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Scripting overhaul in Ironfist 1,3,0

Page history last edited by James Koppel 6 years, 9 months ago

This page has been renamed for technical reasons. Its name should be "Scripting overhaul in Ironfist 1.3.0".

 

Scripting Ironfist maps has become easier than ever, thanks to two major changes we've made to map scripting. First, we've replaced the old "trigger" system with the new callback system. Whereas before you might set a trigger for the "melee attack" event and remember to check the special __targetHex variable to know who is being hit, now you just define the OnBattleMeleeAttack function, which takes the target hex as a parameter.

 

Second, we now have "deep binding" of HoMM II objects to C. "SetSpellpoints(hero, 100)"  is now just "hero.spellpoints = 100". With this new notation, it has become easier than ever to do everything you want to do with players, towns, creatures, and heroes in Heroes II.

 

Third, it is now possible  to have modules of scripts which are shared between separate maps. Spent a long time implementing a cool new hero ability with scripting? Make it a module so you can put it in multiple maps, or even share it with others. Enjoy our new AdvMessageBox module, which gives you access to the full power of Heroes II dialog boxes.

 

Details of everything are given in the scripting documentation.

 

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