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BSL:Functions: Difference between revisions

chr_super is not compatible with chr_main_class...
m (tr_write_animation varient = hex)
(chr_super is not compatible with chr_main_class...)
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''If you provide an index > than the available number of characters (nc), the engine will automatically subtract the number of characters how many times as needed to find a proper character index. For instance if you have nc = 85 and you input chr_main_class(180), the engine will change your class to the index 10 (180-85-85)''
''If you provide an index > than the available number of characters (nc), the engine will automatically subtract the number of characters how many times as needed to find a proper character index. For instance if you have nc = 85 and you input chr_main_class(180), the engine will change your class to the index 10 (180-85-85)''


''The practical effect seems to be different than chr_set_class (besides the parameters). For example with chr_main_class(ninja_hard_1) your ninja will be right handed while with chr_set_class(0,ninja_hard_1) your ninja will be left handed.''
''The practical effect seems to be different than chr_set_class (besides the parameters). For example with chr_main_class(ninja_hard_1) your ninja will be right handed while with chr_set_class(0,ninja_hard_1) your ninja will be left handed. Other difference is that chr_main_class seem to disable the daodan effect when using chr_super in the character itself.''
*chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1
*chr_neutral [ai_name:string | script_id:int] passive:int{0 | 1} - stops an AI from thinking for itself - chr_neutral ParkStriker 1
*chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1
*chr_nocollision [ai_name:string | script_id:int] on_off:int{0 | 1} - disables collision for a character - chr_nocollision 0 1
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