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BSL:Functions: Difference between revisions

m
→‎chr: explaining that chr_animate will loop when trying to satisfy anim_frames, as opposed to holding on the last frame or something; other wording
m (→‎sound: um, this is what I meant to write)
m (→‎chr: explaining that chr_animate will loop when trying to satisfy anim_frames, as opposed to holding on the last frame or something; other wording)
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*chr_animate [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character - chr_animate 0 KONOKOcycle_ride 500
*chr_animate [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character - chr_animate 0 KONOKOcycle_ride 500
''If you specify num_frames, and the number is longer than the animation, it will loop continuously until num_frames is satisfied.''
*chr_animate_block [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character and blocks until done - chr_animate_block 0 KONOKOlev11_cnsl_idle 300
*chr_animate_block [ai_name:string | script_id:int] anim_name:string [num_frames:int] [interp_frames:int] - plays an animation on a character and blocks until done - chr_animate_block 0 KONOKOlev11_cnsl_idle 300
*chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja
*chr_boss_shield [ai_name:string | script_id:int] - turns on the boss shield for a character - chr_boss_shield OutroNinja
*chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate
*chr_changeteam [ai_name:string | script_id:int] team_name:string - changes a character's team - chr_changeteam guard1 Syndicate
''team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, Switzerland, SyndicateAccessory''
''Team name strings: Konoko, TCTF, Syndicate, Neutral, SecurityGuard, RogueKonoko, Switzerland, SyndicateAccessory''
*chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start
*chr_create script_id:int [start_create:string {"start"} | ] - creates a character from an ID of the AISA file - chr_create 1050 start
*chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1
*chr_death_lock [ai_name:string | script_id:int] [on_off:int{0 | 1}] - this character will not die too much - chr_death_lock dum_hit_flash 1
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*chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro
*chr_lock_active [ai_name:string | script_id:int] - locks the character active - chr_lock_active IntroMuro
*chr_main_class [class_name:string | class_index:int] - sets the main characters class - chr_main_class striker_easy_1
*chr_main_class [class_name:string | class_index:int] - sets the main characters class - chr_main_class striker_easy_1
''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 number ("IN") higher than the available number of characters ("NC"), the engine will keep iterating through the available characters, wrapping around when it hits the end, until it has traversed IN characters. For instance if 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. Other difference is that chr_main_class seem to disable the daodan effect when using chr_super in the character itself.''
''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.''