Multiplayer Interactive-Fiction Game-Design Blog



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Variables (Global)

gConnectionList


Sorted list of all the connection objects on the system.

You can examine GConnectionList to see the list of all "Connection" objects. Do NOT change this. The list will automatically be updated as Connection objects are added or removed.

[]

gConnectionLogOffTime


Number of seconds before a user is logged off.

This is used when a user logs off, and dissuades them from logging out during combat.

30

gNC_Anim_Animate


Animate object (such as a person).

Animate object (such as a person).

Some languages have different noun cases for animate vs. inanimate object.

See NLPNounCase() for a complete description.

0x0010

gNC_Anim_Inanimate


Inanimate object (such as a box).

Inanimate object (such as a box).

Some languages have different noun cases for animate vs. inanimate object.

See NLPNounCase() for a complete description.

0x0020

gNC_Anim_Mask


Animated mask

Animated mask.

See NLPNounCase() for a complete description.

0x0030

gNC_Art_Definite


Definite article ("the" in English).

Definite article ("the" in English).

See NLPNounCase() for a complete description.

0x0003

gNC_Art_Indefinite


Indefinite article ("a" or "an" in English).

Indefinite article ("a" or "an" in English).

See NLPNounCase() for a complete description.

0x0002

gNC_Art_Mask


Animated mask

Animated mask.

See NLPNounCase() for a complete description.

0x0030

gNC_Art_None


Definite article ("the" in English).

Definite article ("the" in English).

See NLPNounCase() for a complete description.

0x0003

gNC_Caps_Lower


Lower-case noun. (Ex: "car", instead of "Car")

Lower-case noun. (Ex: "car", instead of "Car")

See NLPNounCase() for a complete description.

0x1000

gNC_Caps_Mask


Capitalization mask

Capitalization mask.

See NLPNounCase() for a complete description.

0x3000

gNC_Caps_Upper


Upper-case noun. (Ex: "Car", instead of "car")

Upper-case noun. (Ex: "Car", instead of "car")

See NLPNounCase() for a complete description.

0x2000

gNC_Case_Abessive


Abessive noun case.

Abessive noun case.

See NLPNounCase() for a complete description.

0x010000

gNC_Case_Ablative


Ablative noun case.

See NLPNounCase() for a complete description.

0x020000

gNC_Case_Absolutive


Absolutive noun case.

See NLPNounCase() for a complete description.

0x030000

gNC_Case_Accusative


Accusative noun case.

See NLPNounCase() for a complete description.

0x040000

gNC_Case_Adessive


Adessive noun case.

See NLPNounCase() for a complete description.

0x050000

gNC_Case_Allative


Allative noun case.

See NLPNounCase() for a complete description.

0x060000

gNC_Case_Comitative


Comitative noun case.

See NLPNounCase() for a complete description.

0x070000

gNC_Case_Dative


Dative noun case.

See NLPNounCase() for a complete description.

0x080000

gNC_Case_Dedative


Dedative noun case.

See NLPNounCase() for a complete description.

0x090000

gNC_Case_Elative


Elative noun case.

See NLPNounCase() for a complete description.

0x0a0000

gNC_Case_Ergative


Ergative noun case.

See NLPNounCase() for a complete description.

0x0b0000

gNC_Case_Essive


Essive noun case.

See NLPNounCase() for a complete description.

0x0c0000

gNC_Case_Genetive


Genetive noun case.

See NLPNounCase() for a complete description.

0x0d0000

gNC_Case_illative


Illative noun case.

See NLPNounCase() for a complete description.

0x0e0000

gNC_Case_inessive


Inessive noun case.

See NLPNounCase() for a complete description.

0x0f0000

gNC_Case_Instrumental


Instrumental noun case.

See NLPNounCase() for a complete description.

0x100000

gNC_Case_Locative


Locative noun case.

See NLPNounCase() for a complete description.

0x110000

gNC_Case_Mask


Case mask.

See NLPNounCase() for a complete description.

0xff0000

gNC_Case_Nominative


Nominative noun case.

See NLPNounCase() for a complete description.

0x120000

gNC_Case_Objective


Object noun case. English only. (Ex: "me", "him", "her")

NOTE: This is the same value as the accusative case.

See NLPNounCase() for a complete description.

0x040000

gNC_Case_Oblique


Oblique noun case.

See NLPNounCase() for a complete description.

0x130000

gNC_Case_Partitive


Partitive noun case.

See NLPNounCase() for a complete description.

0x140000

gNC_Case_Possessive


Possessive noun case.

See NLPNounCase() for a complete description.

0x150000

gNC_Case_Postpositional


Postpositional noun case.

See NLPNounCase() for a complete description.

0x160000

gNC_Case_Prepositional


Prepositional noun case.

See NLPNounCase() for a complete description.

0x170000

gNC_Case_Prolative


Prolative noun case.

See NLPNounCase() for a complete description.

0x180000

gNC_Case_Subjective


Subjective noun case. English only. (Ex: "I", "he", "she")

See NLPNounCase() for a complete description.

0x120000

gNC_Case_Terminative


Terminative noun case.

See NLPNounCase() for a complete description.

0x190000

gNC_Case_Translative


Translative noun case.

See NLPNounCase() for a complete description.

0x1a0000

gNC_Case_Vocative


Vocative noun case.

See NLPNounCase() for a complete description.

0x1b0000

gNC_Count_Few


Plural noun, but only a few ("two cars").

This is available since some langauges differentiate between plural (2-3) and plural (4+) for noun cases.

See NLPNounCase() for a complete description.

0x0008

gNC_Count_Many


Plural noun, more than a few ("ten cars").

This is available since some langauges differentiate between plural (2-3) and plural (4+) for noun cases.

See NLPNounCase() for a complete description.

0x000c

gNC_Count_Mask


Count mask.

See NLPNounCase() for a complete description.

0x000c

gNC_Count_Single


Singlular noun ("one car").

See NLPNounCase() for a complete description.

0x0004

gNC_Fam_Familiar


Familiar noun (as opposed to formal).

Some languages differentiate familiar nouns from formal ones.

See NLPNounCase() for a complete description.

0x0040

gNC_Fam_Formal


Formal noun (as opposed to familiar).

Some languages differentiate familiar nouns from formal ones.

See NLPNounCase() for a complete description.

0x0080

gNC_Fam_Mask


Familiar mask.

See NLPNounCase() for a complete description.

0x00c0

gNC_Gender_Female


Female gendered noun.

See NLPNounCase() for a complete description.

0x0800

gNC_Gender_Male


Male gendered noun.

See NLPNounCase() for a complete description.

0x0400

gNC_Gender_Mask


Gender mask.

See NLPNounCase() for a complete description.

0x0c00

gNC_Gender_Neuter


Neuter gendered noun.

See NLPNounCase() for a complete description.

0x0c00

gNC_Person_First


First person ("I" or "we").

See NLPNounCase() for a complete description.

0x4000

gNC_Person_Mask


Person (1st, 2nd, or 3rd) mask.

See NLPNounCase() for a complete description.

0xc000

gNC_Person_Second


Second person ("you" or "you"-plural).

See NLPNounCase() for a complete description.

0x8000

gNC_Person_Third


Third person ("he" or "they").

See NLPNounCase() for a complete description.

0xc000

gNC_Pronoun


Speaks a NLP name as a pronoun.

See NLPNounCase() for a complete description.

0x4000000

gNC_Quantity_Mask


Quantity mask.

See NLPNounCase() for a complete description.

0x3000000

gNC_Quantity_NoQuantity


Don't show any quantity numbers in front of the noun.

See NLPNounCase() for a complete description.

0x1000000

gNC_Quantity_Quantity


Show quantity numbers in front of the noun, such as "52 gold pieces".

See NLPNounCase() for a complete description.

0x2000000

gNC_Verbose_Long


Use the long form of the noun.

Example: The short form might be "knife" while the long form might be "long and pointy knife".

See NLPNounCase() for a complete description.

0x0200

gNC_Verbose_Mask


Verbose mask.

See NLPNounCase() for a complete description.

0x0300

gNC_Verbose_Short


Use the short form of the noun.

Example: The short form might be "knife" while the long form might be "long and pointy knife".

See NLPNounCase() for a complete description.

0x0100

gPerformanceCPU


Keeps track of the amount of CPU used for the last few minutes.

This is a list of CPU-performance snapshots taken every 10.0 seconds.

Each sub-element contains, [TimeSeconds, ProcessUsedSeconds, MainThreadTimeSeconds, MainThreadUsedSeconds]. TimeSeconds is the time, in seconds, since the process started. ProcessUsedSeconds is the number of seconds spent in the process since it began running. MainThreadTimeSeconds is the time the main thread has been running. MainThreadsUsedSeconds is the number of seconds the main thread has been used since it began running.

oServerTimer will keep around 100 records, covering 1000 seconds.

[]

gPerformanceNetwork


Keeps track of the network performance for the last few minutes.

This is a list of network-performance snapshots taken every 10.0 seconds.

Each sub-element contains, [TimeSeconds, Megabytes sent, Megabytes received]. TimeSeconds is the time in seconds, since the process started. Megabytes sent/received indicate how much data has been sent over the internet since the server started.

oServerTimer will keep around 100 records, covering 1000 seconds.

[]

gRenderCacheLimitsDataGreedy


Default value passed to RenderCacheLimits().

1000; // 1 gig


gRenderCacheLimitsDataMaxEntriesOn32


Default value passed to RenderCacheLimits().

10000

gRenderCacheLimitsDataMaxEntriesOn64


Default value passed to RenderCacheLimits().

100000

gRenderCacheLimitsDataMaximum


Default value passed to RenderCacheLimits().

100000; // 100 gig


gRenderCacheLimitsDataMinimum


Default value passed to RenderCacheLimits().

1000; // 1 gig


gSafetyMaximumGUI


Maximum number of GUI objects that can be allocated to the process before it shuts down automatically.

1000

gSafetyMaximumHandles


Maximum number of handles allocated on the SERVER before automatic shutdown.

50000

gSafetyMaximumMemory


Maximum number of megabytes that can be allocated before an automatic shutdown occurs.

This defaults to 1.5 gigabytes, since 32-bit windows has a 2 megabyte limit.

1500; // 1.5 gb

gSafetyMaximumThreads


Maximum number of threads allocated on the SERVER before automatic shutdown.

2000

gSafetyMaximumDisk


Minimum amount of disk space (in gigbytes) that must be available before automatic shutdown.

This is a safety measure to ensure the server never runs out of disk space and crashes.

0.5; // 0.5 gigabytes

gSavedGamesSinglePlayer


Where single-player games are stored.

This is the main "file name" used for saving single-player games.

"SinglePlayer"

gShardParamIsOffline


Set by a call to ShardParamIsOffline(), and is valid thereafter.

Undefined


gTextLogDeleteOld


Automatically delete text logs older than this many days.

3

gTextLogSystem


List used to quickly determine if a system event should be logged.

This is a list that's used to quickly determine if a system event (not related to a specific user) should be logged. See the tutorial on the text logging features for more information.

[TRUE, TRUE, TRUE, FALSE, FALSE]

gTextLogSystemAlert


Determines what priority events should be logged.

gTextLogSystemAlert is used by TextLogPriorityAdjust() to determine what events are logged, and ultimately affects the list values for gTextLogSystem and gTextLogUser.

Use a value of 0 for a normal system alterness, causing priority 1 and 2 events to be logged, while 3 and 4 are ignored. 1 indicates a higher level of alter, with event priorities 1 through 3 being logged. 2 causes priorities 1 through 4 to be logged.

Changing this won't affect gTextLogSystem or gTextLogUser until TextLogPriorityAdjust() is called.

0

gTextLogUser


List used to quickly determine if a user event should be logged.

This is a list that's used to quickly determine if a user event (specific to a user) should be logged. See the tutorial on the text logging features for more information.



[TRUE, TRUE, TRUE, FALSE, FALSE]

Library – Basic interactive Fiction Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Basic Administration Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Basic communications Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Basic RPG Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Basic Artificial Intelligence Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Basic fantasy Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Basic Monsters Library


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Extra Objects


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

Library – Sample world


BUGBUG – Not yet copied from integrated development environment. You can find this information by installing CircumReality, and running MIFServer.exe.

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