Difference between revisions of "Version 2 Scripts New"
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*PokemonData ( PokemonData are define as [[Pokemon_Code|Pokemon Code]] ) | *PokemonData ( PokemonData are define as [[Pokemon_Code|Pokemon Code]] ) | ||
*Arr ( Arr are define as an array of something. ) | *Arr ( Arr are define as an array of something. ) | ||
For any Optional Argument, it will be engrave by a individual square bracket for example "<nowiki>[Str1],[Str2],[Str3],...</nowiki>"<br /> | For any Optional Argument, it will be engrave by a individual square bracket for example "<nowiki>[Str1],[Str2],[Str3],...</nowiki>"<br /> | ||
For any Rec/Arr Argument, it will be engrave by a grouped square bracket for example "<nowiki>[Str1,Int2,Int3,Int4,Int5],Int6...</nowiki>"<br /> | For any Rec/Arr Argument, it will be engrave by a grouped square bracket for example "<nowiki>[Str1,Int2,Int3,Int4,Int5],Int6...</nowiki>"<br /> | ||
For any Multiple Argument ( Either or ), it will be separated by the word "OR" for example "<nowiki>Str1,Int2,Int3,Int4,Int5 OR Str1,Int2,Int3</nowiki>"<br /> | For any Multiple Argument ( Either or ), it will be separated by the word "OR" for example "<nowiki>Str1,Int2,Int3,Int4,Int5 OR Str1,Int2,Int3</nowiki>"<br /> | ||
== Commands == | == Commands == | ||
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{{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}} | {{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}} | ||
{{ScriptCommandV2|Entity|addtoposition|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|x|Sng|1|False||}},{{ScriptArgumentV2|y|Sng|2|False||}},{{ScriptArgumentV2|z|Sng|3|False||}}|Adds the given coordinates to the position of the given entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}} | {{ScriptCommandV2|Entity|addtoposition|{{ScriptArgumentV2|entityID|Int|1|False||}},{{ScriptArgumentV2|x|Sng|1|False||}},{{ScriptArgumentV2|y|Sng|2|False||}},{{ScriptArgumentV2|z|Sng|3|False||}}|Adds the given coordinates to the position of the given entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}<br />{{ScriptArgumentV2|x|Sng|1|False||Input}}<br />{{ScriptArgumentV2|y|Sng|2|False||Input}}<br />{{ScriptArgumentV2|z|Sng|3|False||Input}}|False}} | ||
}} | }} | ||
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=== Entity === | === Entity === | ||
{{ScriptCommandTableV2|Construct| | {{ScriptCommandTableV2|Construct| | ||
{{ScriptCommandV2|Entity|visible|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns if the selected entity is visible.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|opacity|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the opacity property of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|position|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the position of the selected entity in the pattern "x,y,z".|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|positionx|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the X position of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|positiony|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the Y position of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|positionz|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the Z position of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|scale|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the scale of the selected entity in the pattern "x,y,z".|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|additionalvalue|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the additional value of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
{{ScriptCommandV2|Entity|collision|{{ScriptArgumentV2|entityID|Int|1|False||}}|Returns the collision property of the selected entity.|{{ScriptArgumentV2|entityID|Int|1|False||Input}}|True}} | |||
}} | }} | ||
Revision as of 15:16, 10 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 found in game.
- 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. )
- 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 :)
- If you find that any command you found here doesn't work the way you want it to be, it might be a bug. Try report it over here.
Make sure that your title include the game version and state clearly what you are trying to do.
Important info / definition 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 individual square bracket for example "[Str1],[Str2],[Str3],..."
For any Rec/Arr Argument, it will be engrave by a grouped square bracket for example "[Str1,Int2,Int3,Int4,Int5],Int6..."
For any Multiple Argument ( Either or ), it will be separated by the word "OR" for example "Str1,Int2,Int3,Int4,Int5 OR Str1,Int2,Int3"
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
|
Entity
|