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

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     considering there's 900+ of these things we may have to split this into a few pages
     considering there's 900+ of these things we may have to split this into a few pages
    template
===FunctionName()===
{{MFPG Content Box
|header=FunctionName( void )
|content=
Description
''int'' number: description on what this value does
}}
  sort these entries by alphabetical order.


-->
-->
= Terminology Guide =
<!--
    note: i don't actually know what im talking about here. i'm basing this off of several other documentations ive read
-->
{| class="wikitable mw-collapsible mw-collapsed" style="width:60%"
|-
! colspan="2" | Terminology
|-
| colspan="2" |'''Disclaimer''': These are categorized arbitrarily.
|-
! ''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.
|-
! ''int2''
| 2 integers can be supplied. This often comes in the form of variables with both an x or y value, or two integers surrounded by brackets.
|-
! ''float''
| A float can be supplied.
|-
! ''string''
| A line of text surrounded by ".
|-
! ''text''
| A line of text. Not surrounded by ".
|-
! ''color''
| A aRGB color index in hex form.
|-
! ''type''
| Types specific to a subset of methods.
|-
! ''flags''
| Flags that can change properties can be supplied. If more than one is specified, they are to be separated using a vertical slash.
|-
! ''pattern''
| Either an integer, corresponding to the number of the pattern in a HA6, or a string corresponding to the code name of a pattern.
|-
! ''data''
| Data of a class or object can be supplied. Often obtained through methods like <code>GetPlayerCharaData()</code>.
|}
= How to use this page =
<pre>
Each header represents a class, with a method listed underneath. For example:
BMvCore + GetEnemyCharaData( void ) would be written as
BMvCore.GetEnemyCharaData();
In the brackets of a method, different things can be supplied. Refer to the terminology guide!
</pre>
= 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.
}}
===BGM_Set()===
{{MFPG Content Box
|header=BGM_Set({ ''int'' })
|content=
Sets the BGM.
|values=
''int'' number: The BGM number to play.
}}
===BG_GetNum()===
{{MFPG Content Box
|header=BG_GetNum( ''void'' )
|content=
Returns the background number.
}}
===CockpitSetView()===
{{MFPG Content Box
|header=CockpitSetView({ mode = ''int'' })
|content=
Creates an object that has properties based on the array. Not all of the above properties are needed.
|values=
''int'' mode = whether to enable the Cockpit (1 or 0).
}}
===CreateObject()===
{{MFPG Content Box
{{MFPG Content Box
|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=
Creates an object that has properties based on the array. Not all of the above properties are needed.
Creates an object that has properties based on the array. Not all of the above properties are needed.
 
|values=
''int'' x = X position of the object.<br />
''int'' x = X position of the object.<br />
''int'' y = Y position of the object.<br />
''int'' y = Y position of the object.<br />
''int'' pat = Sets the pattern based on it's number in the HA6.<br />
''int'' pat = Sets the pattern based on it's number in the HA6.<br />
''int'' start_pat = Sets the pattern based on it's number in the HA6.<br />
''pattern'' start_pat = Sets the object to the given pattern.<br />
''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 are to be seperated with {{!}}. e.g. <code>flags=_ObjFlags_NoRender_{{!}}ObjFlags_NoGround</code>
''flags'' flags = Assigns the object flags.  
}}
}}


==BMvTbl==
===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
{{MFPG Content Box
|header=GetPlayerSide( ''void'' )
|header=PcAfterImage_Clear( ''void'' )
|content=
|content=
Returns the player side, as either 0 or 1 (Player 1 and Player 2 respectively).
Clears any afterimage effects on the player.
}}{{MFPG Content Box
}}
|header=SetPattern( ''int'' number '''or''' ''string'' name )
===PcAfterImage_Set()===
{{MFPG Content Box
|header=PcAfterImage_Set({ type = ''int'', range = ''int'', delay = ''int'', color = ''color'', blendmode = ''int'' })
|content=
|content=
Sets the pattern of the object.
Applies a trail of afterimages on the player. Used for dash attacks (UNICLR), Moon Skills (MBTL), and Creeping Edge (UNI2).
''int'' number: Sets the pattern based on it's number in the HA6.
|values=
''string'' name: Sets the pattern based on the code name in the HA6.
'''int''' type: The type of afterimage.
}}{{MFPG Content Box
'''int''' range: The amount of afterimages that compose the trail.
|header=SetMuki( ''type'' direction )
'''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=PcAuraEffect_Clear( ''void'' )
|content=
|content=
Sets the facing direction of the object.
Clears any aura effects on the player.
''type'' direction: <code>_Direction_Left, _Direction_Right, _Direction_Auto, _Direction_Reverse</code>
}}
}}{{MFPG Content Box
 
|header=GetMuki( ''void'' )
===PcAuraEffect_Set()===
{{MFPG Content Box
|header=PcAuraEffect_Set({ type = ''int'', time = ''int'', power = ''float'', color = ''color'', colorB = ''color'', color_chara = ''color'', blendmode = ''int'', delay = ''int'' })
|content=
|content=
Returns the facing direction of the object as either -1 or 1 (facing left and right respectively).
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. <br/>
''int'' time = The amount of frames this effect lasts for.<br/>
''float'' power = The strength of the effect, changes the "width" of the aura.<br/>
''color'' color = The first color of the aura.<br/>
''color'' colorB = The second color of the aura.<br/>
''color'' color_chara = The color the character sprite turns to. This appears at the same time colorB fades in.<br/>
''int'' blendmode: Whether or not each after image has additive blend. (1 or 0)<br/>
''int'' delay: The amount of frames it takes to fade from color to colorB.
}}
}}


===CBtlInfo===
===SetCharaColor()===
{{MFPG Content Box
|header=SetCharaColor({ color = ''color'', intime = ''int'', time = ''int'', outtime = ''int'', type = ''int'' })
|content=
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.
}}


==BMvTbl==
===CBtlInfo()===
{{MFPG Content Box
{{MFPG Content Box
|header=CBtlInfo( ''void'' )
|header=CBtlInfo( ''void'' )
|content=
|content=
Collects info about the current battle.
Collects info about the current battle.
}}{{MFPG Content Box
}}
===CBtlInfo.GetSelectBgm()===
{{MFPG Content Box
|header=CBtlInfo.GetSelectBgm( ''void'' )
|content=
Returns the current BGM number. -2 is Off / MUTE.
}}
===CBtlInfo.IsSelectBgm()===
{{MFPG Content Box
|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.
}}{{MFPG Content Box
}}
===CBtlInfo.SetSelectBgm()===
{{MFPG Content Box
|header=CBtlInfo.SetSelectBgm( ''int'' number )
|header=CBtlInfo.SetSelectBgm( ''int'' number )
|content=
|content=
Sets the BGM.
Sets the BGM.
|values=
''int'' number: The BGM number to play.
''int'' number: The BGM number to play.
}}{{MFPG Content Box
}}
|header=CBtlInfo.GetSelectBgm( ''void'' )
 
===GetMuki()===
{{MFPG Content Box
|header=GetMuki( ''void'' )
|content=
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()===
{{MFPG Content Box
|header=GetPlayerSide( ''void'' )
|content=
Returns the player side, as either 0 or 1 (Player 1 and Player 2 respectively).
}}
===SetMuki()===
{{MFPG Content Box
|header=SetMuki( ''type'' direction )
|content=
Sets the facing direction of the object.
''type'' direction: <code>_Direction_Left, _Direction_Right, _Direction_Auto, _Direction_Reverse</code>
}}
===SetPattern()===
{{MFPG Content Box
|header=SetPattern( ''pattern'' pattern )
|content=
|content=
Returns the current BGM number. -2 is Off / MUTE.
Sets the pattern of the object.
|values=
''pattern'' pattern: Sets the pattern based on it's number in the HA6 or the code name.
}}
}}


== Navigation ==
= Navigation =


{{Navbox-MFPG}}
{{Navbox-MFPG}}
[[Category:Modding French Bread Games]]
[[Category:Modding French Bread Games]]

Latest revision as of 22:09, 12 June 2024

Terminology Guide

Terminology
Disclaimer: These are categorized arbitrarily.
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.
int2 2 integers can be supplied. This often comes in the form of variables with both an x or y value, or two integers surrounded by brackets.
float A float can be supplied.
string A line of text surrounded by ".
text A line of text. Not surrounded by ".
color A aRGB color index in hex form.
type Types specific to a subset of methods.
flags Flags that can change properties can be supplied. If more than one is specified, they are to be separated using a vertical slash.
pattern Either an integer, corresponding to the number of the pattern in a HA6, or a string corresponding to the code name of a pattern.
data Data of a class or object can be supplied. Often obtained through methods like GetPlayerCharaData().

How to use this page

Each header represents a class, with a method listed underneath. For example:

BMvCore + GetEnemyCharaData( void ) would be written as
BMvCore.GetEnemyCharaData();

In the brackets of a method, different things can be supplied. Refer to the terminology guide!

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.

BGM_Set()

BGM_Set({ int })

Sets the BGM.

int number: The BGM number to play.

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.
pattern start_pat = Sets the object to the given pattern.
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()

PcAuraEffect_Clear( void )

Clears any aura effects on the player.


PcAuraEffect_Set()

PcAuraEffect_Set({ 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.

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({ 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( pattern pattern )

Sets the pattern of the object.

pattern pattern: Sets the pattern based on it's number in the HA6 or the code name.


Navigation

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