon with the character expressing his thoughts, or a detailed view of the selected zone (typically an item) with a balloon and the character's head visible from behind.

DESC Specifies comment to be shown when zone is activated.
FILE Specifies graphics file holding detailed view of the zone.


Door zone

Door zones are used to provide connections between locations. They provide the engine a way to initiate location switches on user demand, so they don't need to have graphics attached. Door zones are also used for items that can be opened or closed.

FILE Specifies which file holds the door's graphics.
LOCATION Specifies which location this doors leads to. Doors don't need this statement if they don't connect locations.
SLIDETEXT In case the door connects locations and there is a slide to be shown in between, this holds the text to be shown with the slide.
STARTPOS In case the door connects locations, this is the position the character is set after entering the new location.


Get zone

Get zones usually represent items that can be picked up. The scripts use this particular zone type - together with the kFlagsFixed flag - to effectively customise backgrounds by drawing additional graphics on the screen. Those zones with kFlagsFixed set are not interactive and cannot be picked up.

FILE Specifies which file holds the item's graphics. If specified, and the zone is active, then the item is drawn on the screen.
ICON Specifies the inventory index for this item, if the item can be picked up.


Merge zone

These zones have no graphics counterpart. They tell the engine how 2 items can be combined into another object.

OBJ1 Inventory index for the first item to be combined.
OBJ2 Inventory index for the second item to be combined.
NEWOBJ Inventory index of the combined item.



Hear zone

Defines a sound to be played (once or looping).

SOUND Specifies filename and mixer channel for a sample to be played.
FREQ Specified the sampling rate.



Speak zone

Defines a dialogue between the character and a non-playing character.

DIALOGUE Starts a dialogue block defining a set of question and answers.
FILE Specifies the file holding counterpart's graphics for dialogue.


None zone

TODO


Trap zone

Trap zones behaves similarly to door zones, in that are activated when the user enters the zone perimeter, but aren't used to trigger location switches. Trap zones haven't got any attribute.


You zone

Only used to mark the current character and filter it out when performing mass updates on Zone/Animation lists.


Command zone

These zones are designed to be activated by an item from the character's inventory. In that case, they react with the execution or their command list. Many command zones also display a special caption when the right item is selected from inventory and moved all over them. Command zones have no attributes.