docs: finished fixing all examples and the localization thereof for fn/

Tobias Zwick 2011-07-20 16:22:07 +02:00
parent b126524009
commit b8d280920e
35 changed files with 280 additions and 375 deletions

View File

@ -10,7 +10,7 @@ msgid ""
msgstr ""
"Project-Id-Version: OpenClonk documentation\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2011-07-17 19:31+0200\n"
"POT-Creation-Date: 2011-07-20 15:42+0200\n"
"PO-Revision-Date: 2011-07-01 15:00+0100\n"
"Last-Translator: Benedict Etzel <benedict.etzel@gmail.com>\n"
"Language-Team: German <>\n"
@ -414,7 +414,6 @@ msgstr "15"
#: sdk/script/operatoren.xml:24(col)
#: sdk/script/operatoren.xml:66(col)
#: sdk/script/fn/SetPlrMagic.xml:34(emlink)
msgid "++"
msgstr "++"
@ -438,7 +437,6 @@ msgstr "Referenz, Referenz"
#: sdk/script/operatoren.xml:31(col)
#: sdk/script/operatoren.xml:73(col)
#: sdk/script/fn/SetPlrMagic.xml:36(emlink)
msgid "--"
msgstr "--"
@ -818,8 +816,6 @@ msgid "Decreases the preeceding variable by the following value."
msgstr "vermindert den Wert der vorangestellten Variable um den nachgestellten Wert"
#: sdk/script/operatoren.xml:248(col)
#: sdk/script/fn/SetPlrMagic.xml:33(emlink)
#: sdk/script/fn/SetPlrMagic.xml:34(emlink)
msgid "="
msgstr "="
@ -1385,7 +1381,6 @@ msgstr "Entfernt alle Objekte."
#: sdk/script/fn/SetR.xml:8(category)
#: sdk/script/fn/SetProperty.xml:8(category)
#: sdk/script/fn/SetPosition.xml:8(category)
#: sdk/script/fn/SetPortrait.xml:8(category)
#: sdk/script/fn/SetPicture.xml:8(category)
#: sdk/script/fn/SetPhysical.xml:8(category)
#: sdk/script/fn/SetPhase.xml:8(category)
@ -1477,7 +1472,6 @@ msgstr "Entfernt alle Objekte."
#: sdk/script/fn/GetR.xml:8(category)
#: sdk/script/fn/GetProperty.xml:8(category)
#: sdk/script/fn/GetProcedure.xml:8(category)
#: sdk/script/fn/GetPortrait.xml:8(category)
#: sdk/script/fn/GetPhysical.xml:8(category)
#: sdk/script/fn/GetPhase.xml:8(category)
#: sdk/script/fn/GetOwner.xml:8(category)
@ -1737,7 +1731,6 @@ msgid "Checks whether the name of the calling object contains \"purz\" (no matte
msgstr "Prüft, ob der Name des aufrufenden Objekts \"purz\" enthält (wo ist egal)."
#: sdk/script/fn/VerticesStuck.xml:17(desc)
#: sdk/script/fn/SetVertexXY.xml:32(desc)
#: sdk/script/fn/SetCommand.xml:79(col)
#: sdk/script/fn/SetCommand.xml:89(col)
#: sdk/script/fn/SetCommand.xml:97(col)
@ -2831,17 +2824,17 @@ msgstr "Gewünschte X-Position des Vertices"
msgid "Desired Y offset of the vertex."
msgstr "Gewünschte Y-Position des Vertices"
#: sdk/script/fn/SetVertexXY.xml:37(desc)
#: sdk/script/fn/SetVertexXY.xml:31(desc)
msgid "Sets both X and Y position of a vertex."
msgstr "Setzt X und Y eines Vertices zugleich"
#: sdk/script/fn/SetVertexXY.xml:38(remark)
#: sdk/script/fn/SetVertexXY.xml:32(remark)
#: sdk/script/fn/RemoveVertex.xml:22(remark)
#: sdk/script/fn/AddVertex.xml:27(remark)
msgid "Notice: with any vertex updated caused by stretching or rotation of the object (e.g. building or growth) the vertices will be reset to their original defined position unless a special vertex mode is selected."
msgstr "Achtung: Bei jeder Vertexaktualisierung (also beispielsweise dann, wenn sich Fertigstellungswert oder Rotation eines Objekts ändern) werden alle Vertices wieder auf die Definitionswerte zurückgesetzt."
#: sdk/script/fn/SetVertexXY.xml:42(text)
#: sdk/script/fn/SetVertexXY.xml:36(text)
msgid "Sets the third vertex of the first clonk of the first player to -5/-10."
msgstr "Setzt die Position des 3. Vertices des ersten Clonks des ersten Spielers auf -5/-10"
@ -2851,7 +2844,6 @@ msgid "Index of the vertex to be changed."
msgstr "Index des Vertex."
#: sdk/script/fn/SetVertex.xml:26(col)
#: sdk/script/fn/SetPortrait.xml:21(col)
#: sdk/script/fn/SetPhysical.xml:32(col)
#: sdk/script/fn/SetObjectBlitMode.xml:34(col)
#: sdk/script/fn/SetGraphics.xml:40(col)
@ -2890,7 +2882,6 @@ msgid "Value"
msgstr "Wert"
#: sdk/script/fn/SetVertex.xml:27(col)
#: sdk/script/fn/SetPortrait.xml:22(col)
#: sdk/script/fn/SetPhysical.xml:33(col)
#: sdk/script/fn/SetObjectBlitMode.xml:35(col)
#: sdk/script/fn/GetVertex.xml:26(col)
@ -2998,7 +2989,7 @@ msgstr "Temperatur von -100 bis 100."
msgid "Sets the global temperature."
msgstr "Setzt die globale Temperatur."
#: sdk/script/fn/SetTemperature.xml:26(text)
#: sdk/script/fn/SetTemperature.xml:25(text)
msgid "Shock freezes the landscape."
msgstr "Schockfrostet die Landschaft."
@ -3152,7 +3143,7 @@ msgstr "Jahreszeit von 0 (Frühling) bis 100 (Winter)."
msgid "Sets the season."
msgstr "Setzt die Jahreszeit."
#: sdk/script/fn/SetSeason.xml:26(text)
#: sdk/script/fn/SetSeason.xml:25(text)
msgid "Mid-summer."
msgstr "Mittsommer."
@ -3292,80 +3283,6 @@ msgstr "Nur wirksam für Objekte mit angegebenem BorderBound. Stellt sicher, das
msgid "Moves the object to the specified position. This will set the exact pixel position and any internal sub-pixel offsets will be reset."
msgstr "Verschiebt das aufrufende Objekt an die angegebene Position. Dabei wird das Objekt an die exakte Pixelposition gesetzt, und eventuelle, interne Verschiebungen um Pixelbruchteile werden verworfen."
#: sdk/script/fn/SetPortrait.xml:9(subcat)
#: sdk/script/fn/SetPicture.xml:9(subcat)
#: sdk/script/fn/SetObjectBlitMode.xml:9(subcat)
#: sdk/script/fn/SetObjDrawTransform.xml:9(subcat)
#: sdk/script/fn/SetMeshMaterial.xml:9(subcat)
#: sdk/script/fn/SetGraphics.xml:9(subcat)
#: sdk/script/fn/SetColor.xml:9(subcat)
#: sdk/script/fn/SetClrModulation.xml:9(subcat)
#: sdk/script/fn/SetAttachTransform.xml:9(subcat)
#: sdk/script/fn/SetAttachBones.xml:9(subcat)
#: sdk/script/fn/GetUnusedOverlayID.xml:9(subcat)
#: sdk/script/fn/GetPortrait.xml:9(subcat)
#: sdk/script/fn/GetObjectBlitMode.xml:9(subcat)
#: sdk/script/fn/GetMeshMaterial.xml:9(subcat)
#: sdk/script/fn/GetColor.xml:9(subcat)
#: sdk/script/fn/GetClrModulation.xml:9(subcat)
#: sdk/script/fn/DetachMesh.xml:9(subcat)
#: sdk/script/fn/AttachMesh.xml:9(subcat)
msgid "Display"
msgstr "Darstellung"
#: sdk/script/fn/SetPortrait.xml:25(col)
msgid "\"none\""
msgstr "\"none\""
#: sdk/script/fn/SetPortrait.xml:26(col)
msgid "Portrait will be removed."
msgstr "Portrait wird entfernt."
#: sdk/script/fn/SetPortrait.xml:29(col)
msgid "\"random\""
msgstr "\"random\""
#: sdk/script/fn/SetPortrait.xml:30(col)
msgid "A random portrait will be selected from all available portraits."
msgstr "Aus den vorhandenen Portraits wird eines zufällig ausgewählt."
#: sdk/script/fn/SetPortrait.xml:33(col)
msgid "\"custom\""
msgstr "\"custom\""
#: sdk/script/fn/SetPortrait.xml:34(col)
msgid "The portrait will be set to the object's individually stored portrait, if available."
msgstr "Das Portrait wird auf das individuelle Portrait des Objekts, sofern vorhanden, geändert."
#: sdk/script/fn/SetPortrait.xml:17(desc)
msgid "Name of the portrait to be set. This will load the image file \"PortraitX.png\" (X being replaced with the specified name). This parameter can handle the following special values: <placeholder-1/>"
msgstr "Name des zu setzenden Portraits. Dabei wird die Datei \"PortraitX.png\" benutzt (wobei X der Name ist). Dieser Parameter kann die folgenden Spezialwerte annehmen: <placeholder-1/>"
#: sdk/script/fn/SetPortrait.xml:43(desc)
msgid "Definition from which you want to load the portrait. If not specified, the portrait will be loaded from the definition of the object."
msgstr "Definition, von der das Portrait entnommen werden soll. Wenn nicht angegeben, gilt die Definition des Objekts, dessen Grafik geändert wird."
#: sdk/script/fn/SetPortrait.xml:49(desc)
msgid "If 'true' the new portrait setting will be stored in the player file and used in future rounds. Otherwise the portrait setting will be discarded at the end of the round."
msgstr "Wenn TRUE wird das neue Portrait in der Spielerdatei vermerkt und bei weiteren Runden ebenfalls verwendet. Andernfalls verfällt das Portrait nach dem Ende der Runde."
#: sdk/script/fn/SetPortrait.xml:55(desc)
msgid "Copies the image of the new portrait to the player file and sets the portrait to \"custom\". In this way, the portrait will still be available even if the definition from which it was originally loaded is not available in a given round. On the other hand, with this setting it is impossible to determine from which source the portrait was originally loaded."
msgstr "Kopiert die Grafik des neuen Portraits in die Spielerdatei des Spielers und setzt das Portrait auf \"custom\". Dies bewirkt, dass das Portrait auch dann noch erhalten bleibt, wenn die Definition, aus der das Objekt kommt, nicht mehr vorhanden ist. Allerdings lässt sich dann nicht mehr zurückverfolgen, woher das Portrait stammt oder wie es heißt."
#: sdk/script/fn/SetPortrait.xml:60(desc)
msgid "Changes the portrait of the crew member at runtime."
msgstr "Ändert das Portrait des aufrufenden Crew-Mitglieds während des Spiels."
#: sdk/script/fn/SetPortrait.xml:64(text)
msgid "Assigns a random portrait to the clonk."
msgstr "Weist einem Clonk ein zufälliges Portrait zu."
#: sdk/script/fn/SetPortrait.xml:68(text)
#: sdk/script/fn/GetPortrait.xml:40(text)
msgid "Restores the default portrait of a clonk in case it was changed by a SetPortrait call."
msgstr "Stellt das Standardportrait eines Clonkes wieder her, falls es zwischenzeitlich durch andere SetPortrait-Aufrufe geändert wurde."
#: sdk/script/fn/SetPlrViewRange.xml:17(desc)
msgid "View distance in pixels."
msgstr "Sichtweite in Pixel."
@ -3378,7 +3295,7 @@ msgstr "Setzt die Sichtweite des aufrufenden Objekts."
msgid "Due to the fuzzyness of the fog of war this will only be an approximation."
msgstr "Aufgrund der Ungenauigkeit des Kriegsnebels wird die Sichtweite nur ungenaue Auswirkungen haben."
#: sdk/script/fn/SetPlrViewRange.xml:35(text)
#: sdk/script/fn/SetPlrViewRange.xml:31(text)
msgid "Confused the acid phile with the eye drops, did ya?"
msgstr "Mit Augentropfen verwechseltes Säureglas."
@ -3394,7 +3311,7 @@ msgstr "Objekt, auf das die Sicht gesetzt werden soll."
msgid "Centers a player's view to the specified object. The view will follow this object until the next player command."
msgstr "Zentriert das Sichtfenster eines Spielers auf ein Objekt. Die Sicht folgt dem Objekt bis zum nächsten Spielerkommando."
#: sdk/script/fn/SetPlrView.xml:62(text)
#: sdk/script/fn/SetPlrView.xml:60(text)
msgid "Automatic watch tower: if an enemy clonk gets near the tower the player's view will be set to the attacker. Also, a sound is played and a message is popped up while the enemy is in range."
msgstr "Automatischer Wachturm: gelangt ein gegnerischer Clonk in die Nähe des Gebäudes, so wird die Sicht des Gebäudebesitzers auf den Angreifer gelenkt. Außerdem wird, solange er sich in der Umgebung des Gebäudes befindet, ständig ein Sound gespielt und eine Nachricht über den Gebäude ausgegeben."
@ -3414,15 +3331,6 @@ msgstr "Ob der Zauber entfernt werden soll"
msgid "Adds or removes a magic spell to or from the list of available spells of a player."
msgstr "Fügt einen Zauber der Liste der verfügbaren Zauber eines Spielers hinzu oder entfernt einen Zauber aus der Liste."
#: sdk/script/fn/SetPlrMagic.xml:33(emlink)
#: sdk/script/fn/SetPlrMagic.xml:34(emlink)
msgid "var"
msgstr "var"
#: sdk/script/fn/SetPlrMagic.xml:40(text)
msgid "Makes the Healing spell available to all players."
msgstr "Gibt allen Spielern den Heilzauber."
#: sdk/script/fn/SetPlrKnowledge.xml:16(desc)
msgid "Player which receives the construction plan."
msgstr "Spieler, dem ein Bauplan gegeben werden soll"
@ -3474,9 +3382,9 @@ msgstr "Es dürfen keine Objektpointer oder Zeichenfolgen (Strings) gespeichert
msgid "Because all scenarios use the same storage, the name for the data should be prefixed with the scenario name or your developer id."
msgstr "Da die Namen des ExtraData über Szenariogrenzen hinweg gültig sind, sollte man dem Namen einen Prefix hinzufügen, um Doppelbenutzungen zu vermeiden (\"MySzen_MyName\")."
#: sdk/script/fn/SetPlrExtraData.xml:45(text)
msgid "The first function periodically saves the wealth with the name \"MySzen_Wealth\" in the player's file. If the round is restarted, the wealth is restored in Initialize."
msgstr "Die erste Funktion speichert periodisch das Vermögen unter dem Namen \"MySzen_Wealth\" in dem entspr. Spieler ab. Wird die Runde nun neu gestartet und das Objekt erstellt, so wird das Vermögen der Spieler in Initialize wiederhergestellt."
#: sdk/script/fn/SetPlrExtraData.xml:47(text)
msgid "The first function saves the wealth with the name \"MySzen_Wealth\" into the player's file. It should be called on periodically or on the end of the round. If the round is restarted, the wealth is restored in Initialize."
msgstr "Die erste Funktion speichert das Vermögen unter dem Namen \"MySzen_Wealth\" in dem entsprechendem Spieler ab. Sie sollte periodisch aufgerufen werden oder am Ende der Runde. Wird die Runde nun neu gestartet und das Objekt erstellt, so wird das Vermögen der Spieler in Initialize wiederhergestellt."
#: sdk/script/fn/SetPlayerZoomByViewRange.xml:17(desc)
msgid "Player whose zoom or zoom limits are to be adjusted. NO_OWNER for all players."
@ -3593,6 +3501,25 @@ msgstr "Durch Aufruf von SetPlayList wird die Musik nicht aktiviert, wenn sie vo
msgid "<code>SetPlayList(\"*.*\")</code> is not identical to <code>SetPlayList()</code>. The former activates all music, the latter only those not starting with \"@\", the standard behavior."
msgstr "Der Aufruf 'SetPlayList(\"*.*\")' ist nicht identisch mit 'SetPlayList()'. Wird 'SetPlayList(\"*.*\")' aufgerufen, so werden wirklich alle Musikstücke aktiviert, auch diejenigen, die mittels eines \"@\" im Namen von der Standard-PlayList ausgenommen wurden. 'SetPlayList()' aktiviert diese Musikstücke dagegen nicht."
#: sdk/script/fn/SetPicture.xml:9(subcat)
#: sdk/script/fn/SetObjectBlitMode.xml:9(subcat)
#: sdk/script/fn/SetObjDrawTransform.xml:9(subcat)
#: sdk/script/fn/SetMeshMaterial.xml:9(subcat)
#: sdk/script/fn/SetGraphics.xml:9(subcat)
#: sdk/script/fn/SetColor.xml:9(subcat)
#: sdk/script/fn/SetClrModulation.xml:9(subcat)
#: sdk/script/fn/SetAttachTransform.xml:9(subcat)
#: sdk/script/fn/SetAttachBones.xml:9(subcat)
#: sdk/script/fn/GetUnusedOverlayID.xml:9(subcat)
#: sdk/script/fn/GetObjectBlitMode.xml:9(subcat)
#: sdk/script/fn/GetMeshMaterial.xml:9(subcat)
#: sdk/script/fn/GetColor.xml:9(subcat)
#: sdk/script/fn/GetClrModulation.xml:9(subcat)
#: sdk/script/fn/DetachMesh.xml:9(subcat)
#: sdk/script/fn/AttachMesh.xml:9(subcat)
msgid "Display"
msgstr "Darstellung"
#: sdk/script/fn/SetPicture.xml:17(desc)
msgid "X position of the top left corner of the new graphics rectangle."
msgstr "X-Position der oberen linken Ecke des neuen Grafikrechtecks"
@ -3718,15 +3645,15 @@ msgstr "Änderungsmodus (symbolische Konstanten):<br/><placeholder-1/><br/>"
msgid "Changes the physical properties of the object. With this, the values from the Physical section of the <emlink href=\"definition/DefCore.html\">DefCore.txt</emlink> can be permanently or temporarily adapted."
msgstr "Ändert die physischen Eigenschaften des aufrufenden Objekts. Hiermit können die in der Physical-Sektion der <emlink href=\"definition/DefCore.html\">DefCore.txt</emlink> angegebenen Werte temporär oder permanent angepasst werden."
#: sdk/script/fn/SetPhysical.xml:72(text)
msgid "Script for a magic pill: the eating clonk will temporarily gain magic energy."
msgstr "Script für eine Magiepille: Der essende Clonk bekommt temporär Zauberenergie."
#: sdk/script/fn/SetPhysical.xml:71(text)
msgid "Steroids - The clonk gains a ridiculous amount of energy for this round on eating."
msgstr "Steroide - Der Clonk bekommt durch das Essen eine absurde Menge von Energie für diese Runde.."
#: sdk/script/fn/SetPhysical.xml:86(text)
#: sdk/script/fn/SetPhysical.xml:85(text)
msgid "Script of an effect named JumpBoost: If created on a Clonk, it can jump higher until the effect is deleted again. Using PHYS_StackTemporary and <placeholder-1/> in this manner ensures that multiple effects written in this style can be combined without causing unwanted behaviour when one effect wears off while another remains."
msgstr "Script für einen Effekt namens JumpBoost: Wenn auf ein Objekt angewendet, kann es bis zum Löschen des Effektes höher springen. Die Kombination von PHYS_StackTemporary beim Setzen und Angabe der geänderten Physical in <placeholder-1/> sorgt dafür, dass sich mehrere solcher Effekte problemlos kombinieren lassen."
#: sdk/script/fn/SetPhysical.xml:90(emlink)
#: sdk/script/fn/SetPhysical.xml:89(emlink)
msgid "DefCore.txt, [Physical]"
msgstr "DefCore.txt, [Physical]"
@ -3876,7 +3803,7 @@ msgstr "256"
msgid "Only for overlays: the blit mode of the base surface is used when drawing this overlay."
msgstr "Nur für Overlays: Es wird der Blitmodus verwendet, den auch das Basisobjekt benutzt, auf das dieses Overlay gezeichnet wird."
#: sdk/script/fn/SetObjectBlitMode.xml:102(text)
#: sdk/script/fn/SetObjectBlitMode.xml:99(text)
msgid "Part of a scenario script: colors the selected clonk of the first player bright green for a while.<br/>To handle the timing properly, it would be better to use an <emlink href=\"script/Effects.html\">effect</emlink> in order to avoid conflicts with other scripts that might change the color at the same time."
msgstr "Teil eines Szenarioscripts: Färbt den ausgewählten Clonk des ersten Spielers für eine Weile teilweise leuchtend grün.<br/> Für einen solchen Effekt in aufwändigeren Szenarien oder in allgemein verwendbaren Objekten sollte an solcher Stelle natürlich ein <emlink href=\"script/Effects.html\">Effekt</emlink> verwendet werden, um beispielsweise Komplikationen mit verfärbenden Zaubern zu vermeiden."
@ -4106,8 +4033,8 @@ msgid "New gravity: value -300 til 300 (in percent)"
msgstr "Neue Schwerkraft: Werte -300 bis 300 (in Prozent)"
#: sdk/script/fn/SetGravity.xml:20(desc)
msgid "Sets the gravity. Normal gravity is 100% and results in an acceleration of 0.2 pixels per Tick² (increasing YDir by 2 per Tick with precision=10)."
msgstr "Setzt die Schwerkraft. Dabei entspricht die Standardgravitation (100%) einer Beschleunigung von 0.2 Pixeln pro Tick² (Zunahme der YDir um 2 pro Tick bei precision=10)"
msgid "Sets the gravity. Normal gravity is 100% and results in an acceleration of 0.2 pixels per Tick. (increasing YDir by 2 per Tick with precision=10)."
msgstr "Setzt die Schwerkraft. Dabei entspricht die Standardgravitation (100%) einer Beschleunigung von 0.2 Pixeln pro Tick. (Zunahme der YDir um 2 pro Tick bei precision=10)"
#: sdk/script/fn/SetGraphics.xml:17(desc)
msgid "Name of the graphic to be set. If 0, the default graphic (Graphics.png or bmp) is set."
@ -4227,22 +4154,14 @@ msgid "Gives a randomly chosen rock in the landscape the appearance of gold."
msgstr "Gibt einem zufälligen Stein aus der Landschaft die Grafik des Goldes."
#: sdk/script/fn/SetGraphics.xml:112(text)
msgid "Gives the most recently created knight the appearance of a knight in armor, using the files GraphicsArmored.png and OverlayArmored.png found in the knight definition file."
msgstr "Gibt dem zuletzt erstellten Ritter im Spiel das Aussehen eines rüstungstragenden Ritters. Dazu werden die Dateien GraphicsArmored.png und OverlayArmored.png aus der Ritter-Gruppendatei für die Darstellung verwendet."
#: sdk/script/fn/SetGraphics.xml:116(text)
msgid "Restores the original graphics for all objects in the game."
msgstr "Gibt allen Objekten im Spiel ihre Ursprungsgrafiken zurück."
#: sdk/script/fn/SetGraphics.xml:121(text)
#: sdk/script/fn/SetGraphics.xml:117(text)
msgid "An object script: the calling object will have a small clonk image superimposed on its picture."
msgstr "Objektscript: Das aufrufende Objekt bekommt ein verkleinertes Clonk-Bild auf die Picture-Grafik gedruckt."
#: sdk/script/fn/SetGraphics.xml:125(text)
msgid "Some knight will be displayed with a shield, additively drawn onto the clonk."
msgstr "Es wird bei irgendeinem Ritter ein Schild auf die Grafik gesetzt, und additiv gezeichnet."
#: sdk/script/fn/SetGraphics.xml:129(emlink)
#: sdk/script/fn/SetGraphics.xml:121(emlink)
msgid "Object definitions (ocd)"
msgstr "Objektdefinitionen (ocd)"
@ -4321,11 +4240,11 @@ msgstr "Gibt dem Spiel einen leichten Blauschimmer"
msgid "Game speed in FPS (frames per second). If this parameter is omitted or 0, the default game speed of 38 FPS is used."
msgstr "Spielgeschwindigkeit in FPS (Frames per Second). Wird der Parameter nicht angegeben oder 0 übergeben, so wird die Standard-Spielgeschwindigkeit (38 FPS) gewählt."
#: sdk/script/fn/SetGameSpeed.xml:20(desc)
#: sdk/script/fn/SetGameSpeed.xml:21(desc)
msgid "Sets game speed."
msgstr "Setzt die Spielgeschwindigkeit."
#: sdk/script/fn/SetGameSpeed.xml:24(text)
#: sdk/script/fn/SetGameSpeed.xml:25(text)
msgid "The game runs in slow motion."
msgstr "Das Spiel läuft in Zeitlupe."
@ -4354,20 +4273,20 @@ msgid "Sets film playback view to the specified player."
msgstr "Setzt die Sicht in Filmwiedergaben auf den angegebenen Spieler."
#: sdk/script/fn/SetFilmView.xml:28(text)
msgid "This scenario script sets the playback view of the recorded round to the player with the name \"Kamera\"."
msgstr "Dieses Szenarioscript setzt die Sicht in der Wiedergabe der aufgenommenen Runde auf den Spieler mit dem Namen \"Kamera\"."
msgid "This scenario script sets the playback view of the recorded round to the player with the name \"Camera\"."
msgstr "Dieses Szenarioscript setzt die Sicht in der Wiedergabe der aufgenommenen Runde auf den Spieler mit dem Namen \"Camera\"."
#: sdk/script/fn/SetEntrance.xml:16(desc)
msgid "0 = closed; 1 = open"
msgstr "0 = Geschlossen; 1 = Offen"
msgid "false = closed; true = open"
msgstr "false = Geschlossen; true = Offen"
#: sdk/script/fn/SetEntrance.xml:20(desc)
msgid "Enables or disables entering or leaving a building. Local call only."
msgstr "Ermöglicht bzw. verhindert das Betreten eines Gebäudes. Nur lokale Aufrufe."
msgid "Enables or disables the possibility to enter or leave this building."
msgstr "Ermöglicht bzw. verhindert das Betreten dieses Gebäudes."
#: sdk/script/fn/SetDir.xml:17(desc)
msgid "New direction. Predefined values: <placeholder-1/>() / <placeholder-2/>()"
msgstr "Aktionsrichtung. Vordefinierte Werte: <placeholder-1/>() / <placeholder-2/>()"
msgid "New direction. Predefined values: <placeholder-1/> / <placeholder-2/>"
msgstr "Aktionsrichtung. Vordefinierte Werte: <placeholder-1/> / <placeholder-2/>"
#: sdk/script/fn/SetDir.xml:21(desc)
msgid "Sets the direction of the object."
@ -4379,7 +4298,7 @@ msgstr "SetDir beeinflusst nur die grafische Darstellung das Objekts; für Verä
#: sdk/script/fn/SetDir.xml:23(remark)
#, fuzzy
msgid "If the object's action has more than two directions (see <emlink href=\"definition/actmap.html\">the ActMap</emlink>), you can also use values other than just <placeholder-1/>() and <placeholder-2/>()."
msgid "If the object's action has more than two directions (see <emlink href=\"definition/actmap.html\">the ActMap</emlink>), you can also use values other than just <placeholder-1/> and <placeholder-2/>."
msgstr "Wenn bei der Aktion mehr als zwei Richtungen angegeben werden (siehe <emlink href=\"definition/actmap.html\">ActMap.txt</emlink>), dürfen auch andere Werte als <placeholder-1/>() und <placeholder-2/>() übergeben werden."
#: sdk/script/fn/SetCursor.xml:16(desc)
@ -4438,10 +4357,6 @@ msgstr "Mithilfe dieses Befehls können beliebige, scriptdefinierte Werte unter
msgid "Because all scripts use the same storage in the crew member, the name for the data should be prefixed with the scenario or object name or your developer id."
msgstr "Da die Namen des ExtraData über Szenariogrenzen hinweg gültig sind, sollte man dem Namen einen Prefix hinzufügen, um Doppelbenutzungen zu vermeiden (\"MySzen_MyName\" or \"MYID_MyName\" für Objektpakete)."
#: sdk/script/fn/SetCrewExtraData.xml:49(text)
msgid "A script for a special clonk: the clonk can make himself invisible through the Special 1 key. The set invisibility is maintained even beyond game end and is reapplied when this clonk is used in a new round."
msgstr "Script für einen Spezialclonk: Der Clonk kann sich auf Taste Spezial unsichtbar und wieder sichtbar machen. Diese Unsichtbarkeit bleibt auch erhalten, wenn man das Szenario beendet und ein anderes Szenario mit diesem Clonk startet."
#: sdk/script/fn/SetCrewEnabled.xml:17(desc)
msgid "Specifies whether the crew member is to be activated or deactivated."
msgstr "Gibt an, ob das Mannschaftsmitglied aktiviert oder deaktiviert werden soll."
@ -4455,7 +4370,7 @@ msgid "Deactivates the selected clonk of the first player."
msgstr "Deaktiviert den ausgewählten Clonk des ersten Spielers."
#: sdk/script/fn/SetController.xml:17(desc)
msgid "Player number of the new controller. -1 for no controller."
msgid "Player number of the new controller. NO_OWNER for no controller."
msgstr "Spielernummer des neuen, steuernden Spielers. NO_OWNER für keinen Spieler."
#: sdk/script/fn/SetController.xml:21(desc)
@ -4895,12 +4810,7 @@ msgstr "Setzt die Befehlsrichtung des aufrufenden Objekts (siehe <placeholder-1/
msgid "Tells the highest ranking clonk of the first player to stop. Any current activity will be stopped."
msgstr "Gibt dem höchstrangigsten Clonk von Spieler 1 den Befehl, stehen zu bleiben. Vorhandene Kommandos werden gelöscht."
#: sdk/script/fn/SetComDir.xml:31(text)
#, fuzzy
msgid "Makes the currently selected clonk of the first player dig towards the lower right."
msgstr "Lässt den aktuell ausgewählten Clonk des ersten Spielers anhalten."
#: sdk/script/fn/SetComDir.xml:35(emlink)
#: sdk/script/fn/SetComDir.xml:31(emlink)
#: sdk/script/fn/GetComDir.xml:14(emlink)
#: sdk/definition/procedures.xml:12(col)
msgid "Procedure"
@ -4927,8 +4837,8 @@ msgid "If specified, sets the color modulation of the graphics overlay instead.
msgstr "Wenn angegeben, wird stattdessen die Farbmodulation dieses Grafikoverlays gesetzt. Das Overlay muss vorher mit <placeholder-1/> erstellt worden sein."
#: sdk/script/fn/SetClrModulation.xml:27(desc)
msgid "Changes the color modulation of an object. This is a color value which is multiplied with the object color. <placeholder-1/>(255,0,0) will only let the red part of the color show. <placeholder-2/>(255,255,255,128) will make all color half transparent (unless alpha addition is disabled in the graphics options)."
msgstr "Ändert die Farbmodulation des aufrufenden Objekts. Diese ist ein Farbwert, der multiplikativ aufgerechnet wird. Bei <placeholder-1/>(255,0,0) würden also nur die Rotanteile der Grafik gezeichnet werden. <placeholder-2/>(255,255,255,128) würde die Grafik halbtransparent machen (sofern Alphaaddition nicht in den Grafikoptionen deaktiviert ist)."
msgid "Changes the color modulation of an object. This is a color value which is multiplied with the object color. <placeholder-1/>(255,0,0) will only let the red part of the color show. <placeholder-2/>(255,255,255,128) will make all color half transparent."
msgstr "Ändert die Farbmodulation des aufrufenden Objekts. Diese ist ein Farbwert, der multiplikativ aufgerechnet wird. Bei <placeholder-1/>(255,0,0) würden also nur die Rotanteile der Grafik gezeichnet werden. <placeholder-2/>(255,255,255,128) würde die Grafik halbtransparent machen."
#: sdk/script/fn/SetClrModulation.xml:31(text)
msgid "Colors the selected clonk of the first player slightly blue and makes him half transparent."
@ -5065,11 +4975,11 @@ msgid "Living Beings"
msgstr "Lebewesen"
#: sdk/script/fn/SetAlive.xml:17(desc)
msgid "0 = dead; alive otherwise."
msgstr "0 = Tot; ansonsten lebendig"
msgid "false = dead; alive otherwise."
msgstr "false = Tot; ansonsten lebendig"
#: sdk/script/fn/SetAlive.xml:21(desc)
msgid "Determines whether an object is alive."
msgid "Sets whether an object is alive."
msgstr "Legt fest, ob ein Objekt lebt."
#: sdk/script/fn/SetActionTargets.xml:17(desc)
@ -5097,12 +5007,8 @@ msgid "Sets the extra data for the current action. The application of the extra
msgstr "Setzt den Zusatzparameter für die aktuell ausgeführte Aktivitäts-Prozedur. Die Auswirkung dieses Parameters hängt von der gesetzten Prozedur ab. Siehe dazu auch <emlink href=\"definition/procedures.html\">ActMap-Prozeduren</emlink>."
#: sdk/script/fn/SetActionData.xml:30(text)
msgid "Script for a special clonk: with key Special 2 he will build a vertical gold bridge."
msgstr "Scriptfunktion für einen Spezialclonk: Auf Spezial 2 baut er eine senkrechte Goldbrücke."
#: sdk/script/fn/SetActionData.xml:34(text)
msgid "Adjusts the attaching vertex of the windmill wheel so that the wheel's third vertex will attach to the second vertex of the windmill scaffolding."
msgstr "Verschiebt den Aufhängepunkt eines Windrades so, dass der dritte Vertex vom Windrad am zweiten Vertex des Gerüstes klebt."
msgid "Script for a special item: lets the clonk build a vertical gold bridge."
msgstr "Script für ein speziellen Gegenstand: Lässt den Clonk eine vertikale Goldbrücke bauen."
#: sdk/script/fn/SetAction.xml:17(desc)
msgid "New action to be set. \"ActIdle\" or \"Idle\" will clear any action."
@ -5116,20 +5022,24 @@ msgstr "Erstes Zielobjekt für die Aktivität"
msgid "Second target object for the action."
msgstr "Zweites Zielobjekt für die Aktivität"
#: sdk/script/fn/SetAction.xml:33(desc)
#: sdk/script/fn/SetAction.xml:34(desc)
msgid "If true, changes the action even if the action defined NoOtherAction=1."
msgstr "Wenn true wir die Aktion selbst dann geändert wenn in der momentanten Aktion NoOtherAction=1 gesetzt ist."
#: sdk/script/fn/SetAction.xml:39(desc)
#, fuzzy
msgid "Sets the activity of the calling object. Also see <emlink href=\"definition/actmap.html\">the ActMap</emlink>."
msgstr "Setzt die Aktivität des aufrufenden Objekts. Siehe auch <emlink href=\"definition/actmap.html\">ActMap.txt</emlink>."
#: sdk/script/fn/SetAction.xml:34(remark)
#: sdk/script/fn/SetAction.xml:40(remark)
msgid "If target1 or target2 is omitted or 0, the previously set action target(s) will be preserved. To effectively clear action targets, use <placeholder-1/>."
msgstr "Wird target1 bzw. target2 nicht angegeben bzw. 0 übergeben, so bleibt das jeweiligen Action Target der vorigen Aktion erhalten. Um die Action Targets zu löschen sollte <placeholder-1/> benutzt werden."
#: sdk/script/fn/SetAction.xml:35(remark)
#: sdk/script/fn/SetAction.xml:41(remark)
msgid "The StartCall of the defined action is called during the execution of SetAction. So if the StartCall should happen to delete the object you must not access the object in any way following the call to SetAction!"
msgstr "Der StartCall der Aktivität wird während der Ausführung von SetAction aufgerufen. Wenn dieser also zum Beispiel das Objekt löscht, darf die aufrufende Funktion danach nichts mehr mit dem Objekt machen!"
#: sdk/script/fn/SetAction.xml:39(text)
#: sdk/script/fn/SetAction.xml:45(text)
msgid "The calling clonk will pretend death."
msgstr "Der aufrufende Clonk wird scheintot."
@ -6241,7 +6151,7 @@ msgstr "Prüft, ob Value eine Referenz ist."
msgid "Returns whether the current game is a network game."
msgstr "Prüft, ob das aktuelle Spiel ein Netzwerkspiel ist."
#: sdk/script/fn/IsNetwork.xml:20(desc)
#: sdk/script/fn/IsNetwork.xml:20(text)
msgid "Displays a sly message based on telltale signs: If there two players in the game and it is not a network game, the round must be played locally on splitscreen only. Probably a friend came over? Also, the first player usually belongs to the person who installed the game."
msgstr "Gibt eine verschmitzte Nachricht anhand von einigen Anzeichen aus: Wenn genau zwei Spieler im Spiel sind und dies kein Netzwerkspiel ist, muss die aktuelle Runde im split screen gespielt werden. Vielleicht ist ein Freund vorbeigekommen? Der erste Spieler gehört normalerweise zu der Person die das Spiel installiert hat."
@ -6699,26 +6609,6 @@ msgstr "Liefert die Eigenschaft <code>key</code> von <code>object</code>."
msgid "Returns the procedure of the current activity of an object (e.g. FLOAT, ATTACH, WALK). If the procedure is NONE or the object has no activity set the return value is nil."
msgstr "Gibt die Prozedur der gegenwärtigen Aktivität des aufrufenden Objekts zurück (z.B. FLOAT, ATTACH, etc.). Bei einer NONE-Prozedur oder keiner Aktivität wird nil zurückgegeben."
#: sdk/script/fn/GetPortrait.xml:17(desc)
msgid "If true, the function returns the id of the definition from which the portrait was taken. Otherwise, the name of the portrait."
msgstr "Wenn TRUE gibt die Funktion die ID der Definition zurück, aus der das Portrait stammt. Andernfalls wird der Name des Portraits zurückgegeben."
#: sdk/script/fn/GetPortrait.xml:23(desc)
msgid "If true, the function returns the values of the object's permanent portrait. Otherwise, the values of the currently used portrait which might be temporary."
msgstr "Wenn TRUE gibt die Funktion die Portraitwerte des permanenten Portraits zurück, sonst die des momentan verwendeten."
#: sdk/script/fn/GetPortrait.xml:28(desc)
msgid "Retrieves name or id of the portrait of a crew member."
msgstr "Fragt Name oder ID des Portraits des aufrufenden Crew-Mitglieds ab."
#: sdk/script/fn/GetPortrait.xml:29(remark)
msgid "If the crew member has an individually stored portrait, the function returns \"custom\" and the id NONE. Also see the table and description of the fCopyGfx parameter in <placeholder-1/>"
msgstr "Hat das Crew-Mitglied ein individuelles Portrait, so gibt die Funktion \"custom\" bzw. die ID NONE zurück. Siehe dazu auch die Tabelle und die Beschreibung des fCopyGfx-Parameters von <placeholder-1/>"
#: sdk/script/fn/GetPortrait.xml:35(text)
msgid "Assigns a random portrait to this clonk if the name of the current portrait is not just an index (i.e. \"1\", \"2\", \"3\") but a full portrait name (i.e. \"Armored1\", \"Armored2\")."
msgstr "Weist dem aufrufenden Clonk ein zufälliges Portrait zu, wenn der Name des momentanen Portraits nicht aus nur einem Zeichen besteht (zum Beispiel wenn die Portraits mit \"1\", \"2\", \"3\" etc. durchnummeriert sind), sondern länger ist (beispielsweise \"Armored1\" oder \"Armored2\")."
#: sdk/script/fn/GetPlrViewMode.xml:17(desc)
msgid "Number of the player whose view mode you want to determine."
msgstr "Nummer des Spielers, dessen Sichtmodus abgefragt werden soll."
@ -17375,6 +17265,82 @@ msgstr "c4group.exe (Windows) c4group (Linux) c4group (Mac)"
msgid "This command line program is used for processing group files. A list of command line options is available by starting the program without parameters via command line (<i>not</i> by double clicking)."
msgstr "Dieses Kommandozeilen-Programm dient zum Bearbeiten von Gruppendateien. Es kann nicht per Doppelklick, sondern nur per Kommandozeile (Eingabeaufforderung) gestartet werden. Auskunft über alle verfügbaren Kommandozeilenparameter erhält man, indem man das Programm ohne weitere Parameter über die Kommandozeile startet."
#~ msgid "Gives the most recently created knight the appearance of a knight in armor, using the files GraphicsArmored.png and OverlayArmored.png found in the knight definition file."
#~ msgstr "Gibt dem zuletzt erstellten Ritter im Spiel das Aussehen eines rüstungstragenden Ritters. Dazu werden die Dateien GraphicsArmored.png und OverlayArmored.png aus der Ritter-Gruppendatei für die Darstellung verwendet."
#~ msgid "Some knight will be displayed with a shield, additively drawn onto the clonk."
#~ msgstr "Es wird bei irgendeinem Ritter ein Schild auf die Grafik gesetzt, und additiv gezeichnet."
#~ msgid "A script for a special clonk: the clonk can make himself invisible through the Special 1 key. The set invisibility is maintained even beyond game end and is reapplied when this clonk is used in a new round."
#~ msgstr "Script für einen Spezialclonk: Der Clonk kann sich auf Taste Spezial unsichtbar und wieder sichtbar machen. Diese Unsichtbarkeit bleibt auch erhalten, wenn man das Szenario beendet und ein anderes Szenario mit diesem Clonk startet."
#~ msgid "Adjusts the attaching vertex of the windmill wheel so that the wheel's third vertex will attach to the second vertex of the windmill scaffolding."
#~ msgstr "Verschiebt den Aufhängepunkt eines Windrades so, dass der dritte Vertex vom Windrad am zweiten Vertex des Gerüstes klebt."
#~ msgid "\"none\""
#~ msgstr "\"none\""
#~ msgid "Portrait will be removed."
#~ msgstr "Portrait wird entfernt."
#~ msgid "\"random\""
#~ msgstr "\"random\""
#~ msgid "A random portrait will be selected from all available portraits."
#~ msgstr "Aus den vorhandenen Portraits wird eines zufällig ausgewählt."
#~ msgid "\"custom\""
#~ msgstr "\"custom\""
#~ msgid "The portrait will be set to the object's individually stored portrait, if available."
#~ msgstr "Das Portrait wird auf das individuelle Portrait des Objekts, sofern vorhanden, geändert."
#~ msgid "Name of the portrait to be set. This will load the image file \"PortraitX.png\" (X being replaced with the specified name). This parameter can handle the following special values: <placeholder-1/>"
#~ msgstr "Name des zu setzenden Portraits. Dabei wird die Datei \"PortraitX.png\" benutzt (wobei X der Name ist). Dieser Parameter kann die folgenden Spezialwerte annehmen: <placeholder-1/>"
#~ msgid "Definition from which you want to load the portrait. If not specified, the portrait will be loaded from the definition of the object."
#~ msgstr "Definition, von der das Portrait entnommen werden soll. Wenn nicht angegeben, gilt die Definition des Objekts, dessen Grafik geändert wird."
#~ msgid "If 'true' the new portrait setting will be stored in the player file and used in future rounds. Otherwise the portrait setting will be discarded at the end of the round."
#~ msgstr "Wenn TRUE wird das neue Portrait in der Spielerdatei vermerkt und bei weiteren Runden ebenfalls verwendet. Andernfalls verfällt das Portrait nach dem Ende der Runde."
#~ msgid "Copies the image of the new portrait to the player file and sets the portrait to \"custom\". In this way, the portrait will still be available even if the definition from which it was originally loaded is not available in a given round. On the other hand, with this setting it is impossible to determine from which source the portrait was originally loaded."
#~ msgstr "Kopiert die Grafik des neuen Portraits in die Spielerdatei des Spielers und setzt das Portrait auf \"custom\". Dies bewirkt, dass das Portrait auch dann noch erhalten bleibt, wenn die Definition, aus der das Objekt kommt, nicht mehr vorhanden ist. Allerdings lässt sich dann nicht mehr zurückverfolgen, woher das Portrait stammt oder wie es heißt."
#~ msgid "Changes the portrait of the crew member at runtime."
#~ msgstr "Ändert das Portrait des aufrufenden Crew-Mitglieds während des Spiels."
#~ msgid "Assigns a random portrait to the clonk."
#~ msgstr "Weist einem Clonk ein zufälliges Portrait zu."
#~ msgid "Restores the default portrait of a clonk in case it was changed by a SetPortrait call."
#~ msgstr "Stellt das Standardportrait eines Clonkes wieder her, falls es zwischenzeitlich durch andere SetPortrait-Aufrufe geändert wurde."
#~ msgid "var"
#~ msgstr "var"
#~ msgid "Makes the Healing spell available to all players."
#~ msgstr "Gibt allen Spielern den Heilzauber."
#, fuzzy
#~ msgid "Makes the currently selected clonk of the first player dig towards the lower right."
#~ msgstr "Lässt den aktuell ausgewählten Clonk des ersten Spielers anhalten."
#~ msgid "If true, the function returns the id of the definition from which the portrait was taken. Otherwise, the name of the portrait."
#~ msgstr "Wenn TRUE gibt die Funktion die ID der Definition zurück, aus der das Portrait stammt. Andernfalls wird der Name des Portraits zurückgegeben."
#~ msgid "If true, the function returns the values of the object's permanent portrait. Otherwise, the values of the currently used portrait which might be temporary."
#~ msgstr "Wenn TRUE gibt die Funktion die Portraitwerte des permanenten Portraits zurück, sonst die des momentan verwendeten."
#~ msgid "Retrieves name or id of the portrait of a crew member."
#~ msgstr "Fragt Name oder ID des Portraits des aufrufenden Crew-Mitglieds ab."
#~ msgid "If the crew member has an individually stored portrait, the function returns \"custom\" and the id NONE. Also see the table and description of the fCopyGfx parameter in <placeholder-1/>"
#~ msgstr "Hat das Crew-Mitglied ein individuelles Portrait, so gibt die Funktion \"custom\" bzw. die ID NONE zurück. Siehe dazu auch die Tabelle und die Beschreibung des fCopyGfx-Parameters von <placeholder-1/>"
#~ msgid "Assigns a random portrait to this clonk if the name of the current portrait is not just an index (i.e. \"1\", \"2\", \"3\") but a full portrait name (i.e. \"Armored1\", \"Armored2\")."
#~ msgstr "Weist dem aufrufenden Clonk ein zufälliges Portrait zu, wenn der Name des momentanen Portraits nicht aus nur einem Zeichen besteht (zum Beispiel wenn die Portraits mit \"1\", \"2\", \"3\" etc. durchnummeriert sind), sondern länger ist (beispielsweise \"Armored1\" oder \"Armored2\")."
#~ msgid "Constant for <placeholder-1/>."
#~ msgstr "Konstante für <placeholder-1/>."

View File

@ -129,9 +129,9 @@
var firsta;
while (a = as[i++]) {
if (a.pathname.indexOf(l) != -1) {
if (!firsta) {
//if (!firsta) {
firsta = a;
}
//}
if (a.parentNode.tagName == "LI") {
if (a.parentNode.className == 'invisi') tb(a.parentNode.firstElementChild.id.slice(3));
}

View File

@ -28,6 +28,12 @@
<desc>Second target object for the action.</desc>
<optional />
</param>
<param>
<type>bool</type>
<name>force</name>
<desc>If true, changes the action even if the action defined NoOtherAction=1.</desc>
<optional />
</param>
</params>
</syntax>
<desc>Sets the activity of the calling object. Also see <emlink href="definition/actmap.html">the ActMap</emlink>.</desc>

View File

@ -21,17 +21,13 @@
<desc>Sets the extra data for the current action. The application of the extra data depends on the procedure of the current action. See <emlink href="definition/procedures.html">ActMap procedures</emlink>.</desc>
<examples>
<example>
<code>protected func ControlSpecial2()
{
<funclink>SetAction</funclink>(&quot;Bridge&quot;);
SetActionData(<funclink>Material</funclink>(&quot;Gold&quot;));
<funclink>SetComDir</funclink>(<funclink>COMD_Up</funclink>);
}</code>
<text>Script for a special clonk: with key Special 2 he will build a vertical gold bridge.</text>
</example>
<example>
<code><funclink>FindObject</funclink>(WWNG)-&gt;SetActionData(256*3 + 2)</code>
<text>Adjusts the attaching vertex of the windmill wheel so that the wheel's third vertex will attach to the second vertex of the windmill scaffolding.</text>
<code>func ControlUse(object clonk)
{
clonk-&gt;<funclink>SetAction</funclink>(&quot;Bridge&quot;);
clonk-&gt;SetActionData(<funclink>Material</funclink>(&quot;Gold&quot;));
clonk-&gt;<funclink>SetComDir</funclink>(<funclink>COMD_Up</funclink>);
}</code>
<text>Script for a special item: lets the clonk build a vertical gold bridge.</text>
</example>
</examples>
<related>

View File

@ -27,10 +27,10 @@
<desc>Sets the activity targets of an object. The result depends on the <emlink href="definition/procedures.html">procedure</emlink> of the current action.</desc>
<examples>
<example>
<code>protected func Entrance(into_object)
{
SetActionTargets(into_object);
}</code>
<code>protected func Entrance(object into_object)
{
SetActionTargets(into_object);
}</code>
<text>Script for a shield spell using an ATTACH action: when the carrying clonk enters a building, the spell will attach itself to the building. This script will not, however, reattach the spell to the clonk when he leaves the building.</text>
</example>
</examples>

View File

@ -14,11 +14,11 @@
<param>
<type>bool</type>
<name>alive</name>
<desc>0 = dead; alive otherwise.</desc>
<desc>false = dead; alive otherwise.</desc>
</param>
</params>
</syntax>
<desc>Determines whether an object is alive.</desc>
<desc>Sets whether an object is alive.</desc>
<related>
<funclink>Kill</funclink>
<funclink>GetAlive</funclink>

View File

@ -24,7 +24,7 @@
</param>
</params>
</syntax>
<desc>Changes the color modulation of an object. This is a color value which is multiplied with the object color. <funclink>RGB</funclink>(255,0,0) will only let the red part of the color show. <funclink>RGBa</funclink>(255,255,255,128) will make all color half transparent (unless alpha addition is disabled in the graphics options).</desc>
<desc>Changes the color modulation of an object. This is a color value which is multiplied with the object color. <funclink>RGB</funclink>(255,0,0) will only let the red part of the color show. <funclink>RGBa</funclink>(255,255,255,128) will make all color half transparent.</desc>
<examples>
<example>
<code><funclink>GetCursor</funclink>()-&gt;SetClrModulation(<funclink>RGBa</funclink>(128,128,255,128));</code>

View File

@ -25,10 +25,6 @@
clonk-&gt;SetComDir(<funclink>COMD_None</funclink>);
clonk-&gt;<funclink>SetCommand</funclink>(&quot;&quot;);</code>
<text>Tells the highest ranking clonk of the first player to stop. Any current activity will be stopped.</text>
<code>var clonk = <funclink>GetCursor</funclink>(0);
<funclink>clonk-&gt;SetAction</funclink>(&quot;Dig&quot;);
clonk-&gt;SetComDir(<funclink>COMD_DownRight</funclink>);</code>
<text>Makes the currently selected clonk of the first player dig towards the lower right.</text>
</example>
</examples>
<related>

View File

@ -399,7 +399,7 @@
</remark>
<examples>
<example>
<code>SetCommand(&quot;Attack&quot;, <funclink>FindObject</funclink>(Find_ID(Clonk),Sort_Distance(0,0)), 0, 0, 0, 0, 10);</code>
<code>SetCommand(&quot;Attack&quot;, <funclink>FindObject</funclink>(<funclink>Find_ID</funclink>(Clonk),<funclink>Sort_Distance</funclink>(0,0)), 0, 0, 0, 0, 10);</code>
<text>This script gives the clonk the order to attack the closest clonk of player 1. If the command fails (e.g. due to unsuccessful pathfinding), retry 10 times.</text>
</example>
</examples>

View File

@ -14,14 +14,14 @@
<param>
<type>int</type>
<name>player</name>
<desc>Player number of the new controller. -1 for no controller.</desc>
<desc>Player number of the new controller. NO_OWNER for no controller.</desc>
</param>
</params>
</syntax>
<desc>Changes the controller of the calling object.</desc>
<examples>
<example>
<code>protected func Entrance(container) { SetController(container-&gt;<funclink>GetController</funclink>()); }</code>
<code>protected func Entrance(object container) { SetController(container-&gt;<funclink>GetController</funclink>()); }</code>
<text>This object changes its controller when it is collected.</text>
</example>
</examples>

View File

@ -25,30 +25,6 @@
<desc>With this function additional data can be saved in a crew member's file the in player. This can be used to preserve values across scenarios, for example for RPGs or highscores. If successful, the saved value is returned.</desc>
<remark>No objects or arrays may be saved.</remark>
<remark>Because all scripts use the same storage in the crew member, the name for the data should be prefixed with the scenario or object name or your developer id.</remark>
<examples>
<example>
<code>#include Clonk
local is_invisible;
protected func Recruitment(a,b,c,d,e,f,g,h,i,j)
{
var rVal = <funclink>_inherited</funclink>(a,b,c,d,e,f,g,h,i,j);
if (<funclink>GetCrewExtraData</funclink>(&quot;C4ID_Invisible&quot;)) <funclink>SetVisibility</funclink>(<funclink>VIS_Owner</funclink>);
<funclink>return</funclink>(rVal);
}
protected func ControlSpecial()
{
if (is_invisible = !is_invisible)
<funclink>SetVisibility</funclink>();
else
<funclink>SetVisibility</funclink>(<funclink>VIS_Owner</funclink>);
SetCrewExtraData(&quot;C4ID_Invisible&quot;, is_invisible);
}</code>
<text>A script for a special clonk: the clonk can make himself invisible through the Special 1 key. The set invisibility is maintained even beyond game end and is reapplied when this clonk is used in a new round.</text>
</example>
</examples>
<related>
<funclink>GetCrewExtraData</funclink>
<funclink>SetPlrExtraData</funclink>

View File

@ -14,13 +14,13 @@
<param>
<type>int</type>
<name>dir</name>
<desc>New direction. Predefined values: <funclink>DIR_Right</funclink>() / <funclink>DIR_Left</funclink>()</desc>
<desc>New direction. Predefined values: <funclink>DIR_Right</funclink> / <funclink>DIR_Left</funclink></desc>
</param>
</params>
</syntax>
<desc>Sets the direction of the object.</desc>
<remark>SetDir affects the visual direction of an active object; to modify object motion use <funclink>SetComDir</funclink>.</remark>
<remark>If the object's action has more than two directions (see <emlink href="definition/actmap.html">the ActMap</emlink>), you can also use values other than just <funclink>DIR_Right</funclink>() and <funclink>DIR_Left</funclink>().</remark>
<remark>If the object's action has more than two directions (see <emlink href="definition/actmap.html">the ActMap</emlink>), you can also use values other than just <funclink>DIR_Right</funclink> and <funclink>DIR_Left</funclink>.</remark>
<related>
<funclink>GetDir</funclink>
<funclink>DIR_Left</funclink>

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@ -11,13 +11,13 @@
<rtype>void</rtype>
<params>
<param>
<type>int</type>
<type>bool</type>
<name>status</name>
<desc>0 = closed; 1 = open</desc>
<desc>false = closed; true = open</desc>
</param>
</params>
</syntax>
<desc>Enables or disables entering or leaving a building. Local call only.</desc>
<desc>Enables or disables the possibility to enter or leave this building.</desc>
<related><funclink>GetEntrance</funclink></related>
</func>
<author>jwk</author><date>2002-08</date>

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@ -21,11 +21,11 @@
<desc>Sets film playback view to the specified player.</desc>
<examples>
<example>
<code>protected func InitializePlayer(player)
<code>protected func InitializePlayer(int player)
{
<funclink>if</funclink> (<funclink>GetPlayerName</funclink>(player) eq &quot;Kamera&quot;) SetFilmView(player);
<funclink>if</funclink> (<funclink>GetPlayerName</funclink>(player) eq &quot;Camera&quot;) SetFilmView(player);
}</code>
<text>This scenario script sets the playback view of the recorded round to the player with the name "Kamera".</text>
<text>This scenario script sets the playback view of the recorded round to the player with the name "Camera".</text>
</example>
</examples>
</func>

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@ -30,7 +30,7 @@
<funclink>for</funclink> (var plrnum = <funclink>GetPlayerCount</funclink> (); plrnum; i++)
if (<funclink>GetPlayerName</funclink> (i)) {
plrnum--;
SetFoW (0, i);
SetFoW (false, i);
}</code>
<text>Deactivates fog of war for all players.</text>
</example>

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@ -14,6 +14,7 @@
<type>int</type>
<name>game_speed</name>
<desc>Game speed in FPS (frames per second). If this parameter is omitted or 0, the default game speed of 38 FPS is used.</desc>
<optional/>
</param>
</params>
</syntax>

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@ -104,26 +104,18 @@
<remark>With overlay=0 only the base graphics of an object are changed. The effect corresponds to replacing Graphics.bmp/-.png/Overlay.png in the object <emlink href="definition/index.html">definition</emlink>. Source information from <emlink href="definition/actmap.html">the ActMap</emlink> or <emlink href="definition/defcore.html">DefCore.txt</emlink> will not be modified by this command. So the given coordinates should always point to sensible areas in the bitmap (including SolidMask areas).</remark>
<examples>
<example>
<code><funclink>FindObject</funclink>(Rock)-&gt;SetGraphics(nil, Gold);</code>
<code><funclink>FindObject</funclink>(<funclink>Find_ID</funclink>(Rock))-&gt;SetGraphics(nil, Gold);</code>
<text>Gives a randomly chosen rock in the landscape the appearance of gold.</text>
</example>
<example>
<code><funclink>FindObject</funclink>(KNIG)-&gt;SetGraphics(&quot;Armored&quot;);</code>
<text>Gives the most recently created knight the appearance of a knight in armor, using the files GraphicsArmored.png and OverlayArmored.png found in the knight definition file.</text>
</example>
<example>
<code>var obj; <funclink>while</funclink> (obj = <funclink>FindObject</funclink>(0, 0,0,0,0, 0, 0,0, 0, obj)) obj-&gt;SetGraphics();</code>
<code><funclink>for</funclink> (var obj in <funclink>FindObjects</funclink>(<funclink>Find_And</funclink>())) obj-&gt;SetGraphics();</code>
<text>Restores the original graphics for all objects in the game.</text>
</example>
<example>
<code>SetGraphics(nil, Clonk, GFX_Overlay, GFXOV_MODE_Picture);
<funclink>SetObjDrawTransform</funclink>(800,0,0, 0,800,0, <funclink>this</funclink>(), GFX_Overlay);</code>
<funclink>SetObjDrawTransform</funclink>(800,0,0, 0,800,0,GFX_Overlay);</code>
<text>An object script: the calling object will have a small clonk image superimposed on its picture.</text>
</example>
<example>
<code><funclink>FindObject</funclink>(KNIG)-&gt;SetGraphics(nil, SHIA, GFX_Overlay, GFXOV_MODE_Base, 0, GFX_BLIT_Additive);</code>
<text>Some knight will be displayed with a shield, additively drawn onto the clonk.</text>
</example>
</examples>
<related>
<emlink href="definition/index.html#Graphicsex">Object definitions (ocd)</emlink>

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@ -17,7 +17,7 @@
</param>
</params>
</syntax>
<desc>Sets the gravity. Normal gravity is 100% and results in an acceleration of 0.2 pixels per Tick² (increasing YDir by 2 per Tick with precision=10).</desc>
<desc>Sets the gravity. Normal gravity is 100% and results in an acceleration of 0.2 pixels per Tick. (increasing YDir by 2 per Tick with precision=10).</desc>
<related><funclink>GetGravity</funclink></related>
</func>
<author>jwk</author><date>2002-08</date>

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@ -40,7 +40,7 @@
<desc>Sets bilateral friendship of two players.</desc>
<examples>
<example>
<code>SetHostility(0,1,1); SetHostility(1,0,1);</code>
<code>SetHostility(0,1,true,true); SetHostility(1,0,true,true);</code>
<text>Makes the first two players enemies without causing a message.</text>
</example>
</examples>

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@ -21,20 +21,20 @@
<desc>Changes the mass of the object. The mass is initialized with <emlink href="definition/DefCore.html">DefCore.txt</emlink>/[DefCore]/Mass. The actual weight is the deadweight plus the weight of the contained objects.</desc>
<examples>
<example>
<code>private func GetOwnMass(clonk)
<code>private func GetOwnMass(object clonk)
{
var mass=clonk-&gt;<funclink>GetMass</funclink>(), i, obj;
<funclink>while</funclink>(obj = clonk-&gt;<funclink>Contents</funclink>(i++)) mass -= obj-&gt;<funclink>GetMass</funclink>();
<funclink>return</funclink>(mass);
<funclink>return</funclink> mass;
}
protected func Activate(pByClonk)
{
[Essen]
pByClonk-&gt;SetMass(GetOwnMass(pByClonk) + 100);
pByClonk-&gt;<funclink>Sound</funclink>(&quot;ClonkMunch&quot;);
<funclink>return</funclink>(<funclink>RemoveObject</funclink>());
}</code>
protected func ControlUse(object clonk)
{
clonk-&gt;SetMass(GetOwnMass(clonk) + 100);
clonk-&gt;<funclink>Sound</funclink>(&quot;ClonkMunch&quot;);
<funclink>RemoveObject</funclink>();
<funclink>return</funclink> true;
}</code>
<text>Script for a cookie: when eating this cookie the mass of the clonk will increase.</text>
</example>
</examples>

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@ -20,7 +20,7 @@
<desc>Adjusts the maximum number of players that can take part in the current round. Lowering this value will not eliminate active players. This value only affects the limit for joining players.</desc>
<examples>
<example>
<code>protected func Script100() { <funclink>return</funclink>(SetMaxPlayer()); }</code>
<code>func Script100() { <funclink>return</funclink>(SetMaxPlayer()); }</code>
<text>Part of a scenario script: after a little while, no more players can join.</text>
</example>
</examples>

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@ -34,17 +34,17 @@
<examples>
<example>
<code>protected func InitializePlayer(player)
{
<funclink>GetHiRank</funclink>(player)-&gt;SetName(&quot;Strunzmuffel&quot;);
<funclink>return</funclink> 1;
}</code>
{
<funclink>GetHiRank</funclink>(player)-&gt;SetName(&quot;Strunzmuffel&quot;);
<funclink>return</funclink> 1;
}</code>
<text>Scenario script: the highest ranking clonks of joining players get different names in this round.</text>
</example>
<example>
<code>protected func Initialize()
{
Wood-&gt;SetName(&quot;Baumstamm&quot;);
}</code>
Wood-&gt;SetName(&quot;Baumstamm&quot;);
}</code>
<text>Scenario script: In this round, wood will be called "Baumstamm".</text>
</example>
</examples>

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@ -47,7 +47,7 @@
<row>
<col>GFX_BLIT_ClrSfc_OwnClr</col>
<col>4</col>
<col>The color modulation set via <funclink>SetClrModulation</funclink>() applies to the base surface only and the overlay is normally colored by the owner color (see <funclink>SetColorDw</funclink>()).</col>
<col>The color modulation set via <funclink>SetClrModulation</funclink>() applies to the base surface only and the overlay is normally colored by the owner color (see <funclink>SetColor</funclink>()).</col>
</row>
<row>
<col>GFX_BLIT_ClrSfc_Mod2</col>
@ -73,32 +73,29 @@
</remark>
<examples>
<example>
<code>static g_pCursor, g_dwPrevBlitMode, g_dwPrevMod;
<code>static g_cursor, g_prev_blit_mode, g_prev_mod;
protected func Script100()
{
// Ausgewählten Clonk des ersten Spielers ermitteln
g_pCursor = <funclink>GetCursor</funclink>();
// Vorherige Werte speichern
g_dwPrevBlitMode = g_pCursor-&gt;<funclink>GetObjectBlitMode</funclink>();
g_dwPrevMod = g_pCursor-&gt;<funclink>GetClrModulation</funclink>();
// Nicht-ColorByOwner-Teile des Clonks leuchtend grün färben
g_pCursor-&gt;SetObjectBlitMode(6);
g_pCursor-&gt;<funclink>SetClrModulation</funclink>(<funclink>RGB</funclink>(100, 255, 110));
// Nachricht
g_pCursor-&gt;<funclink>Message</funclink>(&quot;Schau her, ich kann leuchten!&quot;);
return true;
}
func Script100()
{
g_cursor = <funclink>GetCursor</funclink>();
// save previous values
g_prev_blit_mode = g_cursor-&gt;<funclink>GetObjectBlitMode</funclink>();
g_prev_mod = g_cursor-&gt;<funclink>GetClrModulation</funclink>();
// color the no-ColorByOwner-parts of the clonk in a glowing green
g_cursor-&gt;SetObjectBlitMode(6);
g_cursor-&gt;<funclink>SetClrModulation</funclink>(<funclink>RGB</funclink>(100, 255, 110));
// message
g_cursor-&gt;<funclink>Message</funclink>(&quot;Look, I can glow!&quot;);
}
protected func Script200()
{
// Farbe zurücksetzen
g_pCursor-&gt;SetObjectBlitMode(g_dwPrevBlitMode);
g_pCursor-&gt;<funclink>SetClrModulation</funclink>(g_dwPrevMod);
func Script200()
{
// reset color
g_cursor-&gt;SetObjectBlitMode(g_prev_blit_mode);
g_cursor-&gt;<funclink>SetClrModulation</funclink>(g_prev_mod);
// Nachricht
g_pCursor-&gt;<funclink>Message</funclink>(&quot;Schon vorbei :/&quot;);
<funclink>return</funclink> 1;
}</code>
g_cursor-&gt;<funclink>Message</funclink>(&quot;Over already!&quot;);
}</code>
<text>Part of a scenario script: colors the selected clonk of the first player bright green for a while.<br/>To handle the timing properly, it would be better to use an <emlink href="script/Effects.html">effect</emlink> in order to avoid conflicts with other scripts that might change the color at the same time.</text>
</example>
</examples>

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@ -22,7 +22,7 @@
<remark>This function also changes the controller to the new owner.</remark>
<examples>
<example>
<code>protected func Entrance(container) { SetOwner(container-&gt;<funclink>GetOwner</funclink>()); <funclink>return</funclink>(); }</code>
<code>protected func Entrance(object container) { SetOwner(container-&gt;<funclink>GetOwner</funclink>()); }</code>
<text>This object changes its owner when it is collected.</text>
</example>
</examples>

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@ -62,27 +62,26 @@
<desc>Changes the physical properties of the object. With this, the values from the Physical section of the <emlink href="definition/DefCore.html">DefCore.txt</emlink> can be permanently or temporarily adapted.</desc>
<examples>
<example>
<code>protected func Activate(eater)
{
[$DescEatPill$]
eater-&gt;SetPhysical(&quot;Magic&quot;, 1000000, PHYS_Temporary);
<funclink>while</funclink>(eater-&gt;<funclink>DoMagicEnergy</funclink>(1)) ;
<code>func ControlUse(object eater)
{
eater-&gt;SetPhysical(&quot;Energy&quot;, 10000000, PHYS_Temporary);
eater-&gt;<funclink>DoEnergy</funclink>(1000);
<funclink>RemoveObject</funclink>();
}</code>
<text>Script for a magic pill: the eating clonk will temporarily gain magic energy.</text>
}</code>
<text>Steroids - The clonk gains a ridiculous amount of energy for this round on eating.</text>
</example>
<example>
<code>protected func FxJumpBoostStart(object trg, int num, int temporary)
{
<code>protected func FxJumpBoostStart(object trg, effect, int temporary)
{
trg-&gt;SetPhysical(&quot;Jump&quot;, trg-&gt;<funclink>GetPhysical</funclink>(&quot;Jump&quot;, PHYS_Current) + 10000, PHYS_StackTemporary);
<funclink>return</funclink>(FX_OK);
}
<funclink>return</funclink> FX_OK;
}
protected func FxJumpBoostStop(object trg, int num, int reason, bool tmp)
{
protected func FxJumpBoostStop(object trg, effect, int reason, bool tmp)
{
trg-&gt;<funclink>ResetPhysical</funclink>(&quot;Jump&quot;);
<funclink>return</funclink>(FX_OK);
}</code>
<funclink>return</funclink> FX_OK;
}</code>
<text>Script of an effect named JumpBoost: If created on a Clonk, it can jump higher until the effect is deleted again. Using PHYS_StackTemporary and <funclink>ResetPhysical</funclink> in this manner ensures that multiple effects written in this style can be combined without causing unwanted behaviour when one effect wears off while another remains.</text>
</example>
</examples>

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@ -32,17 +32,19 @@
<remark>Because all scenarios use the same storage, the name for the data should be prefixed with the scenario name or your developer id.</remark>
<examples>
<example>
<code>Timer:
<code>func SaveWealth()
{
for(var i=0; i&lt;<funclink>GetPlayerCount</funclink>(); i++)
SetPlrExtraData(i, &quot;MySzen_Wealth&quot;, <funclink>GetWealth</funclink>(i));
return();
}
Initialize:
func Initialize()
{
for(var i=0; i&lt;<funclink>GetPlayerCount</funclink>(); i++)
<funclink>SetWealth</funclink>(i, <funclink>GetPlrExtraData</funclink>(i, &quot;MySzen_Wealth&quot;));
return();
}
</code>
<text>The first function periodically saves the wealth with the name "MySzen_Wealth" in the player's file. If the round is restarted, the wealth is restored in Initialize.</text>
<text>The first function saves the wealth with the name "MySzen_Wealth" into the player's file. It should be called on periodically or on the end of the round. If the round is restarted, the wealth is restored in Initialize.</text>
</example>
</examples>
<related>

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@ -28,18 +28,6 @@
</params>
</syntax>
<desc>Adds or removes a magic spell to or from the list of available spells of a player.</desc>
<examples>
<example>
<code><emlink href="Script/NamedVar.html">var</emlink> i <emlink href="script/operatoren.html">=</emlink> 0;
<funclink>for</funclink> (<emlink href="Script/NamedVar.html">var</emlink> plrnum <emlink href="script/operatoren.html">=</emlink> <funclink>GetPlayerCount</funclink> (); plrnum; i<emlink href="script/operatoren.html">++</emlink>)
if (<funclink>GetPlayerName</funclink> (i)) {
plrnum<emlink href="script/operatoren.html">--</emlink>;
SetPlrMagic (i, MGHL);
}
</code>
<text>Makes the Healing spell available to all players.</text>
</example>
</examples>
<related><funclink>GetPlrMagic</funclink></related>
</func>
<author>Günther</author><date>2005-02</date>

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@ -26,37 +26,35 @@
<desc>Centers a player's view to the specified object. The view will follow this object until the next player command.</desc>
<examples>
<example>
<code>local oFeind;
// TimerCall eines automatischen Aussichtsturms
<code>local enemy;
// called every x frames
protected func Timer()
{
// Bereits einen Feind gefunden?
<funclink>if</funclink>(!oFeind)
{
// Alarm schlagen?
<funclink>while</funclink>(oAlarm = <funclink>FindObject</funclink>(0, -100, -100, 200, 200, <funclink>OCF_CrewMember</funclink>(), 0, 0, 0, oAlarm))
<funclink>if</funclink>(<funclink>Hostile</funclink>(<funclink>GetOwner</funclink>(oAlarm), <funclink>GetOwner</funclink>()))
{
// Ein feindlicher Clonk!
SetPlrView(<funclink>GetOwner</funclink>(), oAlarm);
<funclink>Sound</funclink>(&quot;Bing&quot;);
break;
}
}
else
{
<funclink>if</funclink>(<funclink>ObjectDistance</funclink>(oFeind) &lt; 120)
{
// Noch einige ständige Effekte bei Alarm
<funclink>Sound</funclink>(&quot;Bing&quot;);
<funclink>Message</funclink>(&quot;!!! FEIND !!!&quot;);
}
else
{
// wenn er sich entfernt: Alarm beenden
oFeind = 0;
}
}
// already found enemy is too far away
if(enemy)
if(<funclink>ObjectDistance</funclink>(enemy) &gt; 350)
{
enemy = nil;
<funclink>SetPlrViewRange</funclink>(0);
}
// find (new) enemy
if(!enemy)
{
// search for an enemy crew member in a distance of max. 300 pixels, return the closest one
enemy = <funclink>FindObject</funclink>(<funclink>Find_OCF</funclink>(<funclink>OCF_CrewMember</funclink>),<funclink>Find_Distance</funclink>(300),<funclink>Find_Hostile</funclink>(GetOwner()),<funclink>Sort_Distance</funclink>());
SetPlrView(<funclink>GetOwner</funclink>();
<funclink>SetPlrViewRange</funclink>(100);
}
// so, if there is an enemy close to the tower, sound the alarm
if (enemy)
{
<funclink>Message</funclink>(&quot;!!! ENEMY !!!&quot;);
<funclink>Sound</funclink>(&quot;Alarm&quot;);
}
}
</code>
<text>Automatic watch tower: if an enemy clonk gets near the tower the player's view will be set to the attacker. Also, a sound is played and a message is popped up while the enemy is in range.</text>

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@ -22,16 +22,12 @@
<remark>Due to the fuzzyness of the fog of war this will only be an approximation.</remark>
<examples>
<example>
<code>/* Wird bei Doppelklick auf Graben aufgerufen */
protected func Activate(clonk)
<code>func ControlUse(object clonk)
{
// Den Clonk blenden
clonk-&gt;SetPlrViewRange(0);
// Schmerzensschrei
<funclink>Sound</funclink>(&quot;Scream&quot;, clonk);
<funclink>Sound</funclink>(&quot;Scream&quot;);
return true;
}
</code>
}</code>
<text>Confused the acid phile with the eye drops, did ya?</text>
</example>
</examples>

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@ -55,7 +55,7 @@
</desc>
<examples>
<example>
<code>SetColorDw(SetRGBaValue(<funclink>GetColorDw</funclink>(<funclink>GetCursor</funclink>()),255,1),<funclink>GetCursor</funclink>());</code>
<code><funclink>GetCursor</funclink>()-&gt;SetColor(SetRGBaValue(<funclink>GetCursor</funclink>()-&gt;<funclink>GetColor</funclink>(),255,1));</code>
<text>Sets the red value of the current clonk to maximum.</text>
</example>
</examples>

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@ -21,8 +21,7 @@
<desc>Sets the season.</desc>
<examples>
<example>
<code>SetSeason(50);
</code>
<code>SetSeason(50);</code>
<text>Mid-summer.</text>
</example>
</examples>

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@ -17,7 +17,7 @@
</param>
<param>
<type>int</type>
<name>dwBackClr</name>
<name>backgroundColor</name>
<desc>Background color. If the alpha byte in colorMod is not 0, this color will be used as background color behind the sky. In this way you can create lighter or more desaturated skies.</desc>
</param>
</params>

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@ -21,8 +21,7 @@
<desc>Sets the global temperature.</desc>
<examples>
<example>
<code>SetTemperature(-100);
</code>
<code>SetTemperature(-100);</code>
<text>Shock freezes the landscape.</text>
</example>
</examples>

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@ -26,19 +26,13 @@
<name>ypos</name>
<desc>Desired Y offset of the vertex.</desc>
</param>
<param>
<type>object</type>
<name>obj</name>
<desc>Target object</desc>
<optional />
</param>
</params>
</syntax>
<desc>Sets both X and Y position of a vertex.</desc>
<remark>Notice: with any vertex updated caused by stretching or rotation of the object (e.g. building or growth) the vertices will be reset to their original defined position unless a special vertex mode is selected.</remark>
<examples>
<example>
<code>SetVertexXY(3, -5, -10, GetCrew(0,0));</code>
<code>GetCrew(0,0)-&gt;SetVertexXY(2, -5, -10);</code>
<text>Sets the third vertex of the first clonk of the first player to -5/-10.</text>
</example>
</examples>

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@ -9,7 +9,7 @@
<subcat>View</subcat>
<version>5.1 OC</version>
<syntax>
<rtype>BOOL</rtype>
<rtype>bool</rtype>
<params>
<param>
<type>int</type>