User:Pixloen/FPANModding/Classes and Methods
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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.
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 })
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( 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.