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899 bytes added ,  11:41, 16 September 2018
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→‎Basic format: screenFlash description added
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| <tt>addBigProp {{t|x}} {{t|y}} {{t|object ID}}</tt>
 
| <tt>addBigProp {{t|x}} {{t|y}} {{t|object ID}}</tt>
| Adds an object at the specified tile.
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| Adds an object at the specified tile from the <tt>TileSheets\Craftables.png</tt> sprite sheet.
 
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| <tt>addCookingRecipe {{t|recipe}}</tt>
 
| <tt>addCookingRecipe {{t|recipe}}</tt>
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| <tt>addLantern {{t|row in texture}} {{t|x}} {{t|y}} {{t|light radius}}</tt>
 
| <tt>addLantern {{t|row in texture}} {{t|x}} {{t|y}} {{t|light radius}}</tt>
| Adds a glowing temporary sprite.
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| Adds a glowing temporary sprite at the specified tile from the <tt>Maps\springobjects.png</tt> sprite sheet. A light radius of <tt>0</tt> just places the sprite.
 
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| <tt>addMailReceived {{t|letter ID}}</tt>
 
| <tt>addMailReceived {{t|letter ID}}</tt>
 
| Set a letter as received.
 
| Set a letter as received.
 
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| <tt>addObject {{t|row in texture}} {{t|x}} {{t|y}}</tt>
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| <tt>addObject {{t|x}} {{t|y}} {{t|row in texture}} {{o|layer}} </tt>
| Adds a temporary sprite at the specified tile.
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| Adds a temporary sprite at the specified tile from the <tt>Maps\springobjects.png</tt> sprite sheet.
 
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| <tt>addProp {{t|prop index}} {{t|x}} {{t|y}} {{o|solid width}} {{o|solid height}} {{o|display height}}</tt>
 
| <tt>addProp {{t|prop index}} {{t|x}} {{t|y}} {{o|solid width}} {{o|solid height}} {{o|display height}}</tt>
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| <tt>addTool {{t|Sword|Wand}}</tt>
 
| <tt>addTool {{t|Sword|Wand}}</tt>
| Adds either a Battered Sword or Return Scepter (teleports you to your farm, unobtainable in vanilla) to the player's inventory.
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| Adds either a Battered Sword or Return Scepter to the player's inventory. The ''Battered Sword'' is unobtainable in vanilla and is incomplete and not implemented.
 
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| <tt>advancedMove {{t|npc}} {{t|loop}} {{t|x y}}...</tt>
 
| <tt>advancedMove {{t|npc}} {{t|loop}} {{t|x y}}...</tt>
| Set multiple movements for an NPC.  You can set True to have NPC walk the path continuously. Example: /advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/
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| Set multiple movements for an NPC.  You can set True to have NPC walk the path continuously. Example: <tt>/advancedMove Robin false 0 3 2 0 0 2 -2 0 0 -2 2 0/</tt>
 
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| <tt>ambientLight {{t|r}} {{t|g}} {{t|b}}</tt>
 
| <tt>ambientLight {{t|r}} {{t|g}} {{t|b}}</tt>
| Modifies the ambient light level, with RGB values from 0 to 255. Note that it works by ''removing'' colors from the existing light ambience, so ''"ambientLight 1 80 80"'' would reduce green and blue and leave the light with a reddish hue.
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| Modifies the ambient light level, with RGB values from 0 to 255. Note that it works by ''removing'' colors from the existing light ambience, so <tt>ambientLight 1 80 80</tt> would reduce green and blue and leave the light with a reddish hue.
 
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| <tt>animalNaming</tt>
 
| <tt>animalNaming</tt>
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| <tt>animate {{t|actor}} {{t|flip}} {{t|loop}} {{t|frame duration}} {{t|frames...}}</tt>
 
| <tt>animate {{t|actor}} {{t|flip}} {{t|loop}} {{t|frame duration}} {{t|frames...}}</tt>
| Animate a named actor, using the one or more {{t|frames}} from their spritesheet, for {{t|frame duration}} milliseconds per frame. {{t|flip}} indicates whether to flip the sprites along the Y axis; {{t|loop}} indicates whether to repeat the animation.
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| Animate a named actor, using one or more {{t|frames}} from their sprite sheet, for {{t|frame duration}} milliseconds per frame. {{t|flip}} indicates whether to flip the sprites along the Y axis; {{t|loop}} indicates whether to repeat the animation until <tt>stopAnimation</tt> is used.
 
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| <tt>attachCharacterToTempSprite {{t|actor}}</tt>
 
| <tt>attachCharacterToTempSprite {{t|actor}}</tt>
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| <tt>awardFestivalPrize {{t|item type}}</tt>
 
| <tt>awardFestivalPrize {{t|item type}}</tt>
 
| Awards the specified item to the player. Possible item types are "pan", "sculpture", "rod", "sword", "hero", "joja", and "slimeegg".
 
| Awards the specified item to the player. Possible item types are "pan", "sculpture", "rod", "sword", "hero", "joja", and "slimeegg".
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  −
| <tt>bloom {{t|threshold}} {{t|blur}} {{t|bloom intensity}} {{t|base intensity}} {{t|bloom saturation}} {{t|base saturation}} {{o|whiteOnly}}</tt>
  −
| Sets the current bloom settings. If 'whiteOnly' is not empty, then BloomSettings.brightWhiteOnly is true.
   
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| <tt>catQuestion</tt>
 
| <tt>catQuestion</tt>
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| <tt>changeYSourceRectOffset {{t|npc}} {{t|offset}}</tt>
 
| <tt>changeYSourceRectOffset {{t|npc}} {{t|offset}}</tt>
| Change the NPC's vertical texture offset (?).
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| Changes the NPC's vertical texture offset. Example: <tt>changeYSourceRectOffset Abigail 96</tt> will offset her sprite sheet, showing her looking left instead of down. This persists for the rest of the event. This is only used in Emily's ''Clothing Therapy'' event to display the various outfits properly.
 
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| <tt>characterSelect</tt>
 
| <tt>characterSelect</tt>
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| <tt>farmerAnimation {{t|anim}}</tt>
 
| <tt>farmerAnimation {{t|anim}}</tt>
| Sets the farmer's current animation.
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| Briefly sets the farmer's sprite to {{t|anim}} for a variable (depending on sprite) interval. Only used once in vanilla events. Using <tt>showFrame farmer <sprite></tt> twice (to set a new frame and back) is more powerful as it lets you control the interval using <tt>pause n</tt>.
 
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| <tt>farmerEat {{t|object ID}}</tt>
 
| <tt>farmerEat {{t|object ID}}</tt>
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| <tt>glow {{t|r}} {{t|g}} {{t|b}} {{t|hold}}</tt>
 
| <tt>glow {{t|r}} {{t|g}} {{t|b}} {{t|hold}}</tt>
| Make the screen glow once. TODO: Explain hold (true/false).
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| Make the screen glow once, fading into and out of the {{t|r}} {{t|g}} {{t|b}} values over the course of a second. If {{t|hold}} is <tt>true</tt> it will fade to and hold that color until <tt>stopGlowing</tt> is used.
 
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| <tt>grabObject {{t|object ID}}</tt>
 
| <tt>grabObject {{t|object ID}}</tt>
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| <tt>screenFlash {{t|alpha}}</tt>
 
| <tt>screenFlash {{t|alpha}}</tt>
| Game1.flashAlpha = alpha;
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| Flashes the screen white for an instant. An alpha value from <tt>0</tt> to <tt>1</tt> adjusts the brightness, and values from <tt>1</tt> and out flashes pure white for <tt>x</tt> seconds.
 
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| <tt>setRunning</tt>
 
| <tt>setRunning</tt>
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