Difference between revisions of "NPC (TeaScript)"

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|R&W
 
|R&W
 
|The Y coordinate of the NPC.
 
|The Y coordinate of the NPC.
 +
|-
 +
|<code>width</code>
 +
|R&W
 +
|The width of the NPC. The sprite's width will also be altered if AutoScale is enabled.
 +
|-
 +
|<code>height</code>
 +
|R&W
 +
|The height of the NPC. The sprite's height will also be altered if AutoScale is enabled.
 
|-
 
|-
 
|<code>prX</code>
 
|<code>prX</code>
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<code>ivalc</code>
 
<code>ivalc</code>
 
|R&W
 
|R&W
|Determines the behavior of an NPC. [https://wohlsoft.ru/forum/viewtopic.php?f=66&t=3191 More info on how it works here.]
+
|Individual variables of the NPCs.
 +
Some default NPCs uses them and altering their values will define their behavior. ([https://wohlsoft.ru/forum/viewtopic.php?f=66&t=3191 More info here.]).
 
|-
 
|-
 
|<code>haswing</code>
 
|<code>haswing</code>
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|-
 
|-
 
|<code>addvx</code>
 
|<code>addvx</code>
|?
+
|R
|The x-axis platform speed of the NPC.
+
|The x-axis platform/layer speed where the NPC is, addvx will change prx.
 
|-
 
|-
 
|<code>addvy</code>
 
|<code>addvy</code>
|?
+
|R
|The y-axis platform speed of the NPC.
+
|The y-axis platform/layer speed where the NPC is, addvy will change pry.
 
|-
 
|-
 
|<code>friendly</code>
 
|<code>friendly</code>
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|<code>advSet</code>
 
|<code>advSet</code>
 
|R&W
 
|R&W
|Determines the advanced value of the NPC.
+
|Determines the advanced setting value of the NPC.
 
|-
 
|-
 
|<code>permID</code>
 
|<code>permID</code>
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|<code>alive</code>
 
|<code>alive</code>
 
|R&W
 
|R&W
|Checks for if the NPC is alive or active.
+
|Checks for if the NPC is alive or not. Forcing this value to 0 won't completely kill the NPC, use 'nkill' instead.
 
|-
 
|-
 
|<code>bkupx</code>
 
|<code>bkupx</code>
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|-
 
|-
 
|<code>stand</code>
 
|<code>stand</code>
|R&W
+
|R
|Determines if the NPC has gravity or not.
+
|Determines if the NPC is touching a floor or not
 
|-
 
|-
|<code>curtime</code>
+
|<code>curtimer</code>
 
|R&W
 
|R&W
|The individual frame timer of the NPC. Counts from 1 to 8 and then resets. Not every NPC uses the frame timer.
+
|The individual frame timer of the NPC. Counts from 1 to 8(framespeed flag) and then resets. If frameStyle flag is "No Animation" then this property is initialized to 1 and is left unused.
 
|-
 
|-
 
|<code>scount</code>
 
|<code>scount</code>
|?
+
|R
|This value will be set to 1 if another NPC is colliding with the current. '''Does not work in 1.4.5.'''
+
|This property counts how many npc are colliding with the current one, only if it has the same id type. '''Deprecated in 1.4.5.'''
 
|-
 
|-
 
|<code>dtcplayer</code>
 
|<code>dtcplayer</code>
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|<code>inwater</code>
 
|<code>inwater</code>
 
|R
 
|R
|Determines if the NPC is using water physics or not.
+
|Determines if the NPC is underwater or not.
 
|-
 
|-
 
|<code>extset</code>
 
|<code>extset</code>
 
|R&W
 
|R&W
|External settings for the NPC. For bubbles and SMW Lakitus, the NPC ID they contain will depend on what this value is set to.
+
|External settings for the NPC. For bubbles, parachutes and Lakitus, this value stands for the NPC ID they contain.
 
|-
 
|-
 
|<code>target</code>
 
|<code>target</code>
 
|R&W
 
|R&W
|Determines which player is closest. Primarily used for chasing NPCs.
+
|Determines which player is the closest. Primarily used for chasing NPCs.
 
|-
 
|-
 
|<code>hide</code>
 
|<code>hide</code>
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|<code>activeevent</code>
 
|<code>activeevent</code>
 
|R&W
 
|R&W
|Determines the event called (as a string) when the assigned NPC first appears onscreen.
+
|Determines the event called (as a string) when the assigned NPC first appears on screen.
 
|-
 
|-
 
|<code>nextframeevent</code>
 
|<code>nextframeevent</code>
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|R&W
 
|R&W
 
|Determines the event called (as a string) when a player grabs the assigned NPC. '''(NOTE: The name is not a typo.)'''
 
|Determines the event called (as a string) when a player grabs the assigned NPC. '''(NOTE: The name is not a typo.)'''
 +
|-
 +
|<code>layerclearedevent</code>
 +
|R&W
 +
|Determines the event called (as a string) when every object within the assigned layer is destroyed/cleared.
 
|-
 
|-
 
|<code>forecolor_r</code>
 
|<code>forecolor_r</code>
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|The alpha/transparency channel of the NPC's forecolor.
 
|The alpha/transparency channel of the NPC's forecolor.
 
|-
 
|-
|<code>layerclearedevent</code>
 
|R&W
 
|Determines the event called (as a string) when every object within the assigned layer is destroyed/cleared.
 
|-
 
|<code>width</code>
 
|R&W
 
|The width of the NPC. The sprite's width will also be altered if AutoScale is enabled.
 
|-
 
|<code>height</code>
 
|R&W
 
|The height of the NPC. The sprite's height will also be altered if AutoScale is enabled.
 
 
|}
 
|}

Latest revision as of 01:18, 1 January 2021

NPC is a class in TeaScript.vbs that allows you to read/write values of NPCs.

To read the value of NPC use:

NPC(index).name

To change the value of NPC use:

NPC(index).name = value
Name Type Description
X R&W The X coordinate of the NPC.
Y R&W The Y coordinate of the NPC.
width R&W The width of the NPC. The sprite's width will also be altered if AutoScale is enabled.
height R&W The height of the NPC. The sprite's height will also be altered if AutoScale is enabled.
prX R&W The X coordinate of the original position's NPC.
prY R&W The Y coordinate of the original position's NPC.
Xsp R&W The X speed of the NPC.
Ysp R&W The Y speed of the NPC.
ExtX R&W The X placement of the GFX expansion.
ExtY R&W The Y placement of the GFX expansion.
Facing R&W The direction of the NPC. 1: Left; 0: Right.
ForeColor R&W The color of the NPC.
ivala

ivalb

ivalc

R&W Individual variables of the NPCs.

Some default NPCs uses them and altering their values will define their behavior. (More info here.).

haswing R&W Determines if the NPC has the wing special type and what type of wing movement it has.

0 = None

1 = Jump

2 = Hover Left/Right

3 = Hover Up/Down

4 = Chase

5 = Hover Forward

6 = Lakitu's AI

7 = Controlled by NPC-308

8 = SMW Lines

id R&W The ID of the NPC.
addvx R The x-axis platform/layer speed where the NPC is, addvx will change prx.
addvy R The y-axis platform/layer speed where the NPC is, addvy will change pry.
friendly R&W Determines if the NPC is marked as friendly or not.
nomove R&W Determines if the NPC's "Don't Move" flag is enabled.
curframe R&W The current frame of the NPC.
health R&W The current health of the NPC.
advSet R&W Determines the advanced setting value of the NPC.
permID R The permanent ID of the NPC.
alive R&W Checks for if the NPC is alive or not. Forcing this value to 0 won't completely kill the NPC, use 'nkill' instead.
bkupx R&W The backup X position of the NPC.
bkupy R&W The backup Y position of the NPC.
stand R Determines if the NPC is touching a floor or not
curtimer R&W The individual frame timer of the NPC. Counts from 1 to 8(framespeed flag) and then resets. If frameStyle flag is "No Animation" then this property is initialized to 1 and is left unused.
scount R This property counts how many npc are colliding with the current one, only if it has the same id type. Deprecated in 1.4.5.
dtcplayer R&W Determines if the NPC is able to detect players. (1: off, 0: on)
dtcliquid R&W Determines if the NPC is able to detect liquids or not.
dtcself R&W Determines if the NPC is able to detect other NPCs or not.
zpos R&W The z-position of the NPC.
inwater R Determines if the NPC is underwater or not.
extset R&W External settings for the NPC. For bubbles, parachutes and Lakitus, this value stands for the NPC ID they contain.
target R&W Determines which player is the closest. Primarily used for chasing NPCs.
hide R&W Hides the NPC if set to 1.
langle R&W Unknown effect.
stimer R&W Unknown effect.
talkevent R&W Determines the event called (as a string) when pressing up in front of a friendly NPC.
deathevent R&W Determines the event called (as a string) when the assigned NPC is destroyed.
activeevent R&W Determines the event called (as a string) when the assigned NPC first appears on screen.
nextframeevent R&W Determines the event called (as a string) every frame the assigned NPC is active.
touchevent R&W Determines the event called (as a string) when a player comes into collision with the assigned NPC.
grabedevent R&W Determines the event called (as a string) when a player grabs the assigned NPC. (NOTE: The name is not a typo.)
layerclearedevent R&W Determines the event called (as a string) when every object within the assigned layer is destroyed/cleared.
forecolor_r R&W The red channel of the NPC's forecolor.
forecolor_g R&W The green channel of the NPC's forecolor.
forecolor_b R&W The blue channel of the NPC's forecolor.
forecolor_a R&W The alpha/transparency channel of the NPC's forecolor.