Docs/Scripting
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Builtin Functions[edit | edit source]
Type | Function | Description |
---|---|---|
INT | getSystemFlag(int:Sysflag) | Gets system flag |
VOID | setSystemFlag(int:Sysflag, int:Value) | Set a value to a system flag |
??? | getNameRefHandle(str:Actor) | Gets actor handle |
??? | getNameRefName(1var) | ??? |
??? | getAddressFromViewObjName(str:Actor) | Gets address value from actor |
VOID | setFlagNPCDontTalk(str:Actor, bool:Flag) | Control if an NPC can talk or not |
VOID | setFlagNPCDontThrow(str:Actor, bool:Flag) | Control if an NPC can throw Mario (throwflag in scene params) |
VOID | setFlagNPCCanTaken(str:Actor, bool:Flag) | Control if an NPC can be picked up |
VOID | setFlagNPCDead(str:Actor, bool:Flag) | Hides NPC/enemy |
VOID | setCollision(str:Actor, bool:Flag) | Control if an NPC/enemy's hitbox is detectable |
BOOL | isNpcSinkBottom(int:Address) | Checks if an NPC is sunken in goop |
VOID | setNpcTalkForbidCount(str:Actor, int:Timing) | Forbid talking to an NPC for an amount of time |
VOID | npcDanceOn(int:Address) | Makes NPC dance |
VOID | npcDanceOffHappyOn(int:Address) | Puts NPC in "Happy" mode |
BOOL | isNearActors(str:Actor, flt:Distance, ...str:Actor(s)) | Checks if an object is near another |
??? | isNearSameActors(3var) | ??? |
BOOL | isOnLiveActorFlag(str:Actor, bool:Flag) | Checks if actor is alive or dead |
VOID | setHide4LiveActor(str:Actor, bool:Flag) | Hides actor |
VOID | setDead4LiveActor(str:Actor, bool:Flag) | Deactivates actor |
BOOL | isGameModeNormal() | Checks if the gameplay is normal (Mario can move etc.) |
BOOL | isDemoMode() | Checks if the game is in cutscene mode |
BOOL | isTalkModeNow() | Checks if Mario is talking to someone |
VOID | maniCoinFallDown() | Drops HUD totals to be visible |
VOID | appearReadyGo() | Triggers "GO!" |
VOID? | launchEventClearDemo() | Triggers "SHINE GET!" |
VOID | appear8RedCoinsAndTimer() | Spawn hidden red coins and insert timer (for redcoinswitch) |
VOID | startAppearJetBalloon(int:Type, bool:Flag) | Insert counter
|
VOID | insertTimer(int:Mode, int:Time) | Insert timer on-screen
|
VOID | startTimer(int:Time) | Start the timer (time is when "hurry up!" begins) |
VOID | stopTimer() | Stops the timer |
INT | getTime() | Gets the amount of time on the timer |
VOID | warpMario(flt:X, flt:Y, flt:Z, flt:Yaw) | Warp Mario to a position |
VOID | warpFrontToMario(int:Address) | Warp object to the front of Mario |
VOID | changeNozzle(int:Type) | Change Mario's nozzle state
|
VOID | changeSunglass(int:State) | Enable/disable sunglasses |
??? | onNeutralMarioKey() | ??? |
VOID | invalidatePad(int:Timing) | Deactivate Gamepad input for an amount of time |
VOID | startMareBottleDemo() | Starts the cutscene for Mario shrinking into a bottle |
BOOL | isFinishMareBottleDemo() | Checks if the bottle cutscene has finished |
??? | startMarioTalking() | ??? |
??? | setMarioWaiting() | ??? |
??? | getNPCType(1var) | ??? |
??? | getTalkNPC() | ??? |
STR | getTalkNPCName() | Gets NPC handle for when talking to |
VOID | setTalkMsgID(int:???, int:???) | ??? |
INT? | getTalkMode() | Gets the current talk mode |
??? | getTalkSelectedValue() | ??? |
??? | setValue2TalkVariable(2var) | ??? |
BOOL | isEMarioReachedToGoal(1var) | Checks if EMario has finished his pad file? |
BOOL | isEMarioDownWaitingToTalk(str:EMario) | Checks if EMario is on the ground waiting |
VOID | startEMarioRunAway(str:EMario) | EMario gets up and runs away |
VOID | startEMarioGateDrawing(str:EMario) | Starts Shadow Mario painting cutscene |
VOID | startEMarioDisappear(str:EMario) | Makes EMario disappear |
VOID | startOpenModelGate(str:Gate) | Trigger 'gate' model to appear |
VOID | startMonteman(int:Pad) | Chooses the .pad file for Piantissimo to use |
??? | monteManReachFlag() | ??? |
VOID | setNextStage(int:StageID, int:SceneID) | Warps to a new scene |
VOID | registerMovie(int:MovieID) | Starts THP cutscene |
VOID | startBGM(int:BgmID) | Plays BGM (IDs listed in mSound.asn) |
VOID | stopBGM(int:BgmID) | Stops playing BGM (IDs listed in mSound.asn) |
VOID | startSE(int:SeID) | Plays sound effect (IDs listed in mSound.asn) |
VOID | startEventSE(int:SeID) | Plays "event" sound effect (coin deduction sounds)
|
VOID | startMontemanBGM() | Starts race music (added in USA) |
VOID | startMontemanFanfare() | Plays race finish fanfare (added in USA) |
VOID | startMiss() | Kill Mario |
??? | gameOver() | ??? |
VOID | killMushroom1up(str:1Up) | Hides 1-Up |
VOID | appearMushroom1up(str:1Up) | Spawns 1-Up |
VOID | killShine(str:Shine) | Hides Shine Sprite |
VOID | appearShine(str:Shine, str:Camera) | Spawn Shine Sprite |
VOID | appearShineFromNPC(str:Shine, str:Actor, str:Camera) | Spawn Shine from object |
VOID | appearShineFromNPCWithoutDemo(str:Shine, str:Actor) | Spawn Shine from object without demo |
VOID | appearShineFromKageMario(str:Shine, str:Actor, flt:YHeight) | Spawn Shine from object's position |
VOID | appearShineForWoodBox(1var) | ??? |
VOID | setEventID(str:Shine, int:ID) | Update Shine Sprite ID |
??? | __forceStartTalk(str:Actor) | Forces Mario to talk to an NPC |
??? | __forceStartTalkExceptNpc(str:Actor) | Forces Mario to talk to something even if it isn't an NPC |
VOID | forceCloseTalk() | ??? |
VOID | connectDummyNpc(str:Actor) | Connects DUMMY NPC to an object |
VOID? | onTalkToDummyNpc() | Enables talking to DUMMY NPC like a regular NPC |
VOID | setNpcBalloonMessage(str:Actor, int:MsgID, int:Timing) | Trigger a FLUDD message after an amount of time |
BOOL | isInsideCube(int:Num) | Checks if Mario is inside a "room cube". 'Num' is the index of the cube in the table |
BOOL | isInsideFastCube(int:Table, int:Num) | Checks if Mario is inside a "high speed cube" |
VOID | setTransScale(str:Actor, flt:X, flt:Y, flt:Z, flt:ScaleX, flt:ScaleY, flt:ScaleZ) | Control transformation of an object (position and scale) |
INT | getPollutionLevel() | Gets amount of pollution |
BOOL | isGraffitoCoverage0() | ??? |
??? | setPollutionIncreaseCount(1var) | ??? |
??? | setGraffitoMultiplied(1var) | ??? |
VOID | setEventForWaterMelon(1var) | ??? |
BOOL | isWaterMelonIsReached(1var) | ??? |
??? | checkWoodBox(2var) | ??? |
VOID | refreshWoodBox(int:StartBox, int:EndBox) | Respawns broken boxes with "ゲーム木箱" |
VOID | killWoodBox(int:StartBox, int:EndBox) | Kills boxes with "ゲーム木箱" |
VOID? | resetFruitNum(int:BasketAddress) | Resets the number of fruit put into a basket |
INT | getFruitNum(2var) | ??? |
VOID | setFruitType(int:BasketAddress, int:Type , int:???) | ??? |
VOID | eggYoshiStartFruit(1var) | ??? |
VOID | putNozzle(1var) | ??? |
VOID | fireStartDemoCamera(str:Camera) | Starts camera demo. (CameraMapTool or map/camera/.bck) |
??? | checkMonteClear(int:Num) | Check if a Pianta isn't dirty |
??? | setTimeLimit(1var) | ??? |
??? | getRestTime() | ??? |
??? | setAttentionTime(1var) | ??? |
BOOL | isBossDefeated() | ??? |
BOOL | isMapEventFinishedAll(str:Event) | Checks if the map event is finished |
??? | raiseBuilding(1var) | ??? |
??? | pushNerve4LiveActor(2var) | ??? |
??? | checkCurNerve4Npc(2var) | ??? |
??? | checkLatestNerve4Npc(2var) | ??? |
??? | pushNerve(1var) | ??? |
??? | setAnmRate(2var) | ??? |
??? | setBck(1var) | ??? |
??? | setBpk(1var) | ??? |
??? | setBtp(1var) | ??? |
??? | setBtk(1var) | ??? |
??? | setBlk(1var) | ??? |
??? | setBls(1var) | ??? |
??? | setSRT(3var) | ??? |
??? | getSRT(2var) | ??? |
yield | ||
exit | ||
lock | ||
unlock | ||
print(...) | Prints content to a logger | |
dump | ||
int | ||
float | ||
typeof |