Difference between revisions of "Scripts"
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=== | == 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: | |||
{|class="wikitable" | |||
! Construct | |||
! Use | |||
|- | |||
| :end | |||
| Ends the script. | |||
|- | |||
| :if | |||
| [[[Scripts#:if|seebelow]]] | |||
|- | |||
| :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:' | |||
<pre>:if:register(elm1)</pre> | |||
'if false' | |||
<pre>:if:not register(elm1)</pre> | |||
:if statements can take a variety of conditions as the argument. Here is the full list. | |||
{|class="wikitable" | |||
! 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) Specifics being confirmed. | |||
| 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) | |||
| | |||
* # - The NPC ID of an NPC on the Map. Can also be 'Player' to check the player's position | |||
* X,Y,Z - A three coordinate position. | |||
| Checks if the given NPC(or the player) is in the given place | |||
|- | |||
| :weather(#) | |||
| # - A weather ID. Specifics pending testing. | |||
| Checks the ? weather against the given weather. | |||
|- | |||
| :regionWeather(#) | |||
| # - A weather ID. Specifics pending testing. | |||
| Checks the ? weather against the given weather. | |||
|- | |||
| :hasBadge(#) | |||
| # - the number of a gym badge. Remember Brock = 1, Falkner = 9. | |||
| Checks if you have the given badge. | |||
|- | |||
| :hasItem(#) | |||
| # - [[Items|An Item's ID number.]] | |||
| Checks if the given item is in your bag | |||
|} |
Revision as of 22:32, 21 March 2013
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
There are two types of commands: Commands(@Command) and subcommands(:subcommand(details))
The subcommands will be listed by command
Subcommand | Job | Inputs |
---|---|---|
@Player | ||
@Pokemon | ||
@NPC | ||
@Music | ||
@Sound | ||
@Options | ||
@Text | ||
@Camera | ||
@Wait | ||
@Action | ||
@MessageBulb | ||
@Battle | ||
@Trainer | ||
@Achievement | ||
@Register | ||
@Unregister | ||
@Script |
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 | [[[Scripts#:if|seebelow]]] |
: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) Specifics being confirmed. | 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. Specifics pending testing. | Checks the ? weather against the given weather. |
:regionWeather(#) | # - A weather ID. Specifics pending testing. | Checks the ? weather against 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 |