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m (linked to Shields article for "boss shield") |
(documented chr_talk) |
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''powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in frames, -1 = forever), lsi (amount is ignored)'' | ''powerup strings: ammo, cell, hypo, shield (in percent), invis (invisibility in frames, -1 = forever), lsi (amount is ignored)'' | ||
*chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap | *chr_giveweapon [ai_name:string | script_id:int] weapon_name:string - gives a character a new weapon - chr_giveweapon 0 w1_tap | ||
''weapon | ''weapon names: w1_tap, w2_sap, w3_phr, w4_psm, w5_sbg, w6_vdg, w7_scc, w8_mbo, w9_scr, w10_sni, w11_ba1, w12_ba2'' | ||
*chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0) | *chr_has_empty_weapon [ai_name:string | script_id:int] - returns if this character is holding a weapon that is empty - chr_has_empty_weapon(char_0) | ||
''This function only returns if the player is out of ammo for the weapon and the weapon is also empty.'' | ''This function only returns if the player is out of ammo for the weapon and the weapon is also empty.'' | ||
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*chr_health chr_index:int [hit_points:int] - sets character's health - chr_health 0 300 | *chr_health chr_index:int [hit_points:int] - sets character's health - chr_health 0 300 | ||
*chr_holdkey [ai_name:string | script_id:int] key_name:string num_frames:int - forces a character to hold a key down for some frames | *chr_holdkey [ai_name:string | script_id:int] key_name:string num_frames:int - forces a character to hold a key down for some frames | ||
''key names: forward, back, stepleft, stepright, turnleft, turnright, crouch, jump, fire, altfire, punch, kick, action''<br>'''Note: Does not work; this is an unfinished command!''' | |||
*chr_inv_reset [ai_name:string | script_id:int] - clears a characters inventory - chr_inv_reset ambush_tanker_1a | *chr_inv_reset [ai_name:string | script_id:int] - clears a characters inventory - chr_inv_reset ambush_tanker_1a | ||
*chr_invincible [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character invincible - chr_invincible char_0 1 | *chr_invincible [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character invincible - chr_invincible char_0 1 | ||
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*chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value | *chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value | ||
''This sets a character's "<u>external</u> super" value, meaning their Daodan glow, but will not grant them any special powers such as Daodan overpower. It is used to give Konoko her Daodan glow in the Mountain Compound opening cutscene (she isn't granted overhealth until the cutscene ends). The super_amount value determines the brightness of the Daodan particles: consider the effective range to be 1-10. The Compound cutscene gives Konoko a glow of 1, and the cheat code "chenille" gives her a glow of 10.'' | ''This sets a character's "<u>external</u> super" value, meaning their Daodan glow, but will not grant them any special powers such as Daodan overpower. It is used to give Konoko her Daodan glow in the Mountain Compound opening cutscene (she isn't granted overhealth until the cutscene ends). The super_amount value determines the brightness of the Daodan particles: consider the effective range to be 1-10. The Compound cutscene gives Konoko a glow of 1, and the cheat code "chenille" gives her a glow of 10.'' | ||
*chr_talk [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] - causes a character to play a line of dialogue | *chr_talk [ai_name:string | script_id:int] sound_name:string pre_pause:int post_pause:int [priority:string | ] - causes a character to play a line of dialogue | ||
''Only used once in the game, when <code>chr_talk victim_mansci_1 c02_62_11sci 0 0</code> is called for Dr. Kafelnikov's yell when he runs away. Normally dialogue is played with <tt>sound_dialog_play[_block]</tt>, but <tt>chr_talk</tt> has the interesting difference of attaching the sound to the character in the world (like dialogue that plays in NPC interactions), which means it should fade away as they get farther from the player. <tt>chr_talk</tt> also employs a unique "talk buffer" not used by any other command, where up to 8 sounds can be queued for the AI to play; if the queue is full then the <tt>chr_talk</tt> command will be discarded. The optional "priority" argument has these choices: "idle", "chatter", "say", "call", "pain", "yell", "override". If you specify "override", the sound will play immediately, but only if the talk buffer was not full.'' | |||
*chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105 | *chr_teleport [ai_name:string | script_id:int] flag_id:int - teleports a character to a flag - chr_teleport 0 105 | ||
*chr_ultra_mode [ai_name:string | script_id:int] [on_off:int{0 | 1}] - enables ultra mode for a character | *chr_ultra_mode [ai_name:string | script_id:int] [on_off:int{0 | 1}] - enables ultra mode for a character | ||
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*chr_unlock_active [ai_name:string | script_id:int] - unlocks the character active | *chr_unlock_active [ai_name:string | script_id:int] - unlocks the character active | ||
*chr_unstoppable [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character unstoppable - chr_unstoppable IntroMuro 1 | *chr_unstoppable [ai_name:string | script_id:int] [on_off:int{0 | 1}] - makes a character unstoppable - chr_unstoppable IntroMuro 1 | ||
*chr_vocalize [ai_name:string | script_id:int] type:string - makes a character utter a vocalization (vocalize type strings: taunt, alert, startle, checkbody, pursue, cower, superpunch, superkick, super3, super4). Character must be present in AISA file in order to work. Otherwise it will vocalize only the player. | *chr_vocalize [ai_name:string | script_id:int] type:string - makes a character utter a vocalization (vocalize type strings: "taunt", "alert", "startle", "checkbody", "pursue", "cower", "superpunch", "superkick", "super3", "super4"). Character must be present in AISA file in order to work. Otherwise it will vocalize only the player. | ||
*chr_wait_animation [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation - chr_wait_animation 0 KONSPRrun_lt KONSPRrun_rt | *chr_wait_animation [ai_name:string | script_id:int] [anim_name:string] - waits for a character to play a specific animation - chr_wait_animation 0 KONSPRrun_lt KONSPRrun_rt | ||
*chr_wait_animstate [ai_name:string | script_id:int] [anim_name:string] - waits for a character to reach a specific animation state - chr_wait_animstate 0 run_slide | *chr_wait_animstate [ai_name:string | script_id:int] [anim_name:string] - waits for a character to reach a specific animation state - chr_wait_animstate 0 run_slide | ||
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*print_type type:int - prints an anim type | *print_type type:int - prints an anim type | ||
*restore_game (null) - restores the game - restore_game | *restore_game (null) - restores the game - restore_game | ||
''Tells the game to load from disk the player state data saved in [[persist.dat]] – Konoko's position, health and inventory – for the current save point. The save point can be set in two ways: the player selecting an option from the Load Game screen, and the <tt>save_game</tt> function being called.'' | |||
*save_game save_point:int [type:string{"autosave"}] - saves the game - save_game 1 autosave | *save_game save_point:int [type:string{"autosave"}] - saves the game - save_game 1 autosave | ||
''save_point is restricted to the range 0-10, but only values 1-10 are expected to be passed in. If you pass in "0", the error "invalid save point" will print on the console line but Oni will actually create "Save Point 0" under that level (or "Save Point -1" in the case of Chapter 1!). Loading | ''Saves the player state to persist.dat. <tt>save_point</tt> is restricted to the range 0-10, but only values 1-10 are expected to be passed in. If you pass in "0", the error "invalid save point" will print on the console line but Oni will actually create "Save Point 0" under that level (or "Save Point -1" in the case of Chapter 1!). Loading this save point will be equivalent to clicking on the level title.<br>The only effect of passing "autosave" as the third parameter is playing the game-saved sound effect and displaying the message "Game saved." The game will be saved with or without it. No other value for this parameter has special meaning.'' | ||
*splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen | *splash_screen texture:string - displays a splash screen - splash_screen warehouse_splash_screen | ||
*tr_stop_lookup - bla bla bla | *tr_stop_lookup - bla bla bla | ||
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*sound_objects_reset (null) - reloads the sounds objects | *sound_objects_reset (null) - reloads the sounds objects | ||
*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | *trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | ||
''See note under "[[#triggers (lasers)|triggers]]".'' | |||
*trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4 | *trigvolume_reset name:string - reset a trigger volume to its level-load state - trigvolume_reset tv_move4 | ||
*turret_reset turret_id:int - resets a turret to initial state | *turret_reset turret_id:int - resets a turret to initial state | ||
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*trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15 | *trig_speed trigger_id:int volume:float - sets a triggers speed - trig_speed 514 .15 | ||
*trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | *trig_reset trigger_id:int - resets a trigger to non-triggered state - trig_reset 91 | ||
''Pass no trigger ID to <tt>trig_reset</tt>'' to reset all triggers. Note that if a trigger has its "time off" field filled in, it will shut back off after the amount of time specified in that field (but this feature is never used in the vanilla game data).'' | |||
===trigger volumes=== | ===trigger volumes=== |