Difference between revisions of "Version 2 Scripts"

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== Constructs ==
== Constructs ==
Constructs can be used in place of any parameter for command and are used with :if: and :select: statements.<br />They can even be used in trainer files
Constructs always have a subconstruct. All combinations will be listed below.
The table is split into sections by Construct.
<nowiki>*</nowiki> unless otherwise specified a bool can bee either 1(on) or 0(off).
<nowiki>** Unless otherwise specified X,Y,Z is a three dimensional position.</nowiki>
<nowiki>*** Unless otherwise specified bool is either true or false.</nowiki>
{|class="wikitable"
{|class="wikitable"
! Sub-construct
! Sub-construct
Line 83: Line 94:
| colspan="3" |
| colspan="3" |
=== Entity ===
=== Entity ===
|-
| .additionalvalue(int)
| int - an Entity ID
| the contents of the AdditionalValue of the given entity.
|-
| .collision(int)
| int - an Entity ID
| A bool representing the collision of the given entity.
|-
| .opacity(int)
| int - an Entity ID
| An int representing the percent see through the given entity is.
|-
| .position
| int - an Entity ID
| The X,Y,Z position of the given entity.
|-
| .scale(int)
| int - an Entity ID
| The X,Y,Z scale of the given entity
|-
| .Visible(int)
| int - an Entity ID
| A bool representing the visibility of the given entity.
|-
|-
| colspan="3" |
| colspan="3" |

Revision as of 00:18, 15 July 2013

Version 2 scripts were started in version 0.32. Any script in Version 2 must have "version=2" as the first line of the script.

Commands are written as @command.subcommand and are no longer case sensitive. All commands require a subcommand.

Constructs were also expanded to be <construct.subconstruct> and can be used with switches to

Commands

Commands always have a subcommand. All combinations will be listed below.

The table is split into sections by Command.

* unless otherwise specified a bool can bee either 1(on) or 0(off).

** Unless otherwise specified X,Y,Z is a three dimensional position.

Subcommand Job Inputs

Battle

Camera

Entity

Environment

Item

Level

Music

NPC

Player

Pokemon

Register

Screen

Script

Sound

Storage

Text

Value

Switches

:if:

:select:

@options.show()

Constructs

Constructs can be used in place of any parameter for command and are used with :if: and :select: statements.
They can even be used in trainer files Constructs always have a subconstruct. All combinations will be listed below.

The table is split into sections by Construct.

* unless otherwise specified a bool can bee either 1(on) or 0(off).

** Unless otherwise specified X,Y,Z is a three dimensional position.

*** Unless otherwise specified bool is either true or false.

Sub-construct Inputs Output

Entity

.additionalvalue(int) int - an Entity ID the contents of the AdditionalValue of the given entity.
.collision(int) int - an Entity ID A bool representing the collision of the given entity.
.opacity(int) int - an Entity ID An int representing the percent see through the given entity is.
.position int - an Entity ID The X,Y,Z position of the given entity.
.scale(int) int - an Entity ID The X,Y,Z scale of the given entity
.Visible(int) int - an Entity ID A bool representing the visibility of the given entity.

Environment

Inventory

Level

NPC

Phone

Player

Pokemon

Register

Storage

System

Value