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Command List (Lua)
If you get confused about a type, check out the custom type list.
These are for Lua scripts. To execute from .scr scripts, do "luastring <command>". Example: "luastring Wait(100)".
OutputLine(string/int jpADVName, string jpMessage, string/int advName, string Message, LineEndType e)
- Basic command to put text on the screen. Text will wrap by itself, but you can also use \n explicitly.
- Pass NULL for advName if you don't want one.
- If you are using ADV name image mode, you can pass the ID number as advName instead.
- Pass nil/NULL for jpADVName and jpMessage if you don't want them.
ClearMessage()
- Clears the text on the screen. Also copies the text to the textlog.
OutputLineAll(_ignored, string Message, LineEndType e)
- Output all this text to the screen at once, no fancy letter by letter animation.
Wait(int milliseconds)
- Waits for the passed number of milliseconds if the user isn't skipping
DrawScene(string imageFilename, int fadeInTime)
- Changes the background to CG/imagefilename.png
- It takes fadeInTime milliseconds to fade in.
DrawBG(string imageFilename, int fadeInTime)
- Exact same as DrawScene
DrawSceneWithMask(string imageFilename, _ignored, _ignored, _ignored, int fadeInTime)
- Same as DrawScene
PlayBGM(int slot, string musicFilename, int volume, _ignored)
- Plays BGM/musicFilename.(ogg/wav) as BGM in the passed BGM slot. If another BGM is in that slot, it will be stopped and freed. volume is 0 to 256.
- slot should be <10.
FadeOutBGM(int slot, int fadeInTime, bool shouldWaitForFinish)
- Fades out the BGM in the passed slot in fadeInTime milliseconds.
- Will wait for the BGM to finish fade out if shouldWaitForFinish is true.
SetValidityOfInput(bool isValid)
FadeAllBustshots(int fadeoutTime, bool waitForFadein)
- Fades out all bustshots in fadeoutTime milliseconds and waits if waitForFadein is true.
DisableWindow()
- Disables the textbox.
DrawBustshot(int slot, string imageFilename, int xOffset, int yOffset, _ignored, _ignored, _ignored, _ignored, _ignored, _ignored, _ignored, _ignored, int isInvisible, int layer, int fadeInTime, bool waitForFadein)
- Draws a bustshot in the passed slot.
- Image should be at CG/imageFilename.png
- If isInvisible isn't 0, the bust is invisible, making it so you wasted your time.
- The greater the layer argument, the higher it's drawn. If it's over 31, it's drawn over the text box.
DrawBustshotWithFiltering(int slot, string imageFilename, _ignored, _ignored, int xOffset, int yOffset, _ignored, _ignored, _ignored, _ignored, _ignored, int isInvisible, int layer, int fadeInTime, bool waitForFadein)
- Same as DrawBustshot but with slightly different unused arguments.
FadeBustshot(int slot, _ignored, _ignored, _ignored, _ignored, _ignored, int fadeInTime, bool waitForFadein)
- Fades the bustshot in the passed slot in fadeInTime milliseconds. If waitForFadein is true, wait for that to finish.
FadeBustshotWithFiltering(int slot, _ignored, _ignored, _ignored, _ignored, _ignored, int fadeInTime, bool waitForFadein)
- Exact same as FadeBustshot
PlaySE(int slot, string audioFilename, int volume, _ignored)
- Plays a sound effect from SE/audioFilename.(ogg/wav)
- volume is 0 to 256.
StopBGM(int slot)
- Instantly stops BGM in slot.
CallScript(string filename)
- Runs the script at Scripts/filename.txt
Select(int numOptions, table arrayOfOptions)
- Lets the user select an option from a passed table of strings. Get the choice result with LoadValueFromLocalWork("SelectResult")
// Select example
possibleUserChoices = {};
possibleUserChoices[1] = "choice 1";
possibleUserChoices[2] = "choice 2";
Select( #possibleUserChoices, possibleUserChoices );
OutputLine(0,0,0,tostring(LoadValueFromLocalWork( "SelectResult" )),Line_WaitForInput);
LoadValueFromLocalWork(string name)
- If name is "SelectResult" then returns 0 based result from last selection
CallSection(string functionName)
- Calls a Lua function named functionName
- No real reason to use this
JumpSection(string functionName)
- Same as CallSection
ChangeScene(string functionName, _ignored, _ignored, _ignored)
- Changes background to CG/functionName.png instantly
DisplayWindow()
- Shows the window.
MoveBust(int sourceSlot, int destSlot)
- Move the bust in sourceSlot to destSlot. Will overwrite whatever is in destSlot.
DebugFile(string message)
- Writes a string to log.txt.
PlayVoice(int slot, string filename, int volume)
- Plays an ogg/wav file from voice/filename.(ogg/wav)
- Volume is 0 to 256
- Voice slots are shared with SE slots
FadeBG(int fadeinTime, bool waitForFadein)
- Instantly removes the background.
DrawFilm(int filmType, int filmR, int filmG, int filmB, int filmA, _ignored, _ignored, _ignored)
- If filmType isn't <= 1, the filter will be white with transparency of 127/255.
- If filmType is 0 or 1, a filter will be drawn over the screen with the supplied RGBA values.
FadeFilm()
- Instantly removes the film.
SetColorOfMessage(bool _unknown, int r, int g, int b)
- Sets the color for all the text on screen.
- You cannot have multiple colors at once, it's a global setting.
- Also applies to new text. Stays until you fix it.
GetRandomNumber(int exclusiveBound)
- Generates a random whole number from [0,exclusiveBound)
- In the actual game (not in my engine), the chance of getting (exclusiveBound-1) generated is nearly 0.
HideWindow(int time)
TODO
- DrawSprite
- MoveSprite
- FadeSprite
int ImageChoice(<normal image 1>, <hover image 1>, <select image 1>, [normal image 2], [hover image 2], [select image 2], [normal image ....])
- Command for pretty choice selection.
- Each choice has three images. A normal image, which is what the choice looks like normally. A hover image, which is what the choice looks like when the player's cursor is over it. And a select image, which is what the choice looks like while the user is selecting it, meaning when their cursor is over it and they're holding the select button.
- You can pass as many choices as you want, but I don't think they'll scroll. Also, just to be clear, you're passing image filenames.
- This command returns the zero-based index of the user's selection. If you need to use this command from a custom VNDS game, it's also available as a VNDS command.