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

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m (Pixloen moved page User:Pixloen/FPANModding/Functions to User:Pixloen/FPANModding/Classes and Methods without leaving a redirect: better title, functions will be used to document functions created in btl_MvFunc.txt)
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= Classes and Methods =
= Classes and Methods =
==BMvCore==
===GetEnemyCharaData()===
{{MFPG Content Box
|header=GetEnemyCharaData({ ''void'' })
|content=
Gets enemy character data.
}}
===GetNearEnemyCharaData()===
{{MFPG Content Box
|header=GetNearEnemyCharaData({ ''void'' })
|content=
}}
===GetParentCharaData()===
{{MFPG Content Box
|header=GetParentCharaData({ ''void'' })
|content=
}}
===GetPlayerCharaData()===
{{MFPG Content Box
|header=GetPlayerCharaData({ ''void'' })
|content=
Gets player character data.
}}
===PopCharaData()===
{{MFPG Content Box
|header=PopCharaData( ''data'' playerdata )
|content=
}}
===PushCharaData()===
{{MFPG Content Box
|header=PushCharaData( ''data'' playerdata )
|content=
}}
==BMvEff==
==BMvEff==
===AttackInfoString_Set()===
{{MFPG Content Box
|header=AttackInfoString_Set({ word = ''string'' })
|content=
Displays Attack Info, which is used for the text pop-ups that display on the sides. This is used for pop-ups such as Vorpal, Chain Shift (UNI), and Reversal, Invincible, Super Armor (MBTL).
|values=
''string'' word = The string to display.
}}
===BG_GetNum()===
===BG_GetNum()===
{{MFPG Content Box
{{MFPG Content Box
Line 93: Line 134:
''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.  
}}
===EraseObjectFlags()===
{{MFPG Content Box
|header=EraseObjectFlags({ flags = ''flags'' })
|content=
Erases object flags.
|values=
''flags'' flags = The flags that will be erased.
}}
===GetPointStatus()===
{{MFPG Content Box
|header=GetPointStatus({ position = ''int2'' })
|content=
|values=
}}
===PcAfterImage_Clear()===
{{MFPG Content Box
|header=PcAfterImage_Clear({ ''void'' })
|content=
Clears any afterimage effects on the player.
}}
===PcAfterImage_Set()===
{{MFPG Content Box
|header=PcAfterImage_Set({ type = ''int'', range = ''int'', delay = ''int'', color = ''color'', blendmode = ''int'' })
|content=
Applies a trail of afterimages on the player. Used for dash attacks (UNICLR), Moon Skills (MBTL), and Creeping Edge (UNI2).
|values=
'''int''' type: The type of afterimage.
'''int''' range: The amount of afterimages that compose the trail.
'''int''' delay: The amount of frames of delay between each after effect.
'''color''' color: The color of each after effect, which is applies a multiply blend onto each after image, as well as an alpha value.
'''int''' blendmode: Whether or not each after image has additive blend. (1 or 0)
}}
===PcAuraEffect_Clear()===
{{MFPG Content Box
|header=PcAfterImage_Clear({ ''void'' })
|content=
Clears any aura effects on the player.
}}
===PcAuraEffect_Set()===
{{MFPG Content Box
|header=SetCharaColor({ type = ''int'', time = ''int'', power = ''float'', color = ''color'', colorB = ''color'', color_chara = ''color'', blendmode = ''int'', delay = ''int'' })
|content=
Adds a color effect to the player's sprite. Does not apply to effects or objects spawned by the player. This is used for various effects just as VORPAL.
|values
''int'' type = The type of aura. Type 0's aura has a consistent width. Type 1 creates a pulsing effect.
''int'' time = The amount of frames this effect lasts for.
''float'' power = The strength of the effect, changes the width of the aura.
''color'' color = The first color of the aura.
''color'' colorB = The second color of the aura.
''color'' color_chara = The color the character sprite turns to. This appears at the same time colorB fades in.
'''int''' blendmode: Whether or not each after image has additive blend. (1 or 0)
'''int''' delay: The amount of frames it takes to fade from color to colorB.
}}
}}
===SetCharaColor()===
===SetCharaColor()===
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|content=
|content=
Adds a color effect to the player's sprite. Does not apply to effects or objects spawned by the player.
Adds a color effect to the player's sprite. Does not apply to effects or objects spawned by the player.
}}
===SetObjectFlags()===
{{MFPG Content Box
|header=SetObjectFlags({ flags = ''flags'' })
|content=
Adds object flags.
|values=
''flags'' flags = The flags that will be added.
}}
}}


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|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).
}}
===GetMvRoundStatus===
{{MFPG Content Box
|header=GetMvRoundStatus( ''void'' )
|content=
Returns the round status.
}}
===GetMvRoundStatus.CharaMoveMode===
{{MFPG Content Box
|header=GetMvRoundStatus.CharaMoveMode( ''void'' )
|content=
}}
===GetMvRoundStatus.Round===
{{MFPG Content Box
|header=GetMvRoundStatus.Round( ''void'' )
|content=
Returns the round number, starting from 0.
}}
===GetMvRoundStatus.isDown===
{{MFPG Content Box
|header=GetMvRoundStatus.isDown( ''void'' )
|content=
}}
===GetMvRoundStatus.isFinalRound===
{{MFPG Content Box
|header=GetMvRoundStatus.isFinalRound( ''void'' )
|content=
Returns if the current round is the final round in the form of a bool.
}}
===GetMvRoundStatus.isKO===
{{MFPG Content Box
|header=GetMvRoundStatus.isKO( ''void'' )
|content=
}}
===GetMvRoundStatus.isLoseRound===
{{MFPG Content Box
|header=GetMvRoundStatus.isWinRound( ''void'' )
|content=
}}
===GetMvRoundStatus.isMyKO===
{{MFPG Content Box
|header=GetMvRoundStatus.isMyKO( ''void'' )
|content=
}}
===GetMvRoundStatus.isWinRound===
{{MFPG Content Box
|header=GetMvRoundStatus.isWinRound( ''void'' )
|content=
}}
===GetMvStatus()===
{{MFPG Content Box
|header=GetMvStatus( ''void'' )
|content=
Returns the status data of the current object's movetable.
}}
===GetMvStatus.CallCount()===
{{MFPG Content Box
|header=GetMvStatus.CallCount( ''void'' )
}}
===GetMvStatus.DataPattern()===
{{MFPG Content Box
|header=GetMvStatus.DataPattern( ''void'' )
}}
===GetMvStatus.FrameID()===
{{MFPG Content Box
|header=GetMvStatus.FrameID( ''void'' )
|content=
Returns the Frame ID of the current object, if there is one on the current frame.
}}
===GetMvStatus.isLanding()===
{{MFPG Content Box
|header=GetMvStatus.isLanding( ''void'' )
|content=
Returns a bool for the isLanding state.
}}
===GetMvStatus.MvCount()===
{{MFPG Content Box
|header=GetMvStatus.MvCount( ''void'' )
}}
===GetMvStatus.Param0()===
{{MFPG Content Box
|header=GetMvStatus.Param0( ''void'' )
|content=
Returns the current value of Param0.
}}
===GetMvStatus.Param1()===
{{MFPG Content Box
|header=GetMvStatus.Param0( ''void'' )
|content=
Returns the current value of Param1.
}}
===GetMvStatus.Param2()===
{{MFPG Content Box
|header=GetMvStatus.Param0( ''void'' )
|content=
Returns the current value of Param2.
}}
===GetMvStatus.Param3()===
{{MFPG Content Box
|header=GetMvStatus.Param0( ''void'' )
|content=
Returns the current value of Param3.
}}
===GetMvStatus.CharaNo()===
{{MFPG Content Box
|header=GetMvStatus.CharaNo( ''void'' )
|content=
Returns the character number.
}}
}}
===GetPlayerSide()===
===GetPlayerSide()===

Revision as of 01:20, 22 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

BMvCore

GetEnemyCharaData()

GetEnemyCharaData({ void })

Gets enemy character data.

GetNearEnemyCharaData()

GetNearEnemyCharaData({ void })

GetParentCharaData()

GetParentCharaData({ void })

GetPlayerCharaData()

GetPlayerCharaData({ void })

Gets player character data.

PopCharaData()

PopCharaData( data playerdata )

PushCharaData()

PushCharaData( data playerdata )

BMvEff

AttackInfoString_Set()

AttackInfoString_Set({ word = string })

Displays Attack Info, which is used for the text pop-ups that display on the sides. This is used for pop-ups such as Vorpal, Chain Shift (UNI), and Reversal, Invincible, Super Armor (MBTL).

string word = The string to display.

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.

EraseObjectFlags()

EraseObjectFlags({ flags = flags })

Erases object flags.

flags flags = The flags that will be erased.

GetPointStatus()

GetPointStatus({ position = int2 })

PcAfterImage_Clear()

PcAfterImage_Clear({ void })

Clears any afterimage effects on the player.

PcAfterImage_Set()

PcAfterImage_Set({ type = int, range = int, delay = int, color = color, blendmode = int })

Applies a trail of afterimages on the player. Used for dash attacks (UNICLR), Moon Skills (MBTL), and Creeping Edge (UNI2).

int type: The type of afterimage.

int range: The amount of afterimages that compose the trail. int delay: The amount of frames of delay between each after effect. color color: The color of each after effect, which is applies a multiply blend onto each after image, as well as an alpha value.

int blendmode: Whether or not each after image has additive blend. (1 or 0)

PcAuraEffect_Clear()

PcAfterImage_Clear({ void })

Clears any aura effects on the player.

PcAuraEffect_Set()

SetCharaColor({ type = int, time = int, power = float, color = color, colorB = color, color_chara = color, blendmode = int, delay = int })

Adds a color effect to the player's sprite. Does not apply to effects or objects spawned by the player. This is used for various effects just as VORPAL.

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.

SetObjectFlags()

SetObjectFlags({ flags = flags })

Adds object flags.

flags flags = The flags that will be added.


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).

GetMvRoundStatus

GetMvRoundStatus( void )

Returns the round status.

GetMvRoundStatus.CharaMoveMode

GetMvRoundStatus.CharaMoveMode( void )

GetMvRoundStatus.Round

GetMvRoundStatus.Round( void )

Returns the round number, starting from 0.

GetMvRoundStatus.isDown

GetMvRoundStatus.isDown( void )

GetMvRoundStatus.isFinalRound

GetMvRoundStatus.isFinalRound( void )

Returns if the current round is the final round in the form of a bool.

GetMvRoundStatus.isKO

GetMvRoundStatus.isKO( void )

GetMvRoundStatus.isLoseRound

GetMvRoundStatus.isWinRound( void )

GetMvRoundStatus.isMyKO

GetMvRoundStatus.isMyKO( void )

GetMvRoundStatus.isWinRound

GetMvRoundStatus.isWinRound( void )

GetMvStatus()

GetMvStatus( void )

Returns the status data of the current object's movetable.

GetMvStatus.CallCount()

GetMvStatus.CallCount( void )

GetMvStatus.DataPattern()

GetMvStatus.DataPattern( void )

GetMvStatus.FrameID()

GetMvStatus.FrameID( void )

Returns the Frame ID of the current object, if there is one on the current frame.

GetMvStatus.isLanding()

GetMvStatus.isLanding( void )

Returns a bool for the isLanding state.

GetMvStatus.MvCount()

GetMvStatus.MvCount( void )

GetMvStatus.Param0()

GetMvStatus.Param0( void )

Returns the current value of Param0.

GetMvStatus.Param1()

GetMvStatus.Param0( void )

Returns the current value of Param1.

GetMvStatus.Param2()

GetMvStatus.Param0( void )

Returns the current value of Param2.

GetMvStatus.Param3()

GetMvStatus.Param0( void )

Returns the current value of Param3.

GetMvStatus.CharaNo()

GetMvStatus.CharaNo( void )

Returns the character number.

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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