Difference between revisions of "Version 2 Scripts New"
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{{ScriptCommandV2|Entity|setid|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|newID|Int|2|False||}}|Sets the entity ID of the selected entity to a new ID.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|newID|Int|2|False||Input}}|False}} | {{ScriptCommandV2|Entity|setid|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|newID|Int|2|False||}}|Sets the entity ID of the selected entity to a new ID.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|newID|Int|2|False||Input}}|False}} | ||
{{ScriptCommandV2|Entity|setopacity|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|opacity|Int|2|False||}}|Sets the Opacity property of the selected entity. "opacity" in %.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|opacity|Int|2|False||Input}}|False}} | |||
{{ScriptCommandV2|Entity|setvisible|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|visible|Bool|1|False||}}|Sets the Visible property of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|visible|Bool|1|False||Input}}|False}} | |||
{{ScriptCommandV2|Entity|setadditionalvalue|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|additionalValue|Str|1|False||}}|Sets the AdditionalValue property of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|additionalValue|Str|1|False||Input}}|False}} | |||
{{ScriptCommandV2|Entity|setcollision|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|collision|Bool|1|False||}}|Sets the Collision property of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|collision|Bool|1|False||Input}}|False}} | |||
{{ScriptCommandV2|Entity|settetxure|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|textureIndex|Str|1|False||}},{{ScriptArgumentV2|textureName|Str|2|False||}},{{ScriptArgumentV2|rX|Int|2|False||}},{{ScriptArgumentV2|rY|Int|3|False||}},{{ScriptArgumentV2|rWidth|Int|4|False||}},{{ScriptArgumentV2|rHeight|Int|5|False||}}|Sets the texture in the selected entity's texture array. Argument example: 0,0,[nilllzz,0,10,32,32]|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|textureIndex|Str|1|False||Input}}<br />{{ScriptArgumentV2|textureName|Str|2|False||Input}}<br />{{ScriptArgumentV2|rX|Int|2|False||Input}}<br />{{ScriptArgumentV2|rY|Int|3|False||Input}}<br />{{ScriptArgumentV2|rWidth|Int|4|False||Input}}<br/>{{ScriptArgumentV2|rHeight|Int|5|False||Input}}|False}} | |||
}} | }} | ||
Revision as of 09:49, 5 July 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 are written as <construct.subconstruct> and can be used basically everywhere except itself.
A General Note to all GameMode Scripters ( Must Read )
- This list is currently updated as of v0.49.1 Script Library.
- This list is the same as what you can see when typing @help(command). This will avoid too many typo error.
- Please do not blame darkfire as he is not the one who make the new design on this page :D ( Lets blame him somewhere else. )
- 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.
- There might be some missing command from the old page as well as the new page. You might want to refer both :)
Important info / defination of certain things before we get started.
By Default, the Argument Types are:
- Str ( Str are define as letters or symbols )
- Int ( Int are define as Integer numbers )
- Sng ( Sng are define as Real numbers )
- ItemCollection ( ItemCollection are define as {itemID|amount|price} )
- Bool ( Bool are define as words such as True, False )
- Rec
- IntArr ( IntArr are define as an array of Integer numbers )
- StrArr ( StrArr are define as an array of letters or symbols )
- SngArr ( SngArr are define as an array of Real numbers )
- BoolArr ( BoolArr are define as an array of words such as True, False )
- PokemonData ( PokemonData are define as Pokemon Code )
- Arr ( Arr are define as an array of something. )
For any optional Argument, it will be engrave by a square bracket for example "[str]"
For any Command or Construct that repeat on the list, you can choose whichever command or construct where applicable.
Commands
Commands are scripts that tells the game what to do. It comes with @ and usually used with switches.
The table below is split into sections by Command.
You may use the sort feature to make it list according to alphanumeric order.
@Battle
|
@Camera
|
@Chat
|
@Daycare
|
@Entity
|
Constructs
Constructs are script that return a specific values in game. It is used with commands or switches.
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 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.
Battle
|
Camera
|
Daycare
|