BSL:Functions: Difference between revisions

→‎chr_: forgot this Mac-exclusive too
(ah, I knew I saw a description for this somewhere; don't know why this was left out when Ssg's Commands page was brought over)
(→‎chr_: forgot this Mac-exclusive too)
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*chr_kill_all_ai (null) - kills all the AI (not working?)
*chr_kill_all_ai (null) - kills all the AI (not working?)


'''Commands which have an effect on one character:
'''Commands which have an effect on one character:'''
'''
 
*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
*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
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''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.''
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
*chr_has_lsi [ai_name:string | script_id:int] - records that the character has the lsi - chr_has_lsi(0)
* 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
*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
*chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character)
*chr_is_player [ai_name:string | script_id:int] - returns if this character is the player - chr_is_player(character)
* chr_location chr_index:int [loc_x:float loc_y:float loc_z:float] - Sets the location of any character -chr_location 0 100 100 100
*chr_location chr_index:int [loc_x:float loc_y:float loc_z:float] - Sets the location of any character -chr_location 0 100 100 100
* chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -chr_location_settocamera 1
<span style="color:blue">''The first parameter is [ai_name:string | chr_index:int] on Macs, that is, you can supply the name of the AI or its index number.''</span>
*chr_location_settocamera chr_index:int - Sets the location of any character to the camera location -chr_location_settocamera 1
*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
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*chr_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1
*chr_shadow [ai_name:string | script_id:int] [on_off:int{0 | 1}] - turns of the shadow for this character - chr_shadow ZomShin 1
*<span style="color:blue">chr_showextent [anim_name:string] - shows the attack extent of an animation - chr_showextent KONOKOjump_bk_kick</span>
*<span style="color:blue">chr_showextent [anim_name:string] - shows the attack extent of an animation - chr_showextent KONOKOjump_bk_kick</span>
''chr_showextent_globals must be on for this to work''
''chr_showextent_globals must be on for this to work.''
*<span style="color:blue">chr_showextent_globals - shows the global parts of an attack animation's extent - chr_showextent 1</span>
*<span style="color:blue">chr_showextent_globals - shows the global parts of an attack animation's extent - chr_showextent 1</span>
*chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1
*chr_super [ai_name:string | script_id:int] super_amount:float - set's a character's super value - chr_super 0 1