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 | ||
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| 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 | ||