Command Button: Difference between revisions

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(Fixed grammatical errors... but the command list is practically unreadable while you're editing.)
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=== [[Image:CMD.PNG|border|left|Command button in Editor]]-General Command Button ===
=== [[Image:CMD.PNG|border|left|Command button in Editor]]-General Command Button ===


Command buttons are used in [[Wonderland Adventures]]. They are invisible for player when he play the game, but is visible in editor;look like a small on the floor. CMD Buttons is used for changing game play or the level. They actually can do a lot of things like activating/deactivating/toggle/destroy an object.
'''Command buttons''' are used in [[Wonderland Adventures]]. They are invisible for player when he/she plays the game, but they are visible in editor where they look like a small white X on the floor. They can do a lot of things like activating, deactivating, toggling, or destroying an object.


==== <br/>The full list of knows CMDs:<br/><br/>Command 1 Opens/Activates Objects with ID matching Data1<br/><br/>Command 2 Closes/DeActivates Objects with ID matching Data1<br/><br/>Command 3 Toggles Objects with ID matching Data1<br/><br/>Command: 4: Sets object modifier #Data2 to value Data3 for Objects with ID matching Data1<br/><br/>Command: 5 - Destroy Object<br/>Again, requires and ID value as the first Data value.<br/><br/>Command: 6 - Set Light<br/>This requires three data values (Data 1=red, Data 2=green, Data 3=blue), each a value from 0-255.<br/><br/>Command: 7 - Teleport<br/>This requires three data values. The first is the hub/ adventure -level number you wish to teleport to (see Data/Adventures/Hub for available *.wlv level numbers), the second and third are the x/y coordinates. Obviously, pick carefully or you'll end up in a wall!<br/><br/>Command: 8 - Start Adventure<br/>This requires a single data value, the # of the adventure you wish to play (see Data/Adventures for available numbers). This is different than "Floing"ing, since it lets you play that adventure as if it was the very first time (i.e. collect coins all over again).<br/><br/>Command: 9 - Earthquake<br/>Starts an Earthquake for "Data1" time, a value of 60 is roughly one second.<br/><br/>21 Starts Dialog #Data1 with starting Interchange #Data2 (=-1 if current default is to be used)<br/><br/>22 Changes Dialog #Data1 to have new default starting Interchange #Data2 (do not run this command while inside Dialog Data1)<br/><br/>23 Activates "AskAbout" #Data2 inside Dialog #Data1<br/><br/>24 DeActivates "AskAbout" #Data2 inside Dialog #Data1<br/><br/>25 Toggles "AskAbout" #Data2 inside Dialog #Data1<br/><br/>26 Set AskAboutActive #Data2 of Dialog #Data1 to value #Data3<br/><br/>27 Set AskAbout #Data2 of Dialog #Data1 to point to Interchange #Data3<br/><br/>28: Activates all AskAbouts with AskAboutActive value = Data1 across all Dialogs<br/><br/>29: DeActivates all AskAbouts with AskAboutActive value = Data1 across all Dialogs<br/><br/>30: Toggles all AskAbouts with AskAboutActive value = Data1 across all Dialogs<br/><br/>Command 51:Change objects movement type. Set Data1 to monster ID and Data4 to those value.<br/>[Quote=”Data4 value”]--Scritter Movement Types--<br/><br/>30: Nothing moves (walk on same space as Scritter to make it move)<br/>31: Acts like a Scritter (walking into chomper/spikeyball kills the player)<br/>32: Scritter again (close proximity, same as default)<br/>33: Scritter again (same as default?)<br/>34: Scritter again (far proximity, 4 tiles)<br/><br/>--DragonTurtle/Spikeyball Movement Types--<br/><br/>41: Initial direction is South (Scritters act really oddly during this)<br/>42: Initial direction is North (No idea what Scritters do here)<br/>43: Initial direction is East (No idea what Scritters do here)<br/>44: East again<br/>45: South again<br/>46: South again<br/>47: Initial direction is West (Scritters act normal here)<br/>48: West again (Yet I have no idea what Scritters do here)<br/><br/>--??? Movement Types--<br/><br/>71: Bounces off wall, initial direction is North (???)<br/>72: Bounces off wall, initial direction is North-East (???)<br/>73: Bounces off wall, initial direction is East (???)<br/>74: Bounces off wall, initial direction is South-East (???)<br/>75: Bounces off wall, initial direction is South (???)<br/>76: Bounces off wall, initial direction is South-West (???)<br/>77: Bounces off wall, initial direction is West (???)<br/>78: Bounces off wall, initial direction is North-West (???)[/quote]<br/><br/>52: Set MovementType to value Data2 and MovementTypeData to value Data3, for Objects with ID matching Data1<br/><br/>Command: 61 - Move NPC<br/>This will move an NPC with ID "Data1" (usually a low number) to x/y coordinates "Data2/Data3".<br/><br/>Command: 62 - Change NPC Part 1<br/>This will change an NPC with ID "Data1" (usually a low number). "Data1" is their Dialog (see the list of .dia files for available options). "Data2" is their expression (0-4). "Data3" is their rotation (0-360). A value of "-1" means "do not change this setting".<br/><br/>Command: 63 - Change NPC Part 2<br/>This will change an NPC with ID "Data1" (usually a low number). "Data1" is their Walking Animation (0/1/2 for waddle/walk/run). "Data2" is their basic idle behaviour (try numbers between 0-29). "Data3" is their basic idle animation (try values 0-10). A value of "-1" means "do not change this setting".<br/><br/>64: CMD version of NPC Exclamation button (Data1 = NPC ID, Data2 = Particle ID, Data3 = How Many)<br/><br/>102: [run cutscene #1--not available in WA Editor]<br/><br/>103: [run cutscene #2--not available in WA Editor]<br/><br/>104: [run cutscene #3--not available in WA Editor]<br/><br/>111 Refills Lamp<br/><br/>112 Sets Inventory to 4x4 Size<br/><br/>113 Sets Inventory to 5x5 Size<br/><br/>114: [activates shards teleportation]<br/><br/>115: [open Floing menu--not available in WA Editor]<br/><br/>116: [change player's hat--MOFI only]<br/><br/>117: [change player's accessory--MOFI only] ====
<br/>The full list of known CMDs:<br/><br/>Command 1 Opens/Activates Objects with ID matching Data1<br/><br/>Command 2 Closes/DeActivates Objects with ID matching Data1<br/><br/>Command 3 Toggles Objects with ID matching Data1<br/><br/>Command: 4: Sets object modifier #Data2 to value Data3 for Objects with ID matching Data1<br/><br/>Command: 5 - Destroy Object<br/>Again, requires and ID value as the first Data value.<br/><br/>Command: 6 - Set Light<br/>This requires three data values (Data 1=red, Data 2=green, Data 3=blue), each a value from 0-255.<br/><br/>Command: 7 - Teleport<br/>This requires three data values. The first is the hub/ adventure -level number you wish to teleport to (see Data/Adventures/Hub for available *.wlv level numbers), the second and third are the x/y coordinates. Obviously, pick carefully or you'll end up in a wall!<br/><br/>Command: 8 - Start Adventure<br/>This requires a single data value, the # of the adventure you wish to play (see Data/Adventures for available numbers). This is different than "Floing"ing, since it lets you play that adventure as if it was the very first time (i.e. collect coins all over again).<br/><br/>Command: 9 - Earthquake<br/>Starts an Earthquake for "Data1" time, a value of 60 is roughly one second.<br/><br/>21 Starts Dialog #Data1 with starting Interchange #Data2 (=-1 if current default is to be used)<br/><br/>22 Changes Dialog #Data1 to have new default starting Interchange #Data2 (do not run this command while inside Dialog Data1)<br/><br/>23 Activates "AskAbout" #Data2 inside Dialog #Data1<br/><br/>24 DeActivates "AskAbout" #Data2 inside Dialog #Data1<br/><br/>25 Toggles "AskAbout" #Data2 inside Dialog #Data1<br/><br/>26 Set AskAboutActive #Data2 of Dialog #Data1 to value #Data3<br/><br/>27 Set AskAbout #Data2 of Dialog #Data1 to point to Interchange #Data3<br/><br/>28: Activates all AskAbouts with AskAboutActive value = Data1 across all Dialogs<br/><br/>29: DeActivates all AskAbouts with AskAboutActive value = Data1 across all Dialogs<br/><br/>30: Toggles all AskAbouts with AskAboutActive value = Data1 across all Dialogs<br/><br/>Command 51:Change objects movement type. Set Data1 to monster ID and Data4 to those value.<br/>[Quote=”Data4 value”]--Scritter Movement Types--<br/><br/>30: Nothing moves (walk on same space as Scritter to make it move)<br/>31: Acts like a Scritter (walking into chomper/spikeyball kills the player)<br/>32: Scritter again (close proximity, same as default)<br/>33: Scritter again (same as default?)<br/>34: Scritter again (far proximity, 4 tiles)<br/><br/>--DragonTurtle/Spikeyball Movement Types--<br/><br/>41: Initial direction is South (Scritters act really oddly during this)<br/>42: Initial direction is North (No idea what Scritters do here)<br/>43: Initial direction is East (No idea what Scritters do here)<br/>44: East again<br/>45: South again<br/>46: South again<br/>47: Initial direction is West (Scritters act normal here)<br/>48: West again (Yet I have no idea what Scritters do here)<br/><br/>--??? Movement Types--<br/><br/>71: Bounces off wall, initial direction is North (???)<br/>72: Bounces off wall, initial direction is North-East (???)<br/>73: Bounces off wall, initial direction is East (???)<br/>74: Bounces off wall, initial direction is South-East (???)<br/>75: Bounces off wall, initial direction is South (???)<br/>76: Bounces off wall, initial direction is South-West (???)<br/>77: Bounces off wall, initial direction is West (???)<br/>78: Bounces off wall, initial direction is North-West (???)[/quote]<br/><br/>52: Set MovementType to value Data2 and MovementTypeData to value Data3, for Objects with ID matching Data1<br/><br/>Command: 61 - Move NPC<br/>This will move an NPC with ID "Data1" (usually a low number) to x/y coordinates "Data2/Data3".<br/><br/>Command: 62 - Change NPC Part 1<br/>This will change an NPC with ID "Data1" (usually a low number). "Data1" is their Dialog (see the list of .dia files for available options). "Data2" is their expression (0-4). "Data3" is their rotation (0-360). A value of "-1" means "do not change this setting".<br/><br/>Command: 63 - Change NPC Part 2<br/>This will change an NPC with ID "Data1" (usually a low number). "Data1" is their Walking Animation (0/1/2 for waddle/walk/run). "Data2" is their basic idle behaviour (try numbers between 0-29). "Data3" is their basic idle animation (try values 0-10). A value of "-1" means "do not change this setting".<br/><br/>64: CMD version of NPC Exclamation button (Data1 = NPC ID, Data2 = Particle ID, Data3 = How Many)<br/><br/>102: [run cutscene #1--not available in WA Editor]<br/><br/>103: [run cutscene #2--not available in WA Editor]<br/><br/>104: [run cutscene #3--not available in WA Editor]<br/><br/>111 Refills Lamp<br/><br/>112 Sets Inventory to 4x4 Size<br/><br/>113 Sets Inventory to 5x5 Size<br/><br/>114: [activates shards teleportation]<br/><br/>115: [open Floing menu--not available in WA Editor]<br/><br/>116: [change player's hat--MOFI only]<br/><br/>117: [change player's accessory--MOFI only]