User:Pixloen/FPANModding/Classes and Methods
Terminology Guide
Terminology | |
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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() .
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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 )