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| The ground functions are used for various tasks on ground maps.
| | {{Hat Note|More functions: [[Script Reference]]''}} |
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| == Hide ==
| | The '''ground''' functions are used for various tasks on ground maps. Due to the size of the namespace, it is split into subpages based on what each function does. |
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| |
|
| Hides an entity. {{FuncUsage|nmspace=GROUND|nm=Hide|args=entityName}}
| | == Entity == |
| | {{Subpage|Ground (functions)/Entity}} |
| | Generic status changes for entities and characters, under the general umbrella of entities. Also includes ground map spawners. |
| | {{:Ground (functions)/Entity/Table}} |
|
| |
|
| === Arguments === | | == Entity Turning == |
| {| class="wikitable" | | {{Subpage|Ground (functions)/Entity Turning}} |
| {{ArgHeader}}
| | Functions for entities turning and/or facing directions, primarily for characters. |
| {{ArgRow | | {{:Ground (functions)/Entity Turning/Table}} |
| |name=entityName
| |
| |type=String
| |
| |techt=System.String
| |
| |purp=The name of the entity to hide.
| |
| }}
| |
| |}
| |
|
| |
|
| == Unhide == | | == Entity Movement == |
| Unhides an entity. {{FuncUsage|nmspace=GROUND|nm=Unhide|args=entityName}}
| | {{Subpage|Ground (functions)/Entity Movement}} |
| | Functions for entities moving, primarily for characters. |
| | {{:Ground (functions)/Entity Movement/Table}} |
|
| |
|
| | == Entity Animation == |
| | {{Subpage|Ground (functions)/Entity Animation}} |
| | Functions for the animation of entities, primarily for characters. Includes emotes. |
| | {{:Ground (functions)/Entity Animation/Table}} |
|
| |
|
| === Arguments === | | == Screen Effects == |
| {| class="wikitable" | | {{Subpage|Ground (functions)/Screen Effects}} |
| {{ArgHeader}}
| | Functions for effects that impact the screen, including screen moving. |
| {{ArgRow
| | {{:Ground (functions)/Screen Effects/Table}} |
| |name=entityName
| |
| |type=String
| |
| |techt=System.String
| |
| |purp=The name of the entity to unhide.
| |
| }} | |
| |}
| |
|
| |
|
| == CreateObject == | | == Leveling == |
| | {{Subpage|Ground (functions)/Leveling}} |
| | Functions that impact the level of teams and/or characters. |
| | {{:Ground (functions)/Leveling/Table}} |
|
| |
|
| | == Map Status == |
| | {{Subpage|Ground (functions)/Map Status}} |
| | Functions that change the map status. |
| | {{:Ground (functions)/Map Status/Table}} |
|
| |
|
| TODO: WIP. {{FuncUsage|nmspace=GROUND|nm=CreateObject|args=objType, instName, x, y, w, h}}
| | {{Category:Scripting}} |
| | |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=objType
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The type of object to create.
| |
| }}
| |
| {{ArgRow
| |
| |name=instName
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The name to create the object with.
| |
| }}
| |
| {{ArgRow | |
| |name=x
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| {{ArgRow
| |
| |name=y
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| {{ArgRow
| |
| |name=w
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| {{ArgRow
| |
| |name=h
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| |}
| |
| | |
| | |
| == CreateCharacter ==
| |
| | |
| TODO: WIP. {{FuncUsage|nmspace=GROUND|nm=|args=charType, instName, x, y, actionFunc, thinkFunc}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=objType
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The type of character to create.
| |
| }}
| |
| {{ArgRow
| |
| |name=instName
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The name to create the character with.
| |
| }}
| |
| {{ArgRow
| |
| |name=x
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| {{ArgRow
| |
| |name=y
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| {{ArgRow
| |
| |name=actionFunc
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| {{ArgRow
| |
| |name=thinkFunc
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=(undocumented)
| |
| }}
| |
| |}
| |
| | |
| == RemoveObject ==
| |
| | |
| Deletes an object from the ground map, identified by its instance name. {{FuncUsage|nmspace=GROUND|nm=RemoveObject|args=instName}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=instName
| |
| |type=String
| |
| |techt=System.String
| |
| |purp=The instance name of the object.
| |
| }}
| |
| |}
| |
| | |
| === Returns ===
| |
| | |
| Returns true if succeeded, false otherwise.
| |
| | |
| == RemoveCharacter ==
| |
| | |
| Deletes a character from the ground map, identified by its instance name. {{FuncUsage|nmspace=GROUND|nm=RemoveCharacter|args=instName}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=instName
| |
| |type=String
| |
| |techt=System.String
| |
| |purp=The instance name of the character.
| |
| }}
| |
| |}
| |
| | |
| === Returns ===
| |
| | |
| Returns true if succeeded, false otherwise.
| |
| | |
| == CreateCharacterFromCharData ==
| |
| | |
| Creates a ground character, given a dungeon character. {{FuncUsage|nmspace=GROUND|nm=CreateCharacterFromCharData|args=instName, dunCh, x, y, dir}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=instName
| |
| |type=String
| |
| |techt=System.String
| |
| |purp=The instance name to give the character
| |
| }}
| |
| {{ArgRow
| |
| |name=dunCh
| |
| |type=Dungeon Character
| |
| |techt=RogueEssence.Dungeon.Character
| |
| |purp=Character data to create from
| |
| }}
| |
| {{ArgRow
| |
| |name=x
| |
| |type=Integer
| |
| |techt=System.Int32
| |
| |purp=X coordinate of the character
| |
| }}
| |
| {{ArgRow
| |
| |name=y
| |
| |type=Integer
| |
| |techt=System.Int32
| |
| |purp=Y coordinate of the character
| |
| }}
| |
| {{ArgRow
| |
| |name=dir
| |
| |type=
| |
| |techt=
| |
| |purp=Direction the character will face, defaults to Dir8.Down
| |
| }}
| |
| |}
| |
| | |
| == RefreshPlayer ==
| |
| | |
| Reloads the controllable player's character data to be the current team's leader.
| |
| | |
| == SetPlayer ==
| |
| | |
| Sets the controllable player to use new character data. {{FuncUsage|nmspace=GROUND|nm=SetPlayer|args=charData}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=charData
| |
| |type=Character Data
| |
| |techt=RogueEssence.Dungeon.CharData
| |
| |purp=The new character data to use for the player
| |
| }}
| |
| |}
| |
| | |
| == SpawnerDoSpawn ==
| |
| | |
| Make the specified spawner run its spawn method. {{FuncUsage|nmspace=GROUND|nm=SpawnerDoSpawn|args=spawner}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=spawner
| |
| |type=String
| |
| |techt=System.String
| |
| |purp=The name of the spawner to run the spawn method of.
| |
| }}
| |
| |}
| |
| | |
| === Returns ===
| |
| | |
| The ground character spawned.
| |
| | |
| == SpawnerSetSpawn ==
| |
| | |
| Sets the character to the specified spawner. {{FuncUsage|nmspace=GROUND|nm=SpawnerSetSpawn|args=spawner, chara}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=spawner
| |
| |type=
| |
| |techt=
| |
| |purp=The spawner to set the character to, by name
| |
| }}
| |
| {{ArgRow
| |
| |name=chara
| |
| |type=Character Data
| |
| |techt=RogueEssence.Dungeon.CharData
| |
| |purp=The character to spawn.
| |
| }}
| |
| |}
| |
| | |
| == CharTurnToChar ==
| |
| | |
| Makes a character turn to face another character instantly. {{FuncUsage|nmspace=GROUND|nm=CharTurnToChar|args=turner,turnTo}}
| |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=turner
| |
| |type=Ground Character
| |
| |techt=RogueEssence.Ground.GroundChar
| |
| |purp=The character that is turning.
| |
| }}
| |
| {{ArgRow
| |
| |name=turnTo
| |
| |type=Ground Character
| |
| |techt=RogueEssence.Ground.GroundChar
| |
| |purp=The character to turn to.
| |
| }}
| |
| |}
| |
| | |
| == CharTurnToCharAnimated ==
| |
| | |
| Makes a character do an animated turn to face another character over the specified time.
| |
| Clockwise or counter-clockwise are chosen based on the closest direction. Waits until the operation is completed. {{FuncUsage|nmspace=GROUND|nm=CharTurnToCharAnimated|args=turner, turnTo, dur}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=turner
| |
| |type=Ground Character
| |
| |techt=RogueEssence.Ground.GroundChar
| |
| |purp=Character that is turning
| |
| }}
| |
| {{ArgRow
| |
| |name=turnTo
| |
| |type=Ground Character
| |
| |techt=RogueEssence.Ground.GroundChar
| |
| |purp=Character to turn to
| |
| }}
| |
| {{ArgRow
| |
| |name=dur
| |
| |type=Integer
| |
| |techt=System.Int
| |
| |purp=Time spent on each direction, in frames
| |
| }}
| |
| |}
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| CharTurnToCharAnimated(charFrom, charTo, 3)
| |
| | |
| </pre>
| |
| | |
| == EntTurn ==
| |
| | |
| Makes a ground entity turn to face a direction. {{FuncUsage|nmspace=GROUND|nm=EntTurn|args=entity, dir}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=entity
| |
| |type=Ground Entity
| |
| |techt=RogueEssence.Ground.GroundEntity
| |
| |purp=
| |
| }}
| |
| {{ArgRow
| |
| |name=dir
| |
| |type=Direction
| |
| |techt=ogueElements.Dir8
| |
| |purp=The direction to face.
| |
| }}
| |
| |}
| |
| | |
| == CharAnimateTurn ==
| |
| | |
| Makes a character do an animated turn to face a chosen direction over the specified time.
| |
| Must specify clockwise or counter-clockwise. Waits until the operation is completed. {{FuncUsage|nmspace=GROUND|nm=CharAnimateTurn|args=chara, dir, dur, isCounterClockwise}}
| |
| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=entity
| |
| |type=Ground Entity
| |
| |techt=RogueEssence.Ground.GroundEntity
| |
| |purp=
| |
| }}
| |
| {{ArgRow
| |
| |name=dir
| |
| |type=Direction
| |
| |techt=RogueElements.Dir8
| |
| |purp=The direction to face.
| |
| }}
| |
| |name=isCounterClockwise
| |
| |type=Boolean
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| |techt=System.Bool
| |
| |purp=false if clockwise, true if counter-clockwise
| |
| }}
| |
| |}
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:CharTurnToCharAnimated(charFrom, Dir8.Left, 3, true)
| |
| | |
| </pre>
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| | |
| == CharAnimateTurnTo ==
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| | |
| Makes a character do an animated turn to face a chosen direction over the specified time.
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| Waits until the operation is completed. {{FuncUsage|nmspace=GROUND|nm=CharAnimateTurnTo|args=chara, dir, dur}}
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| | |
| === Arguments ===
| |
| {| class="wikitable"
| |
| {{ArgHeader}}
| |
| {{ArgRow
| |
| |name=chara
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The character to turn
| |
| }}
| |
| {{ArgRow
| |
| |name=dir
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The direction to turn to
| |
| }}
| |
| {{ArgRow
| |
| |name=dur
| |
| |type=(undocumented)
| |
| |techt=(undocumented)
| |
| |purp=The time spent in each intermediate direction, in frames
| |
| }}
| |
| |}
| |
| | |
| === Example ===
| |
| | |
| <pre>
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| | |
| CharAnimateTurnTo(charFrom, Dir8.Left, 3)
| |
| | |
| </pre>
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| | |
| == GROUND:TeleportTo(RogueEssence.Ground.GroundEntity,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==
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| | |
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| Repositions the ground entity in a specified location.
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| | |
| | |
| === Arguments ===
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| | |
| * <code>ent</code>: The ground entity to reposition
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| * <code>x</code>: The X coordinate of the destination
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| * <code>y</code>: The Y coordinate of the destination
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| * <code>direction</code>: The direction to point the entity. Defaults to Dir8.None, which leaves it untouched.
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| * <code>height</code>: None
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| | |
| == GROUND:MoveInDirection ==
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| Make ground character move in a direction.
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| | |
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| === Arguments ===
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| | |
| * <code>chara</code>: Character to move
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| * <code>direction</code>: Direction to move in
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| * <code>duration</code>: Duration of movement, in frames
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| * <code>run</code>: True if using a running animation, false otherwise
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| * <code>speed</code>: Speed in pixels per frame
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| | |
| === Example ===
| |
| | |
| <pre>
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| | |
| GROUND:MoveInDirection(player, Dir8.Down, 24, false, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:MoveToPosition ==
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| Make ground character move to a position.
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| === Arguments ===
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| | |
| * <code>chara</code>: Character to move
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| * <code>x</code>: X coordinate of destination
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| * <code>y</code>: Y coordinate of destination
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| * <code>run</code>: True if using a running animation, false otherwise
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| * <code>speed</code>: Speed in pixels per frame
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| | |
| === Example ===
| |
| | |
| <pre>
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| | |
| GROUND:MoveInDirection(player, 200, 240, false, 2)
| |
| | |
| </pre>
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| | |
| == GROUND:MoveToMarker ==
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| | |
| Make ground character move to a ground marker.
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| | |
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| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to move
| |
| * <code>mark</code>: GroundMarker object ot move to
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| * <code>run</code>: True if using a running animation, false otherwise
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| * <code>speed</code>: Speed in pixels per frame
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| | |
| === Example ===
| |
| | |
| <pre>
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| | |
| GROUND:MoveInDirection(player, marker, false, 2)
| |
| | |
| </pre>
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| | |
| == GROUND:MoveObjectToPosition ==
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| Make ground object move to a position.
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| | |
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| === Arguments ===
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| | |
| * <code>ent</code>: Ground Entity to move
| |
| * <code>x</code>: X coordinate of destination
| |
| * <code>y</code>: Y coordinate of destination
| |
| * <code>speed</code>: Speed in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
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| | |
| GROUND:MoveInDirection(player, 200, 240, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:AnimateInDirection ==
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| | |
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| Make a ground character move in a direction with custom animation
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| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to move
| |
| * <code>anim</code>: Name of the animation
| |
| * <code>animDir</code>: Direction of animation
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| * <code>direction</code>: Direction to move in
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| * <code>duration</code>: Duration of movement, in frames
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| * <code>animSpeed</code>: Speed of animation, where 1.0 represents normal speed
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| * <code>speed</code>: Speed movement, in pixels per frame
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:AnimateInDirection(player, "Hurt", Dir8.Down, 24, 0.5, 2)
| |
| | |
| </pre>
| |
| | |
| == GROUND:AnimateToPosition ==
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| | |
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| Make a ground entity move to a position with custom animation
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Entity to move
| |
| * <code>anim</code>: Name of the animation
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| * <code>animDir</code>: Direction of animation
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| * <code>x</code>: X coordinate of the destination
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| * <code>y</code>: Y coordinate of the destination
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| * <code>animSpeed</code>: Speed of animation, where 1.0 represents normal speed
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| * <code>speed</code>: Speed movement, in pixels per frame
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| * <code>height</code>: Height of the destination
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| | |
| === Example ===
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| | |
| <pre>
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| | |
| GROUND:AnimateToPosition(player, "Hurt", Dir8.Down, 200, 240, 0.5, 2, 0)
| |
| | |
| </pre>
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| | |
| == GROUND:CharSetEmote(RogueEssence.Ground.GroundChar,System.String,System.Int32) ==
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| Make a character emote on the ground map.
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| | |
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| === Arguments ===
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| * <code>chara</code>: Character to emote
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| * <code>emoteid</code>: ID of the emote
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| * <code>cycles</code>: The number of times to play the emote.
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| | |
| == GROUND:CharSetDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==
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| Sets the ground character's draw effect to become invisible, shaking, still, etc.
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| === Arguments ===
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| * <code>chara</code>: Target ground character.
| |
| * <code>effect</code>: The draw effect.
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| | |
| == GROUND:CharEndDrawEffect(RogueEssence.Ground.GroundChar,RogueEssence.Dungeon.DrawEffect) ==
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| Sets the ground character's draw effect to become invisible, shaking, still, etc.
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| === Arguments ===
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| * <code>chara</code>: Target ground character.
| |
| * <code>effect</code>: The draw effect.
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| | |
| == GROUND:CharGetAnimFallback(RogueEssence.Ground.GroundChar,System.String) ==
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| Gets the fallback animation for the character.
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| === Arguments ===
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| * <code>chara</code>: None
| |
| * <code>anim</code>: The anim to get the fallback anim of.
| |
| | |
| === Returns ===
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| The fallback animation, as a string. Blank if there is none. Will return anim if anim already exists.
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| | |
| == GROUND:CharGetAnim(RogueEssence.Ground.GroundChar) ==
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| Gets a character's current animation as a string.
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| === Arguments ===
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| * <code>chara</code>: None
| |
| | |
| == GROUND:CharGetAnimPoint(RogueEssence.Ground.GroundChar,RogueEssence.Content.ActionPointType) ==
| |
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| Gets the chosen action point of the character at this specific frame.
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| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: None
| |
| * <code>actionPoint</code>: The ype of action point to retrieve the coordinates for.
| |
| | |
| === Returns ===
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| | |
| The location of the action point in absolute coordinates on the map.
| |
| | |
| == GROUND:CharSetAnim(RogueEssence.Ground.GroundChar,System.String,System.Boolean) ==
| |
| | |
| | |
| Set a character's animation.
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| | |
| | |
| === Arguments ===
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| | |
| * <code>chara</code>: Character to animate
| |
| * <code>anim</code>: Name of the animation
| |
| * <code>loop</code>: Whether to loop the animation
| |
| | |
| == GROUND:CharEndAnim(RogueEssence.Ground.GroundChar) ==
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| | |
| | |
| Stops a character's current animation, reverting them to default idle.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to stop animating
| |
| | |
| == GROUND:CharWaitAnim ==
| |
| | |
| | |
| Makes the character perform an animation and waits until it's over.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Character to animate
| |
| * <code>anim</code>: Animation to play
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:CharWaitAnim(player, "Hurt")
| |
| | |
| </pre>
| |
| | |
| == GROUND:CharSetAction(RogueEssence.Ground.GroundChar,RogueEssence.Ground.GroundAction) ==
| |
| | |
| | |
| Set a character's action.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>chara</code>: Character to perfom the action
| |
| * <code>action</code>: The action to perform
| |
| | |
| == GROUND:CharWaitAction ==
| |
| | |
| | |
| Makes the character perform an action and waits until it's over.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>ent</code>: Character to animate
| |
| * <code>action</code>: Action to perform
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:CharWaitAction(player, action)
| |
| | |
| </pre>
| |
| | |
| == GROUND:ObjectSetAnim(RogueEssence.Ground.GroundObject,System.Int32,System.Int32,System.Int32,RogueElements.Dir8,System.Int32) ==
| |
| | |
| | |
| Sets a ground object's animation. After it finishes, it will return to the default animation.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>obj</code>: The object to animate
| |
| * <code>frameTime</code>: The duration of each frame of animation
| |
| * <code>startFrame</code>: The start frame of animation
| |
| * <code>endFrame</code>: The end frame of animation
| |
| * <code>dir</code>: The direction of the animation
| |
| * <code>cycles</code>: The number of times to repeat the animation
| |
| | |
| == GROUND:ObjectSetDefaultAnim(RogueEssence.Ground.GroundObject,System.String,System.Int32,System.Int32,System.Int32,RogueElements.Dir8) ==
| |
| | |
| | |
| Sets a ground object's default animation.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>obj</code>: The object to animate
| |
| * <code>animName</code>: The name of the animation
| |
| * <code>frameTime</code>: The duration of each frame of animation
| |
| * <code>startFrame</code>: The start frame of animation
| |
| * <code>endFrame</code>: The end frame of animation
| |
| * <code>dir</code>: The direction of the animation
| |
| | |
| == GROUND:ObjectWaitAnimFrame ==
| |
| | |
| | |
| Waits for the object to reach a specific frame before continuing.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>obj</code>: The object ot wait on
| |
| * <code>frame</code>: The frame of animation to wait on.
| |
| | |
| === Example ===
| |
| | |
| <pre>
| |
| | |
| GROUND:WaitObjectAnim(fountain, 3)
| |
| | |
| </pre>
| |
| | |
| == GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8) ==
| |
| | |
| | |
| Plays a VFX using a finite emitter that generates BaseAnims.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>emitter</code>: The VFX emitter
| |
| * <code>x</code>: X position
| |
| * <code>y</code>: Y Position
| |
| * <code>dir</code>: Direction to orient the VFX, defaults to Down
| |
| | |
| == GROUND:PlayVFX(RogueEssence.Content.FiniteEmitter,System.Int32,System.Int32,RogueElements.Dir8,System.Int32,System.Int32) ==
| |
| | |
| | |
| Plays a VFX that has a start position and an end position. It uses a finite emitter that generates BaseAnims.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>emitter</code>: The VFX emitter
| |
| * <code>x</code>: Start X position
| |
| * <code>y</code>: Start Y Position
| |
| * <code>dir</code>: Direction to orient the VFX, defaults to Down.
| |
| * <code>xTo</code>: End X position
| |
| * <code>yTo</code>: End Y position
| |
| | |
| == GROUND:PlayVFXAnim(RogueEssence.Content.BaseAnim,RogueEssence.Content.DrawLayer) ==
| |
| | |
| | |
| Plays a VFX using just a BaseAnim
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>anim</code>: The animation to play
| |
| * <code>layer</code>: The layer to put it on
| |
| | |
| == GROUND:MoveScreen(RogueEssence.Content.ScreenMover) ==
| |
| | |
| | |
| Plays a screen-moving effect.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>mover</code>: The screen mover.
| |
| | |
| == GROUND:HandoutEXP ==
| |
| | |
| | |
| Gives a character a set amount of EXP.
| |
| Also handles leveling up and learning new moves.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The characters to level up.
| |
| * <code>experience</code>: The amount of EXP to gain.
| |
| | |
| == GROUND:LevelUpChar ==
| |
| | |
| | |
| Levels up a character a certain amount of times all at once.
| |
| Also handles learning new moves.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>character</code>: The characters to level up.
| |
| * <code>numLevelUps</code>: The number of level ups.
| |
| | |
| == GROUND:AddMapStatus(System.String) ==
| |
| | |
| | |
| Adds a mapstatus to the ground map. Map statuses only have an aesthetic effect in ground maps.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>statusIdx</code>: The ID of the Map Status
| |
| | |
| == GROUND:RemoveMapStatus(System.String) ==
| |
| | |
| | |
| Removes a map status from the ground map.
| |
| | |
| | |
| === Arguments ===
| |
| | |
| * <code>statusIdx</code>: The ID of the Map Status to remove.
| |