Difference between revisions of "Version 2 Scripts New"

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*Arr
*Arr
For any optional Argument, it will be engrave by a square bracket for example "<nowiki>[str]</nowiki>"
For any optional Argument, it will be engrave by a square bracket for example "<nowiki>[str]</nowiki>"
 
<!-- {{ScriptCommandV2|Command|Subcommand|{{ScriptArgumentV2|Name|ArgumentType|Value|Optional|Default Value|Input/blank}}|Description|Inputs|Is construct?}} -->
=== @Battle ===
=== @Battle ===
<!-- {{ScriptCommandV2|Command|Subcommand|{{ScriptArgumentV2|Name|ArgumentType|Value|Optional|Default Value|Input Section?}}|Description|Inputs|Is construct?}} -->
{{ScriptCommandTableV2|Command|
{{ScriptCommandTableV2|Command|
{{ScriptCommandV2|Battle|starttrainer|{{ScriptArgumentV2|trainerFile|Str|1|False||}}|Initializes a trainer interaction and checks if the player has already beaten that trainer.|{{ScriptArgumentV2|trainerFile|Str|1|False||Input}}}}
{{ScriptCommandV2|Battle|starttrainer|{{ScriptArgumentV2|trainerFile|Str|1|False||}}|Initializes a trainer interaction and checks if the player has already beaten that trainer.|{{ScriptArgumentV2|trainerFile|Str|1|False||Input}}}}
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{{ScriptCommandV2|Battle|setvar|{{ScriptArgumentV2|varName|Str|1|False||}},{{ScriptArgumentV2|varValue|Str|2|False||}}|Sets a battle value. Valid arguments for "varName": canrun,cancatch,canblackout,canreceiveexp,canuseitems,frontiertrainer,divebattle,inversebattle.|{{ScriptArgumentV2|varName|Str|1|False||Input}}<br />{{ScriptArgumentV2|varValue|Str|2|False||Input}}|False}}
{{ScriptCommandV2|Battle|setvar|{{ScriptArgumentV2|varName|Str|1|False||}},{{ScriptArgumentV2|varValue|Str|2|False||}}|Sets a battle value. Valid arguments for "varName": canrun,cancatch,canblackout,canreceiveexp,canuseitems,frontiertrainer,divebattle,inversebattle.|{{ScriptArgumentV2|varName|Str|1|False||Input}}<br />{{ScriptArgumentV2|varValue|Str|2|False||Input}}|False}}
}}
=== @camera ===
{{ScriptCommandTableV2|Command|
{{ScriptCommandV2|Camera|set|{{ScriptArgumentV2|x|Sng|1|False||}},{{ScriptArgumentV2|y|Sng|2|False||}},{{ScriptArgumentV2|z|Sng|3|False||}},{{ScriptArgumentV2|yaw|Sng|4|False||}},{{ScriptArgumentV2|pitch|Sng|5|False||}}|Sets the given properties of the camera.|{{ScriptArgumentV2|x|Sng|1|False||Input}}<br />{{ScriptArgumentV2|y|Sng|2|False||Input}}<br />{{ScriptArgumentV2|z|Sng|3|False||Input}}<br />{{ScriptArgumentV2|yaw|Sng|4|False||Input}}<br />{{ScriptArgumentV2|pitch|Sng|5|False||Input}}|False}}
{{ScriptCommandV2|Camera|reset||Resets the camera to the default setting.||False}}
{{ScriptCommandV2|Camera|setyaw|{{ScriptArgumentV2|yaw|Sng|1|False||}}|Sets the Yaw property of the camera.|{{ScriptArgumentV2|yaw|Sng|1|False||Input}}|False}}
}}
{{ScriptCommandV2|Camera|setpitch|{{ScriptArgumentV2|pitch|Sng|1|False||}}|Sets the Pitch property of the camera.|{{ScriptArgumentV2|pitch|Sng|1|False||Input}}|False}}
}}
{{ScriptCommandV2|Camera|setposition|{{ScriptArgumentV2|x|Sng|1|False||}},{{ScriptArgumentV2|y|Sng|2|False||}},{{ScriptArgumentV2|z|Sng|3|False||}}|Sets the Position property of the camera.|{{ScriptArgumentV2|x|Sng|1|False||Input}}<br />{{ScriptArgumentV2|y|Sng|2|False||Input}}<br />{{ScriptArgumentV2|z|Sng|3|False||Input}}|False}}
{{ScriptCommandV2|Camera|setx|{{ScriptArgumentV2|x|Sng|1|False||}}|Sets the X Position property of the camera.|{{ScriptArgumentV2|x|Sng|1|False||Input}}|False}}
{{ScriptCommandV2|Camera|sety|{{ScriptArgumentV2|y|Sng|1|False||}}|Sets the Y Position property of the camera.|{{ScriptArgumentV2|y|Sng|1|False||Input}}|False}}
{{ScriptCommandV2|Camera|setz|{{ScriptArgumentV2|z|Sng|1|False||}}|Sets the Z Position property of the camera.|{{ScriptArgumentV2|z|Sng|1|False||Input}}|False}}
{{ScriptCommandV2|Camera|togglethirdperson||Toggles the third person camera.||False}}
{{ScriptCommandV2|Camera|activatethirdperson||Activates the third person camera.||False}}
{{ScriptCommandV2|Camera|deactivatethirdperson||Deactivates the third person camera.||False}}
{{ScriptCommandV2|Camera|fix||Fixes the camera to the current position.||False}}
{{ScriptCommandV2|Camera|defix||Defixes the camera so that it clips behind the player again.||False}}
{{ScriptCommandV2|Camera|togglefix||Sets the fix state of the camera to the opposite of the current state.||False}}
}}
=== @Chat ===
{{ScriptCommandTableV2|Command|
{{ScriptCommandV2|Chat|clear||Clears the chat.||False}}
}}
}}


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The table is split into sections by Construct.
The table is split into sections by Construct.


By Default, the Argument Types are:
*Str ( Str are define as letters or symbols )
*Int ( Int are define as Integer numbers from 0 to 2147483647 )
*Sng ( Sng are define as Real numbers from 0 to 2147483647 )
*ItemCollection
*Bool ( Bool are define as words such as True, False )
*Rec
*IntArr
*StrArr
*SngArr
*BoolArr
*PokemonData ( PokemonData are define as [[Pokemon_Code|Pokemon Code]] )
*Arr
For any optional Argument, it will be engrave by a square bracket for example "<nowiki>[str]</nowiki>"


=== Battle ===
=== Battle ===
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{{ScriptCommandV2|Battle|won||Returns "true" if the player won the last battle. Returns "false" otherwise.||True}}
{{ScriptCommandV2|Battle|won||Returns "true" if the player won the last battle. Returns "false" otherwise.||True}}
}}
=== Camera ===
{{ScriptCommandTableV2|Construct|
{{ScriptCommandV2|Camera|isfixed||Returns if the camera is fixed to a specific position.||True}}
{{ScriptCommandV2|Camera|x||Returns the current x position of the camera.||True}}
{{ScriptCommandV2|Camera|y||Returns the current y position of the camera.||True}}
{{ScriptCommandV2|Camera|z||Returns the current z position of the camera.||True}}
}}
}}

Revision as of 16:26, 17 June 2014

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 expected to be <construct.subconstruct> and can be used with switches too

A General Note to all GameMode Scripters ( Must Read )

  1. This list is currently updated as of v0.49.0
  2. I, jianmingyong have ensure minimal typo in the list here.
  3. This list is the same as what you can see when typing @help(command).
  4. Please do not blame darkfire as he is not the one who make the new design on this page :D
  5. Also if you are a GameMode Scripter or trying to be one, you are recommended to download Notepad++ with our special syntax highlighter for checking typo mistake.

Commands

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

The table is split into sections by Command.

By Default, the Argument Types are:

  • Str ( Str are define as letters or symbols )
  • Int ( Int are define as Integer numbers from 0 to 2147483647 )
  • Sng ( Sng are define as Real numbers from 0 to 2147483647 )
  • ItemCollection
  • Bool ( Bool are define as words such as True, False )
  • Rec
  • IntArr
  • StrArr
  • SngArr
  • BoolArr
  • PokemonData ( PokemonData are define as Pokemon Code )
  • Arr

For any optional Argument, it will be engrave by a square bracket for example "[str]"

@Battle

Command [@Command.Subcommand(Argument Types)] Description Inputs [Argument Types = Argument Name]
@Battle.starttrainer
@Battle.trainer
@Battle.wild
@Battle.wild
@Battle.setvar

@camera

Command [@Command.Subcommand(Argument Types)] Description Inputs [Argument Types = Argument Name]
@Camera.set
@Camera.reset
@Camera.setyaw

|- | @Camera.setpitch | | }}

|- | @Camera.setposition | |

|- | @Camera.setx | |

|- | @Camera.sety | |

|- | @Camera.setz | |

|- | @Camera.togglethirdperson | |

|- | @Camera.activatethirdperson | |

|- | @Camera.deactivatethirdperson | |

|- | @Camera.fix | |

|- | @Camera.defix | |

|- | @Camera.togglefix | | }}

@Chat

Command [@Command.Subcommand(Argument Types)] Description Inputs [Argument Types = Argument Name]
@Chat.clear

Constructs

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

Constructs that return numbers such as <Pokemon.level(int)> may be used in math mathematical functions including:

+: Addition
-: Subtraction
/: Division
*: Multiplication
^: Exponent
%: Percent
=: Equals
>: Greater Than
<: Less Than
m: Mod (ex. 25m4=1)
r: Root(ex. 27r3=3) 

The table is split into sections by Construct.

By Default, the Argument Types are:

  • Str ( Str are define as letters or symbols )
  • Int ( Int are define as Integer numbers from 0 to 2147483647 )
  • Sng ( Sng are define as Real numbers from 0 to 2147483647 )
  • ItemCollection
  • Bool ( Bool are define as words such as True, False )
  • Rec
  • IntArr
  • StrArr
  • SngArr
  • BoolArr
  • PokemonData ( PokemonData are define as Pokemon Code )
  • Arr

For any optional Argument, it will be engrave by a square bracket for example "[str]"

Battle

Construct [<Construct.SubConstruct(Argument Types)>] Description Inputs [Argument Types = Argument Name]
@Battle.defeatmessage
@Battle.intromessage
@Battle.outromessage
@Battle.won

Camera

Construct [<Construct.SubConstruct(Argument Types)>] Description Inputs [Argument Types = Argument Name]
@Camera.isfixed
@Camera.x
@Camera.y
@Camera.z