Internal commands

Started by Hilbert, July 28, 2012, 01:23:29 PM

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N

ive used it more than xtramegaman trillion times which is
100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000

:-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X :-X

Hilbert


N

I have no idea whats going on right now
so lets all enjoy looking at toasters avatar


Dav999


RibShark

Getting back on topic, does anyone have the full entity list? I kinda need it...

Dav999

Quote from: RibShark on October 03, 2012, 04:51:34 PM
Getting back on topic, does anyone have the full entity list? I kinda need it...

Quote from: Dav999 on September 26, 2012, 03:38:34 PM
Quote from: RoskillaHULK!! on September 26, 2012, 12:58:50 PM
Quote from: Dav999 on September 26, 2012, 11:16:56 AM
Bump! Which command will we discuss next? createentity(x,x,x,x,x)?
discuss it NOW! I NEED TO KNOW HOW TO USE IT >:D

You can create things! It works like this:

createentity(x,y,z,a,b)

x,y=coordinates, obviously
z=the number of the entity:

1=enemy
2=platform
3=disappearing platform
4=1x1 fast quicksand
5= :viridian: (acts as gravity line and disappears)
6=nothing?
7=nothing?
8=coin
9=collectable :shiny:
10=??? Looks like a CD, size of a :shiny:, not collectable
11=horizontal gravity line
12=vertical gravity line
13=warp token
14=big teleporter (WARNING: DON'T LET :viridian: TOUCH IT!)
15= :verdigris:, non rescuable
16= :vitellary:, non rescuable
17= :victoria:, non rescuable
18= , (!) non rescuable
19= :vermillion:, non rescuable
20=??? sort of disc, if you touch it, it is activated or something???
21=??? same as above, but you can't activate it
or
21=terminal???
22=should be :shiny:, but only shows up if you collect one in that room without leaving that room.
23=enemy
24= , follows player
25=a can be:
   0=top cup holder
   1=bottom cup holder
   2=cup
   3=flipped cup
   4=smile cup
   5=flipped smile cup
   6=cry cup
   7=flipped cry cup
   8=trinket cup
   9=flipped trinket cup
   10=nothing
   11=nothing
   12=square
   13=disappearing platform (1)
   14=disappearing platform (2)
   15=disappearing platform (3)
   16=another square
   17=another square
   18=another square (last time it was a V???)
   19=square
   20=square

26=gigantic warp token
27=WTH? :o It's :viridian: at the top of the screen, and if you walk left, it moves to the left, more to the left means it moves faster
28=same as above
29=same as above
30=same as above
31=same as above
32=same as above
33=same as above
34=same as above
35=same as above
36=same as above
37=same as above
40=same as above
45=same as above
50=same as above
51=nothing
52=nothing
53=nothing
54=nothing
55=rescuable crewmate, b can be:
   0= :viridian:
   1= :violet:
   2= :vitellary:
   3= :vermillion:
   4= :verdigris:
   5= :victoria:
   6= :viridian:
   7= :viridian:
   8= :viridian:
   9= :viridian: ...
56=enemy
57=same as 27, but disappears when you warp (or not???)
58=same as above
59=same as above

I haven't tested further than this, but there might be more.

As you can see, I'm not sure about some of the things, because the exact same command gave different results in different levels! Sooo... :vitellary:

a,b=metadata, some of the entities need this to change things, like 25 and 55. Otherwise, they can be anything, but I'm not sure. (Just use 0,0 or 18,0)

RibShark

OK, does anyone know the number for a non-collectable trinket (like the ones in  :victoria:'s room in the ship)?

Dav999

Quote from: RibShark on October 03, 2012, 06:09:37 PM
OK, does anyone know the number for a non-collectable trinket (like the ones in  :victoria:'s room in the ship)?

The only way to do that is with number 22, but the trinket only shows up if you collected a trinket in that room without leaving that room.

RibShark

#263
Quote from: Dav999 on October 03, 2012, 06:16:30 PM
Quote from: RibShark on October 03, 2012, 06:09:37 PM
OK, does anyone know the number for a non-collectable trinket (like the ones in  :victoria:'s room in the ship)?

The only way to do that is with number 22, but the trinket only shows up if you collected a trinket in that room without leaving that room.

Strange... only works for me after I collect a trinket (not necessarily in the same room) and then go into the room.

EDIT: Turns out that you can edit the metadata (argument a), to a higher number, to make it only appear once you have collected the equivalent trinket in the level, (IE, like in the actual game). Also, any way of using internal commands without those annoying black bars? I guess that there isn't  :'(, but sometimes it is worth asking.

Dav999

Quote from: RibShark on October 03, 2012, 06:30:13 PM
Quote from: Dav999 on October 03, 2012, 06:16:30 PM
Quote from: RibShark on October 03, 2012, 06:09:37 PM
OK, does anyone know the number for a non-collectable trinket (like the ones in  :victoria:'s room in the ship)?

The only way to do that is with number 22, but the trinket only shows up if you collected a trinket in that room without leaving that room.

Strange... only works for me after I collect a trinket (not necessarily in the same room) and then go into the room.

EDIT: Turns out that you can edit the metadata (argument a), to a higher number, to make it only appear once you have collected the equivalent trinket in the level, (IE, like in the actual game). Also, any way of using internal commands without those annoying black bars? I guess that there isn't  :'(, but sometimes it is worth asking.

There MAY be a way to do it without cutscene bars, but nobody knows how. I thought I found out how, because someone here made a level with a script which showed NO cutscene bars, because the commands started with a capital letter! I tried that in a test level and it worked! But when I tried to use that same method to prevent cutscene bars from appearing when using internal scripting, it didn't work :( It may work, if I just didn't test enough. But for now, the only way to prevent a wait period before the script is to use the lab tileset, have a high floor and a low ceiling, and don't use endcutscene() in an internal script before that. It will not wait for cutscene bars if they're already there! Just experiment with commands written in capital letters, and it may just work! :viridian: Also writing commands like tHIS or ThIs may even work, but I didn't test that.

N


Dav999


allison

Quote from: Dav999 on October 03, 2012, 04:58:19 PM
Quote from: RibShark on October 03, 2012, 04:51:34 PM
Getting back on topic, does anyone have the full entity list? I kinda need it...

Quote from: Dav999 on September 26, 2012, 03:38:34 PM
Quote from: RoskillaHULK!! on September 26, 2012, 12:58:50 PM
Quote from: Dav999 on September 26, 2012, 11:16:56 AM
Bump! Which command will we discuss next? createentity(x,x,x,x,x)?
discuss it NOW! I NEED TO KNOW HOW TO USE IT >:D
(entity list)

Horizontal Gravity Lines can have their width controlled with a. Presumably, Vertical ones did this too, although I have not tested this.  :verdigris:

N


RibShark

Quote from: Dav999 on October 03, 2012, 07:55:06 PM
because someone here made a level with a script which showed NO cutscene bars, because the commands started with a capital letter!

Which level? I. MUST. KNOW!