Scripts
There are numerous scripts that can be used withing the Pokemon 3D game.
This is(will be) a full list of them, how to use them and what they do.
Commands
Commands often have a subcommand. All combinations will be listed below. * 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 |
|---|---|---|
| @Player:wearskin(text) | Change the player's skin. | text - the name of a skin in /content/textures/NPC. |
| @Player:move(#) | Move the player in a straight line | # - Number of step. |
| @Player:turn(#) | Turns the player to the left | # - Amount of quarter turns. |
| @Player:turnto(#) | Turns to a specific direction. | # - 0-3, specifies the direction to turn to. |
| @Player:warp(X,Y,Z) | Warp to a specified place. | Position values. |
| @Player:warp(text,X,Y,Z,R) | Warps to a different map. |
|
| @Pokemon:remove(#) | Removes a Pokemon from the party. | # - 0-5, Party index of a Pokemon. |
| @Pokemon:add(#1,#2,text1,#3,text2,bool,text3) | Adds a Pokemon to your party. |
|
| @Pokemon:Setadditionalvalue(#,info) | Puts info into the AdditionalValue part of a pokemon's save. Example use: designate which Unown. |
|
| @Pokemon:setNickName(#,text) | Change a Pokemon's name. |
|
| @Pokemon:setStat(#1,text,#2) | Set a Pokemon's stat to a specific value. |
|
| @Pokemon:clear | hrm? | no value |
| @Pokemon:clearattacks(#) | Removes all attacks from a specified pokemon. | # - 0-5, Party index of a Pokemon. |
| @Pokemon:Addattack(#1,#2) | Adds an attack to a specific Pokemon. |
|
| @Pokemon:Removeattack(#1,#2) | Removes an attack from a Pokemon. |
|
| @Pokemon:setshiny(#,bool) | Make a Pokemon shiny or not. |
|
| @NPC:remove(#) | Removes an NPC from the map. | # - NPC ID. |
| @NPC:Position(#,X,Y,Z) | Moves an NPC to a specific point. | # = NPC ID |
| @NPC:register(text) | ||
| @NPC:unregiser(text) | ||
| @NPC:wearskin(#,text) | ||
| @Music:text | ||
| @Sound:text | ||
| @Options:text,text,... | ||
| @Text:text | ||
| @Camera:set(X,Y,Z,#1,#2) | ||
| @Camera:reset | ||
| @Camera:yaw(#) | ||
| @Camera:pitch(#) | ||
| @Camera:position(X,Y,Z) | ||
| @Camera:x(#) | ||
| @Camera:y(#) | ||
| @Camera:z(#) | ||
| @Wait:# | ||
| @Action:StorageSystem | ||
| @Action:ApricornKurt | ||
| @Action:DayCare(#1,#2) | ||
| @Action:Trade(#) | ||
| @Action:getpokemon(see@Pokemon:add) | ||
| @Action:townmap,text | ||
| @Action:Network | ||
| @Action:Opendonation | ||
| @Action:RecievePokedex | ||
| @Action:RenamePokemon(#) | ||
| @Action:RenameRival(#) | ||
| @Action:PlayCry(#) | ||
| @Action:Show0Pokemon(bool) | ||
| @Action:ToggleThirdPerson | ||
| @Action:ActivateThirdPerson | ||
| @Action:DeactivateThirdPerson | ||
| @Action:SetFont(text) | ||
| @Action:SetRenderDistance(#) | ||
| @Action:wearskin(see @Player:wearskin) | ||
| @Action:ToggleDarkness | ||
| @MessageBulb:#,X,Y,Z | ||
| @Battle:Wild(#1,#2) | ||
| @Battle:Trainer(text) | ||
| @Trainer:text | ||
| text | ||
| @Register:text | ||
| @Unregister:text | ||
| @Script:text | ||
| @Heal |
Constructs
Constructs are functions in scripts that are not doing something in the game but rather with the script itself. Constructs start with a : at the beginning of the line and are case sensitive! Here's the list of constructs:
| Construct | Use |
|---|---|
| :end | Ends the script. |
| :if | See Below. |
| :then | Follows an :if statement. Continues here if true. |
| :else | Continues here when an :if statement if False. |
| :endif | Ends an :if statement. |
| :when | Works as a switch for the @options command. |
| :endwhen | Ends a when statement |
:if statements
- if statements can be either 'if true' statements or 'if false' statements
'if true:'
:if:register(elm1)
'if false'
:if:not register(elm1)
- if statements can take a variety of conditions as the argument. Here is the full list.
| Argument | Variable | Description |
|---|---|---|
| :register(text) | text - A register value in the register.dat file of the save folder. | Checks to see if the 'text' is in the register.dat file. Considered true if found. |
| :daytime(#) | # - A time of day value. 0 = night, 1 = morning, 2 = Day, 3 = Evening. | Checks the time of day against the given value. |
| :freeplaceinparty | no variable | Checks to see if your party is full. |
| :nopokemon | No variable | Checks to see if you have any Pokemon. |
| :day(#) | # - A 'day' code. (0-6) 0 = Sunday and goes from there. | Checks if the current weekday matches the code given. |
| :aurora | no variable | Checks for the 'Aurora' effect? |
| :random(#) | # - The max value. | Produces a Random integer? |
| :position(#,X,Y,Z) |
|
Checks if the given NPC(or the player) is in the given place |
| :weather(#) | # - A weather ID. 0 = Clear, 1 = Rain, 2 = Snow, 3 = Bubbles | Checks the map weather against the given weather. This is not the random weather effect but rather permanent weather such as Route 33's eternal rain. |
| :regionWeather(#) | # - A weather ID. 0 = Clear, 1 = Rain, 2 = Snow, 3 = Bubbles | Checks to see if the random weather is the same as the given weather. |
| :hasBadge(#) | # - the number of a gym badge. Remember Brock = 1, Falkner = 9. | Checks if you have the given badge. |
| :hasItem(#) | # - An Item's ID number. | Checks if the given item is in your bag |