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Author Topic:  Script Command Documentation  (Read 31886 times)

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Craig

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Re: Script Command Documentation
« Reply #50 on: July 12, 2014, 09:04:21 AM »
Then: Marks which commands are executed if the queries are true.

Craig

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Re: Script Command Documentation
« Reply #51 on: July 12, 2014, 09:04:35 AM »
Elseif: Allows multiple query branches.

Craig

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Re: Script Command Documentation
« Reply #52 on: July 12, 2014, 09:04:52 AM »
Else: Marks which commands are executed if the queries are false.

Craig

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Re: Script Command Documentation
« Reply #53 on: July 12, 2014, 09:05:09 AM »
Endif: Ends an If, Then, Else, Elseif block.

Craig

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Re: Script Command Documentation
« Reply #54 on: February 19, 2015, 08:40:39 PM »
MessageBox: Prompt gamer with multiple options.

MessageBox [nocancel] [text] [a=[text][script][x,y,z]] [x=[text][script][x,y,z]] [y=[text][script][x,y,z]]

[nocancel] - Omit the default B = Exit option.
[text] - Message.

If coordinates are omitted, a default of [rel:0,0,0] is used.
[x,y,z] Absolute coordinate offset for the executed script.
[rel:x,y,z] Relative coords are only supported if the script is executed from a script block.

Examples:

MessageBox [Hello [gamertag]] [a=[Lets do this][ScriptA]] [x=[Lets do that][ScriptX]] [y=[Lets do something else][ScriptY]]

This will prompt the Gamer with a message box like so:

----------------------------
Hello [Gamer]

A  Lets do this
X  Lets do that
Y  Lets do something else
B  Exit
----------------------------

If the gamer presses A, ScriptA will be executed and the message box is closed.
If the gamer presses X, ScriptX will be executed and the message box is closed.
If the gamer presses Y, ScriptY will be executed and the message box is closed.
If the gamer presses B, the message box is closed and no script is executed.


Note:
MessageBox [Hello [gamertag]] [a=[Lets do this][ScriptA]]
and
MessageBox [Hello [gamertag]] [a=[Lets do this][ScriptA][rel:0,0,0]]
are identical.
« Last Edit: August 12, 2016, 04:42:09 AM by Craig »

Craig

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Re: Script Command Documentation
« Reply #55 on: February 19, 2015, 09:41:11 PM »
SkyColor: Customize the color of the sky.

SkyColor [r,g,b|delete] [intensity] [time] [player]

[r,g,b|delete] - The custom color or 'delete' to remove a previous custom color.

[intensity] - The intensity of the color as a percentage (0 - 100%).

[time] - The time to transition to the color, specified in milliseconds. If this parameter is omitted a default value of 3000 (3 seconds) is used. If a time of 0 (zero) is used, the transition is instant.

[player] - Add this parameter to specify the color will only be applied to the player who executed the script, omit the parameter to apply the color to all players.

Restrictions:
There are some restrictions with dramatic rapid color changes in order to remove the possibility of seizure causing color changes.

Examples:

SkyColor [100,200,250] [70] [2000]
Sets the sky color to r=100,g=200,b=250 using an intensity of 70%. All players will see this effect. The effect will transition over a 2 second period.

SkyColor [100,200,250] [player]
Sets the sky color to r=100,g=200,b=250 using an intensity of 100%. Only the player who executed the script will see the effect. The color will transition over 3 seconds.

SkyColor [delete] [1000]
Removes any previous custom sky color. The color will transition off over 1 second.
« Last Edit: April 19, 2015, 08:56:48 PM by Craig »

Craig

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Re: Script Command Documentation
« Reply #56 on: February 20, 2015, 03:17:25 AM »
Menu: Prompt gamer with multiple choice menu items.

Menu [[text][script][x,y,z]] [[text][script][x,y,z]] [[text][script][x,y,z]] ...

If coordinates are omitted, a default of [rel:0,0,0] is used.
[x,y,z] Absolute coordinate offset for the executed script.
[rel:x,y,z] Relative coords are only supported if the script is executed from a script block.

Examples:

Menu [[Option 1][Script1]] [[Option 2][Script2]] [[Option 3][Script3]]

This will prompt the Gamer with a menu like so:

-------------
Option 1
Option 2
Option 3
Cancel
-------------

If Option 1 is selected by the gamer, Script1 will be executed.
If Option 2 is selected by the gamer, Script2 will be executed.
If Option 3 is selected by the gamer, Script3 will be executed.


Note:
Menu [[Option 1][Script1]] [[Option 2][Script2]]
and
Menu [[Option 1][Script1][rel:0,0,0]] [[Option 2][Script2][rel:0,0,0]]
are identical.
« Last Edit: July 11, 2016, 09:42:48 AM by Craig »

Craig

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Re: Script Command Documentation
« Reply #57 on: April 19, 2015, 08:09:55 AM »
Skill: Sets a players skill level.

Skill [name] [level]

[name] - The name of the skill.
[level] - The level to set the skill to. You cannot set a players skill level higher than 99.

Restrictions
This command is only executed on worlds using Local Skills.

Examples:

Skill [Attack] [10]
Sets the players Attack skill to level 10.

Skill [Mining] [25]
Sets the players Mining skill to level 25.

Craig

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Re: Script Command Documentation
« Reply #58 on: April 19, 2015, 08:14:59 AM »
SkillAddXP: Add XP to a players skill level.

SkillAddXP [name] [xp]

[name] - The name of the skill.
[xp] - The amount of XP to add to the skill.

Restrictions:
This command is only executed on worlds using Local Skills.

Examples:

SkillAddXP [Attack] [1000]
Adds 1000 XP to the players Attack skill.

Craig

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Re: Script Command Documentation
« Reply #59 on: April 19, 2015, 08:20:03 AM »
TintColor: Applies a multiplicative tint color to the texture pack. When a TintColor command is executed, it replaces any active Tint.

TintColor [r,g,b|delete] [transition] [player]

[r,g,b|delete] - The tint factor or 'delete' to remove the current tint.

Tints are multiplicative factors applied to the pixel colors on your screen. Each tint component is specified as a percentage. A percentage < 100 will reduce the corresponding color component in the pixel. A percentage > 100 will increase the color component, and a percentage of 100 will leave the corresponding color component of the pixel unchanged.

e.g. if you specify a tint of [50, 200, 25), and the pixel color is [128, 128, 128] (gray), then the final color will be [64, 256, 32] = which is a greenish tint with a small amount of red and even smaller amount of blue. The closer the tint value is to 100, the less effect (intensity) it has on the final color.

[transition] - The time to transition the tint on (fade it in), specified in milliseconds. If this parameter is omitted a default value of 3000 (3 seconds) is used. If a value of 0 (zero) is used, the transition is instant.

[player] - If this parameter is included, only the player who executed the script will see the tint, otherwise all players will see it.

Restrictions:
There are some restrictions with dramatic rapid color changes in order to remove the possibility of seizure causing color changes.

Examples:

TintColor [50, 200, 25]
The final color after this tint factor is applied will be 1/2 of the pixels red component, twice the green component, and 1/4 of the blue component, which will cause a mostly greenish tint for most colors. All players will see the tint. The tint will transition on over 3 seconds.

TintColor [150, 100, 100] [player]
The final color after this tint factor is applied will be 1.5 x the red component. The green and blue components remain unchanged. Only the player who executed the script will see the tint. The tint will transition on over 3 seconds.

TintColor [10, 0, 200] [player] [2000]
The final color after this tint factor is applied is 1/10 of the red component, zero green component and twice the blue component which will usually cause a strong blue tint. Only the player who executed the script will see the tint. The tint will transition on over 2 seconds.

TintColor [delete] [1000]
Removes the current tint. The tint will transition off over 1 second.",
« Last Edit: April 20, 2015, 05:41:34 AM by Craig »