All scripts functions documentation file
Posted: Thu Nov 16, 2017 4:33 pm
Hi,
I made a program that generates a simple documentation file of all the game bsf scripts. The output is similar to BATTLESCRIPT.TXT.
I thought I'd post the resulting doc file here, it might be useful to modders. It is pretty large and I am not allowed to post .txt files so I attached a zip.
It lists file by file all the functions declarations with their header comments when there are ones.
That's 107 files and 1189 functions!
I excluded the campaigns scripts because they are basically all the same.
A snippet of what it looks like:
Happy modding!
I made a program that generates a simple documentation file of all the game bsf scripts. The output is similar to BATTLESCRIPT.TXT.
I thought I'd post the resulting doc file here, it might be useful to modders. It is pretty large and I am not allowed to post .txt files so I attached a zip.
It lists file by file all the functions declarations with their header comments when there are ones.
That's 107 files and 1189 functions!
I excluded the campaigns scripts because they are basically all the same.
A snippet of what it looks like:
Code: Select all
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
:::: file .\Data\Battle\Scripts\Assault.BSF
:::: 8 functions
:::: UNIT_ASSAULT(me, unit, pursuit)
:::: CHECK_UNIT_ASSAULT(me, unit)
:::: UISETUP_UNIT_ASSAULT(me, tilex, tiley)
:::: UIBUTTON_UNIT_ASSAULT(me, x,y,width, height, tilex, tiley)
:::: DoEvadeAndPursuit(me, enemy, adjacent_X, adjacent_Y)
:::: ResolveAssault(me, enemy, evaded, already_routed, pursuit)
:::: SetAssaultString(me, enemy, linefeed)
:::: FlankRearPopUp(unit, morale_state)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
// basic assault functionality
UNIT_ASSAULT(me, unit, pursuit)
CHECK_UNIT_ASSAULT(me, unit)
UISETUP_UNIT_ASSAULT(me, tilex, tiley)
UIBUTTON_UNIT_ASSAULT(me, x,y,width, height, tilex, tiley)
// Checks whether unit should evade, performs evade and enemy pursuit
// Returns 0 if unit did not evade, 1 if unit evaded but was caught, 2 if unit successfully outdistanced pursuit
DoEvadeAndPursuit(me, enemy, adjacent_X, adjacent_Y)
ResolveAssault(me, enemy, evaded, already_routed, pursuit)
SetAssaultString(me, enemy, linefeed)
// Helper function for Tutorial Mode
FlankRearPopUp(unit, morale_state)