User:Pixloen/FPANModding/Classes and Methods: Difference between revisions
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! colspan="2" | Terminology | ! colspan="2" | Terminology | ||
|- | |- | ||
| colspan="2" |'''Disclaimer''': | | colspan="2" |'''Disclaimer''': These are categorized arbitrarily. | ||
|- | |- | ||
! ''void'' | ! ''void'' | ||
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! ''int'' | ! ''int'' | ||
| An integer can be supplied. | | 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'' | ! ''float'' | ||
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! ''text'' | ! ''text'' | ||
| A line of text. Not surrounded by ". | | 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'' | ||
| Flags that can change properties can be supplied. If more than one is specified, they are to be separated using a vertical slash. | | 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 = | = 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()=== | ===BG_GetNum()=== | ||
{{MFPG Content Box | {{MFPG Content Box | ||
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''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 /> | ||
'' | ''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'' 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=PcAuraEffect_Clear( ''void'' ) | |||
|content= | |||
Clears any aura effects on the player. | |||
}} | |||
===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= | |||
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. | |||
}} | |||
===SetCharaColor()=== | ===SetCharaColor()=== | ||
{{MFPG Content Box | {{MFPG Content Box | ||
Line 99: | Line 219: | ||
|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()=== | ||
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===SetPattern()=== | ===SetPattern()=== | ||
{{MFPG Content Box | {{MFPG Content Box | ||
|header=SetPattern( '' | |header=SetPattern( ''pattern'' pattern ) | ||
|content= | |content= | ||
Sets the pattern of the object. | Sets the pattern of the object. | ||
|values= | |values= | ||
'' | ''pattern'' pattern: Sets the pattern based on it's number in the HA6 or the code name. | ||
}} | }} | ||
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 )
GetNearEnemyCharaData()
GetNearEnemyCharaData( void )
GetParentCharaData()
GetParentCharaData( void )
GetPlayerCharaData()
GetPlayerCharaData( void )
PopCharaData()
PopCharaData( data playerdata )
PushCharaData()
PushCharaData( data playerdata )
BMvEff
AttackInfoString_Set()
AttackInfoString_Set({ word = string })
BGM_Set()
BGM_Set({ int })
BG_GetNum()
BG_GetNum( void )
CockpitSetView()
CockpitSetView({ mode = int })
CreateObject()
CreateObject({ x = int , y = int , pat = int , start_pat = int , mvname = string , flags = flags })
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"
EraseObjectFlags()
EraseObjectFlags({ flags = flags })
GetPointStatus()
GetPointStatus({ position = int2 })
PcAfterImage_Clear()
PcAfterImage_Clear( void )
PcAfterImage_Set()
PcAfterImage_Set({ type = int, range = int, delay = int, color = color, blendmode = int })
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 )
PcAuraEffect_Set()
PcAuraEffect_Set({ type = int, time = int, power = float, color = color, colorB = color, color_chara = color, blendmode = int, delay = int })
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)
SetCharaColor()
SetCharaColor({ color = color, intime = int, time = int, outtime = int, type = int })
SetObjectFlags()
SetObjectFlags({ flags = flags })
BMvTbl
CBtlInfo()
CBtlInfo( void )
CBtlInfo.GetSelectBgm()
CBtlInfo.GetSelectBgm( void )
CBtlInfo.IsSelectBgm()
CBtlInfo.IsSelectBgm( void )
CBtlInfo.SetSelectBgm()
CBtlInfo.SetSelectBgm( int number )
GetMuki()
GetMuki( void )
GetMvRoundStatus
GetMvRoundStatus( void )
GetMvRoundStatus.CharaMoveMode
GetMvRoundStatus.CharaMoveMode( void )
GetMvRoundStatus.Round
GetMvRoundStatus.Round( void )
GetMvRoundStatus.isDown
GetMvRoundStatus.isDown( void )
GetMvRoundStatus.isFinalRound
GetMvRoundStatus.isFinalRound( void )
GetMvRoundStatus.isKO
GetMvRoundStatus.isKO( void )
GetMvRoundStatus.isLoseRound
GetMvRoundStatus.isWinRound( void )
GetMvRoundStatus.isMyKO
GetMvRoundStatus.isMyKO( void )
GetMvRoundStatus.isWinRound
GetMvRoundStatus.isWinRound( void )
GetMvStatus()
GetMvStatus( void )
GetMvStatus.CallCount()
GetMvStatus.CallCount( void )
GetMvStatus.DataPattern()
GetMvStatus.DataPattern( void )
GetMvStatus.FrameID()
GetMvStatus.FrameID( void )
GetMvStatus.isLanding()
GetMvStatus.isLanding( void )
GetMvStatus.MvCount()
GetMvStatus.MvCount( void )
GetMvStatus.Param0()
GetMvStatus.Param0( void )
GetMvStatus.Param1()
GetMvStatus.Param0( void )
GetMvStatus.Param2()
GetMvStatus.Param0( void )
GetMvStatus.Param3()
GetMvStatus.Param0( void )
GetMvStatus.CharaNo()
GetMvStatus.CharaNo( void )
GetPlayerSide()
GetPlayerSide( void )
SetMuki()
SetMuki( type direction )
_Direction_Left, _Direction_Right, _Direction_Auto, _Direction_Reverse
SetPattern()
SetPattern( pattern pattern )