BSL:Functions: Difference between revisions

documented chr_talk
(added note to trig_reset)
(documented chr_talk)
 
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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 victim_mansci_1 c02_62_11sci 0 0
*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