User:Pixloen/FPANModding/Classes and Methods

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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().

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.


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