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=== Activate/Deactivate a character/object? ===
=== Activate/Deactivate a character/object? ===
<pre>
<pre>
GAME:Hide("Shopkeeper")
GROUND:Hide("Shopkeeper")
GAME:Unhide("Shopkeeper")
GROUND:Unhide("Shopkeeper")
</pre>
</pre>



Revision as of 22:07, 12 April 2023

A simple list of commands to make common cutscene actions, intended for those with little programming experience. Mostly example snippets that can be copied and pasted or simple instructions.

For a more in-depth reference, check the Script Reference

For programmers, in-depth documentation of the base engine can be found on Github.

For those that want to learn Lua and better understand the way it all works, it is recommended to start with a Tutorial.

How do I…

Display text?

Use WaitShowDialogue.

UI:ResetSpeaker()
UI:WaitShowDialogue("Hello World!")

It is good practice to use ResetSpeaker before calling the first WaitShowDialogue in a function. It ensures that no variables have been set by previous functions.

Display text instantly?

Set Auto-finish.

UI:SetAutoFinish(true)
UI:WaitShowDialogue("Hello World!")

Display text with an NPC's profile?

local npc = CH('Friend') --obtain the NPC
UI:SetSpeaker(npc) --set it to the dialogue box
UI:WaitShowDialogue("Hello World!")

Obtain the player?

local player = CH('PLAYER')

The player character has the special entity name PLAYER.

Make the text pause in the middle of a dialogue?

Edit the string to include the pause tag. Ex.

Ready,[pause=30] set,[pause=0] GO!

A pause of 60 will pause text for 60 frames (one second) before it continues. A pause of 0 will pause text and prompt the player to press Confirm before it continues.

Color text differently?

Edit the string to include the color tag. Ex.

Welcome to [color=#FFC663]Treasure Town[color]!

The tag accepts colors in hex. Don’t forget to close the tag! Additionally, you can access colored names for Pokemon, item, move, zone, etc. using GetColoredName(), GetIconName(), or GetDisplayName()

local item = RogueEssence.Dungeon.InvItem("food_apple")
UI:WaitShowDialogue(item:GetDisplayName())

Other Tags?

Text Guide


Ask the player a question?

Yes/No:

UI:ChoiceMenuYesNo(STRINGS:Format(MapStrings['String_001']), false)
UI:WaitForChoice()
ch = UI:ChoiceResult()
if ch then
    UI:WaitShowDialogue(STRINGS:Format(MapStrings['String_002']))
else
    UI:WaitShowDialogue(STRINGS:Format(MapStrings['String_003']))
end


Custom:

choices = {STRINGS:Format(MapStrings['Strings_001']),
    STRINGS:Format(MapStrings['Strings_002']),
    STRINGS:Format(MapStrings['Strings_003'])}

UI:BeginChoiceMenu(STRINGS:Format(MapStrings['Strings_004']), choices, 1, 3)
UI:WaitForChoice()
result = UI:ChoiceResult()
if result == 1 then
    UI:WaitShowDialogue(STRINGS:Format(MapStrings['Strings_004']))
elseif result == 2 then
    UI:WaitShowDialogue(STRINGS:Format(MapStrings['Strings_005']))
else
    UI:WaitShowDialogue(STRINGS:Format(MapStrings['Strings_006']))
end

Change a character’s portrait emotion for speaking?

UI:SetSpeakerEmotion("Happy")

The list of possible portrait emotions can be found in Base/GFXParams.xml. Look inside the Emotions tag.

Make a character do a sprite emote?

GROUND:CharSetEmote(player, "exclaim", 1)

Argument 2 is the asset name of the emote, found by editing emotes. Argument 3 is the number of repetitions to animate the emote with.

Make a character turn?

GROUND:EntTurn(player, Direction.UpLeft) --turn a specific direction
GROUND:CharTurnToChar(friend, player) --turn to a specific character
GROUND:CharAnimateTurn(player, Direction.DownRight, 4, true) --turn with animation
GROUND:CharTurnToCharAnimated(friend, player, 4) --turn to char with animation

Walk somewhere?

GROUND:MoveInDirection(player, Direction.Down, 24, false, 2)
GROUND:MoveInDirection(player, Direction.DownLeft, 24, true, 4) --running
GROUND:MoveToPosition(player, 120, 120, false, 2)
GROUND:MoveToPosition(player, 120, 120, true, 4) --running

Make a character move with custom animation?

GROUND:AnimateInDirection(player, "Hurt", Direction.Right, Direction.Left, 24, 3, 2)

This will make a character appear to be dragged leftward while facing right in a Hurt animation. The “3” signifies how long each frame of animation should take in 1/60ths of a second. The “2” signifies the speed of movement. 2 is normal walking speed.

Make two or more characters move at once?

You can achieve this by calling BranchCoroutine and giving it a function that does the secondary actions:

local coro1 = TASK:BranchCoroutine(function() test_grounds.Walk_Sequence(partner1) end)
local coro2 = TASK:BranchCoroutine(function() test_grounds.Walk_Sequence(partner2) end)
GROUND:MoveInDirection(player, Direction.Up, 72, false, 2)
GROUND:CharAnimateTurn(player, Direction.DownLeft, 4)
 
TASK:JoinCoroutines({coro1,coro2})

You would then define the function elsewhere:

function test_grounds.Walk_Sequence(character)
  GROUND:MoveInDirection(character, Direction.Up, 72, false, 2)
  GROUND:CharAnimateTurn(character, Direction.DownRight, 4)
end

Make a character perform an animation?

GROUND:CharSetAnim(chara, "Attack", false) --animates once
GROUND:CharSetAnim(chara, "Idle", true) --animation loops forever
GROUND:CharEndAnim(chara) --stops a looping animation
GROUND:CharWaitAnim(chara, "Attack") --animates and waits until done

The list of possible animations can be found in Base/GFXParams.xml. Look inside the Actions tag.

This will play an animation that stops at the frame where the attack comes out. Useful for bosses making their attack pose before a fight whoosh.

Play VFX?

local emitter = RogueEssence.Content.SingleEmitter(RogueEssence.Content.AnimData("Flamethrower", 3))
emitter.LocHeight = 8
GROUND:PlayVFX(emitter, player.Bounds.Center.X, player.Bounds.Center.Y)

This plays a single attack animation for the Flamethrower hit effect, on top of the player (must be declared earlier).

Make everyone stop moving in cutscenes?

GAME:CutsceneMode(true)

This turns cutscene mode on, which prevents idle movement and removes UI in dungeons.

Activate/Deactivate a character/object?

GROUND:Hide("Shopkeeper")
GROUND:Unhide("Shopkeeper")

Pass in the entity name you want to hide or show.

Make a sound? A Fanfare? Change the BGM?

SOUND:PlaySE("Battle/DUN_Explosion")
SOUND:PlayBattleSE("DUN_Explosion")
SOUND:LoopSE("Battle/EVT_Applause")
SOUND:LoopBattleSE("EVT_Applause")
SOUND:StopSE("Battle/EVT_Applause")
SOUND:StopBattleSE("EVT_Applause")
SOUND:PlayFanfare("Fanfare/Treasure")
SOUND:PlayBGM(“Title.ogg”, true)

The list of possible sounds can be found in Content/Sound. The list of music can be found in Content/Music. Music must use LOOPSTART/LOOPLENGTH tags to loop properly.

Make a looping sound?

SOUND:LoopSE("Battle/EVT_Applause")
SOUND:LoopBattleSE("EVT_Applause")
SOUND:StopSE("Battle/EVT_Applause")
SOUND:StopBattleSE("EVT_Applause")

The sound effect must use LOOPSTART/LOOPLENGTH tags to loop properly.

Change the name of the character?

This section is a stub. You can help PMDO Wiki by expanding it.

GAME:SetCharacterNickname(partner, result)

Change the starters?

Edit the Start Params by navigating to the Constants Tab.

You can also alter form, skin (shinyness), gender and a preset name. If there is only one choice, with a preset name, the starting menu will be skipped entirely. This is the preferred way to start Explorers of Sky-type Special Episodes.

Make a character say something different when talked to again?

You will need to edit Data/Script/scriptvars.lua. Add an additional table with a single variable like below:

SV.your_map_name =
{
  TalkedToNpc  = false
}

If there already exists a table with your map name on it, just add the variable to it. Then, add a check to your NPC’s action event:

function your_map_name.YourNpc_Action(chara, activator)
    if SV.your_map_name then
        UI:WaitShowDialogue(STRINGS:Format(MapStrings['String_002']))
    else
        UI:WaitShowDialogue(STRINGS:Format(MapStrings['String_001']))
        SV.your_map_name = true
    end
end

Display a Title?

UI:WaitShowTitle(GAME:GetCurrentGround().Name:ToLocal(), 20)
GAME:WaitFrames(30)
UI:WaitHideTitle(20)

This snippet fades in the title of the current ground map in 20 frames. Waits for 30 frames. Then fades out the title in 20 frames.

Show a Pre-Drawn Picture?

UI:WaitShowBG("Sky", 1, 20);
UI:WaitInput(false);
UI:WaitHideBG(20);

This snippet fades in the Sky background in 20 frames, waits for input, and fades it out on input.

Move the camera?

To center on an absolute position, X40 Y40:

GAME:MoveCamera(40, 40, 1, false)

To center on a position relative to the player, 80 pixels above player:

GAME:MoveCamera(0, -80, 1, true)

Move slowly over the course of 60 frames:

GAME:MoveCamera(40, 40, 60, false)

Show a Pre-Drawn Picture?

UI:WaitShowBG("Sky", 1, 20);
UI:WaitInput(false);
UI:WaitHideBG(20);

This snippet fades in the Sky background in 20 frames, waits for input, and fades it out on input.

Set the map weather?

GROUND:AddMapStatus("clouds_overhead")

This call will add status with the asset name "clouds_overhead", which has the clouds passing overhead. To make the map start with this status, place it in the Init function of the map.

Send the player to a dungeon?

GAME:EnterDungeon('[DUNGEON NAME]', 0, 0, 0, RogueEssence.Data.GameProgress.DungeonStakes.Risk, true, true)

This sends the player to a dungeon AND begins an adventure. Adventures are recorded, with all dungeon footage combined into one replay.

GAME:EnterZone('[DUNGEON NAME]', 0, 0, 0)

This sends the player to a dungeon but does NOT begin an adventure. Whatever occurs in the destination zone is not recorded.

GAME:ContinueDungeon('[DUNGEON NAME]', 0, 0, 0)

This sends the player to a dungeon AND continues the currently running adventure.

Send the player to a ground map?

This section is a stub. You can help PMDO Wiki by expanding it.

GAME:EnterGroundMap("[GROUND MAP NAME]", "[ENTRANCE NAME]")

Other unexplained codes that has yet to provide more info.