Difference between revisions of "Version 2 Scripts New"
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<!-- {{ScriptCommandV2|Command|Subcommand|{{ScriptArgumentV2|Name|ArgumentType|Value|Optional}}|Description|Inputs}} --> | <!-- {{ScriptCommandV2|Command|Subcommand|{{ScriptArgumentV2|Name|ArgumentType|Value|Optional}}|Description|Inputs}} --> | ||
{{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 | {{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|trainer|{{ScriptArgumentV2|trainerFile|Str|1|False}}|Initializes a trainer battle.|{{ScriptArgumentV2 | {{ScriptCommandV2|Battle|trainer|{{ScriptArgumentV2|trainerFile|Str|1|False||}}|Initializes a trainer battle.|{{ScriptArgumentV2|trainerFile|Str|1|False||Input}}}} | ||
{{ScriptCommandV2|Battle|wild|{{ScriptArgumentV2|pokemonData|PokemonData|1|False}},{{ScriptArgumentV2|musicloop|Str|1|True}}|Initializes the battle with a wild Pokémon. | {{ScriptCommandV2|Battle|wild|{{ScriptArgumentV2|pokemonData|PokemonData|1|False||}},{{ScriptArgumentV2|musicloop|Str|1|True||}}|Initializes the battle with a wild Pokémon. | ||
|{{ScriptArgumentV2 | |{{ScriptArgumentV2|pokemonData|PokemonData|1|False||Input}}<br />{{ScriptArgumentV2|musicloop|Str|1|True||Input}}}} | ||
{{ScriptCommandV2|Battle|wild|{{ScriptArgumentV2|pokemonID|Int|1|False}},{{ScriptArgumentV2|level|Int|2|False}},{{ScriptArgumentV2|shiny|Int|3|True}},{{ScriptArgumentV2|musicloop|Str|1|True}},{{ScriptArgumentV2|introtype|Int|4|True}}|Initializes the battle with a wild Pokémon.|{{ScriptArgumentV2/Input|pokemonID|Int|1|}}<br />{{ScriptArgumentV2/Input|level|Int|2|}}<br />{{ScriptArgumentV2/Input|shiny|Int|3|-1}}<br />{{ScriptArgumentV2/Input|musicloop|Str|1|}}<br />{{ScriptArgumentV2/Input|introtype|Int|4|0-10}}}} | {{ScriptCommandV2|Battle|wild|{{ScriptArgumentV2|pokemonID|Int|1|False}},{{ScriptArgumentV2|level|Int|2|False}},{{ScriptArgumentV2|shiny|Int|3|True}},{{ScriptArgumentV2|musicloop|Str|1|True}},{{ScriptArgumentV2|introtype|Int|4|True}}|Initializes the battle with a wild Pokémon.|{{ScriptArgumentV2/Input|pokemonID|Int|1|}}<br />{{ScriptArgumentV2/Input|level|Int|2|}}<br />{{ScriptArgumentV2/Input|shiny|Int|3|-1}}<br />{{ScriptArgumentV2/Input|musicloop|Str|1|}}<br />{{ScriptArgumentV2/Input|introtype|Int|4|0-10}}}} | ||
Revision as of 19:55, 16 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 )
- This list is currently updated as of v0.49.0
- I, jianmingyong have ensure minimal typo in the list here.
- This list is the same as what you can see when typing @help(command).
- Please do not blame darkfire as he is not the one who make the new design on this page :D
- 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
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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.