User:Pixloen/FPANModding/Classes and Methods: Difference between revisions

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===FunctionName()===
{{MFPG Content Box
{{MFPG Content Box
|header=FunctionName( void )  
|header=FunctionName( void )  
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= Classes and Methods =
= Classes and Methods =
==BMvEff==
==BMvEff==
===BG_GetNum()===
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{{MFPG Content Box
|header=BG_GetNum( ''void'' )
|header=BG_GetNum( ''void'' )
|content=
|content=
Returns the background number.
Returns the background number.
}}{{MFPG Content Box
}}
===CockpitSetView()===
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|header=CockpitSetView({ mode = ''int'' })
|header=CockpitSetView({ mode = ''int'' })
|content=
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''int'' mode = whether to enable the Cockpit (1 or 0).<br />
''int'' mode = whether to enable the Cockpit (1 or 0).<br />
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===CreateObject()===
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|header=CreateObject({ x = ''int'' , y = ''int'' , pat = ''int'' , start_pat = ''int'' , mvname = ''string'' , flags = ''flags'' })
|header=CreateObject({ x = ''int'' , y = ''int'' , pat = ''int'' , start_pat = ''int'' , mvname = ''string'' , flags = ''flags'' })
|content=
|content=
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''string'' mvname = Sets the mv clause based on the name. e.g. <code>mvname = "Mv_Startup"</code><br />
''string'' mvname = Sets the mv clause based on the name. e.g. <code>mvname = "Mv_Startup"</code><br />
''flags'' flags = Assigns the object flags.  
''flags'' flags = Assigns the object flags.  
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}}
===SetCharaColor()===
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|header=SetCharaColor({ color = ''color'', intime = ''int'', time = ''int'', outtime = ''int'', type = ''int'' })
|header=SetCharaColor({ color = ''color'', intime = ''int'', time = ''int'', outtime = ''int'', type = ''int'' })
|content=
|content=
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==BMvTbl==
==BMvTbl==
===CBtlInfo()===
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{{MFPG Content Box
|header=CBtlInfo( ''void'' )
|header=CBtlInfo( ''void'' )
|content=
|content=
Collects info about the current battle.
Collects info about the current battle.
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===CBtlInfo.GetSelectBgm()===
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|header=CBtlInfo.GetSelectBgm( ''void'' )
|header=CBtlInfo.GetSelectBgm( ''void'' )
|content=
|content=
Returns the current BGM number. -2 is Off / MUTE.
Returns the current BGM number. -2 is Off / MUTE.
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===CBtlInfo.IsSelectBgm()===
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|header=CBtlInfo.IsSelectBgm( ''void'' )
|header=CBtlInfo.IsSelectBgm( ''void'' )
|content=
|content=
Whether the current playing BGM was player-chosen. Returns a bool.
Whether the current playing BGM was player-chosen. Returns a bool.
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===CBtlInfo.SetSelectBgm()===
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|header=CBtlInfo.SetSelectBgm( ''int'' number )
|header=CBtlInfo.SetSelectBgm( ''int'' number )
|content=
|content=
Sets the BGM.
Sets the BGM.
''int'' number: The BGM number to play.
''int'' number: The BGM number to play.
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}}
===GetMuki()===
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|header=GetMuki( ''void'' )
|header=GetMuki( ''void'' )
|content=
|content=
Returns the facing direction of the object as either -1 or 1 (facing left and right respectively).
Returns the facing direction of the object as either -1 or 1 (facing left and right respectively).
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===GetPlayerSide()===
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|header=GetPlayerSide( ''void'' )
|header=GetPlayerSide( ''void'' )
|content=
|content=
Returns the player side, as either 0 or 1 (Player 1 and Player 2 respectively).
Returns the player side, as either 0 or 1 (Player 1 and Player 2 respectively).
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===SetMuki()===
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|header=SetMuki( ''type'' direction )
|header=SetMuki( ''type'' direction )
|content=
|content=
Sets the facing direction of the object.
Sets the facing direction of the object.
''type'' direction: <code>_Direction_Left, _Direction_Right, _Direction_Auto, _Direction_Reverse</code>
''type'' direction: <code>_Direction_Left, _Direction_Right, _Direction_Auto, _Direction_Reverse</code>
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===SetPattern()===
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|header=SetPattern( ''int'' number '''or''' ''string'' name )
|header=SetPattern( ''int'' number '''or''' ''string'' name )
|content=
|content=

Revision as of 22:56, 21 December 2023

Terminology Guide

Terminology
Disclaimer: Writer pixloen has no idea what she's talking about.
void Nothing needs to be put into the brackets of the function. Usually reserved for functions that return a value.
int An integer can be supplied.
float A float can be supplied.
string A line of text surrounded by ".
text A line of text. Not surrounded by ".
flags Flags that can change properties can be supplied. If more than one is specified, they are to be separated using a vertical slash.

Classes and Methods

BMvEff

BG_GetNum()

BG_GetNum( void )

Returns the background number.

CockpitSetView()

CockpitSetView({ mode = int })

Creates an object that has properties based on the array. Not all of the above properties are needed. int mode = whether to enable the Cockpit (1 or 0).

CreateObject()

CreateObject({ x = int , y = int , pat = int , start_pat = int , mvname = string , flags = flags })

Creates an object that has properties based on the array. Not all of the above properties are needed.

int x = X position of the object.
int y = Y position of the object.
int pat = Sets the pattern based on it's number in the HA6.
int start_pat = Sets the pattern based on it's number in the HA6.
string mvname = Sets the mv clause based on the name. e.g. mvname = "Mv_Startup"

flags flags = Assigns the object flags.

SetCharaColor()

SetCharaColor({ color = color, intime = int, time = int, outtime = int, type = int })

Adds a color effect to the player's sprite. Does not apply to effects or objects spawned by the player.


BMvTbl

CBtlInfo()

CBtlInfo( void )

Collects info about the current battle.

CBtlInfo.GetSelectBgm()

CBtlInfo.GetSelectBgm( void )

Returns the current BGM number. -2 is Off / MUTE.

CBtlInfo.IsSelectBgm()

CBtlInfo.IsSelectBgm( void )

Whether the current playing BGM was player-chosen. Returns a bool.

CBtlInfo.SetSelectBgm()

CBtlInfo.SetSelectBgm( int number )

Sets the BGM. int number: The BGM number to play.

GetMuki()

GetMuki( void )

Returns the facing direction of the object as either -1 or 1 (facing left and right respectively).

GetPlayerSide()

GetPlayerSide( void )

Returns the player side, as either 0 or 1 (Player 1 and Player 2 respectively).

SetMuki()

SetMuki( type direction )

Sets the facing direction of the object. type direction: _Direction_Left, _Direction_Right, _Direction_Auto, _Direction_Reverse

SetPattern()

SetPattern( int number or string name )

Sets the pattern of the object.

int number: Sets the pattern based on it's number in the HA6.

string name: Sets the pattern based on the code name in the HA6.


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