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There's a lot of stuff you want to do, like handling strings and saving data to files, that's not exactly LPC. It's part of the 'standard function package' that most programming languages sport. This chapter will teach you the basics of how to do all the things you need in order to create LPC objects.
Objects in the game share a certain set of common properties, the ones you always can rely on to be there for any kind of object are these:
root
for admin objects and
backbone
for the rest.
2.3.1 Definition of standard and library objects Definition of... 2.3.2 How to obtain object references 2.3.3 Object-inherent command handling 2.3.4 Alarms: Asynchronous function execution Asynchronic object execution 2.3.5 The inventory and the environment A look at what's inside and outside 2.3.6 String functions String handling 2.3.7 Bit functions Bit handling 2.3.8 Time functions Time handling 2.3.9 Array/string conversion Array <-> strings 2.3.10 Array functions Array handling 2.3.11 Mapping functions Mapping handling 2.3.12 Type conversion Converting one type to another 2.3.13 Math functions Mathematical functions 2.3.14 File handling Using files 2.3.15 Directory handling Using directories 2.3.16 Screen input/output Getting and presenting data on screen
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