Difference between revisions of "Target Object Commands"

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(Commands for OBJECT)
 
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===Commands for OBJECT===
===Information===
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====Information====
 
Below is a list of commands you can use to change values and send messages to other objects as a spawn sequence of this spawner. In the following examples below, i will show you a few simple commands and what they do.
 
Below is a list of commands you can use to change values and send messages to other objects as a spawn sequence of this spawner. In the following examples below, i will show you a few simple commands and what they do.
 
*OBJECT@108372@SetHue()@FF0000 -- this will find the object 108372 and paint it red.
 
*OBJECT@108372@SetHue()@FF0000 -- this will find the object 108372 and paint it red.
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*OBJECT@103928@SendMessage()@deactivate -- if the object 103928 has a event handler for deactivate, this would fire that event handler on object 103928
 
*OBJECT@103928@SendMessage()@deactivate -- if the object 103928 has a event handler for deactivate, this would fire that event handler on object 103928
  
===Commands===
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When making or using these commands think of it as follows..... your telling the spawner that you want to do something to an OBJECT. but now the spawner needs to know what object to target. You can enter in the target objects id value, or you can use the word SELF, if you want to directly target the spawner running this sequence. Now that the spawner knows its an object you want to target, and what the target is, it will need to know the COMMAND, and the variables for the command. Most formatting goes like this...
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OBJECT@TARGET@COMMAND@VARIABLS
 
{|class="wikitable"
 
{|class="wikitable"
 
|-
 
|-
 
! Command!! Format!! Description
 
! Command!! Format!! Description
 
|-
 
|-
| hue || hue:value || this will change the object being spawned to this hue value
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| SendMessage() || OBJECT@<TargetId>@SendMessage()@<Message> || This will send the <Message> to the <TargetId>. If the target has an event handler for <Message> then it should fire.
 
|-
 
|-
| scale || scale:value || This will change the scale of the object being spawned to value
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| SetHue() || OBJECT@<TargetId>@SetHue()@hue:<hue color> || This will hue the <TargetID> the color <hue color>
 
|-
 
|-
| scale || scale:value || This will change the scale of the object being spawned to value
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| Talk() *v1.4 || OBJECT@<TargetId>@Talk@<Message> || This will force a npc to have a overhead talk defined by <Message>
 
|-
 
|-
| str || str:value || If the spawned object is a monster it will change the str to this value
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| SetAmount() *v1.4 || OBJECT@<TargetId>@SetAmount()@<Amount> || This will set the values of any spawner count_max or maximum amount to spawn.
 
|-
 
|-
| agi || agi:value || If the spawned object is a monster it will change the agi to this value
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| SetDelay() *v1.4 || OBJECT@<TargetId>@SetDelay()@<MinDelay>:<MaxDelay> || This will change the min_delay and max_delay values of the targeted spawner
 
|-
 
|-
| con || con:value || If the spawned object is a monster it will change the con to this value
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| SetRange() *v1.4 || OBJECT@<TargetId>@SetRange()@<MinRange>:<MaxRange> || This will change the min_ranger and max_ranger values of the targeted spawner
 
|-
 
|-
| int || int:value || If the spawned object is a monster it will change the int to this value
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| RotateBy() *v1.4 || OBJECT@<TargetId>@RotateBy()@<x>,<y>,<z> || this will rotate the target on all each axis by the variables x,y,z
 
|-
 
|-
| wis || wis:value || If the spawned object is a monster it will change the wis to this value
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| SetObjVar()*v1.4  || OBJECT@<TargetId>@SetObjVar()@<Key>:<Value> || this will set the Key and Value of the Object Variable on the targeted object.
 
|-
 
|-
| will || will:value || If the spawned object is a monster it will change the will to this value
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| SetLocation()*v1.4  || OBJECT@<TargetId>@SetLocation()@<x>,<y>,<z> || this will set the objects location to x,y,z
 
|-
 
|-
| name || name:value || This will change the name of the spawned object to this value
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| SetScale()*v1.4  || OBJECT@<TargetId>@SetScale()@<value> || this will scale the targeted object by <value>
 
|-
 
|-
| title || title:value || This will change the title of the spawned object to this value
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| PlayEffect()*v1.4  || OBJECT@<TargetId>@PlayEffect()@<value> || this will play the effect provided by <value>
 
|-
 
|-
| location *v1.4*|| location:x,y,z || This will spawn the object at the given location of x,y,z
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| StopEffect()*v1.4 || OBJECT@<TargetId>@PlayEffect()@<value> || this will stop the effect provided by <value>
 
|-
 
|-
| setobjvar *v1.4*|| setobjvar:key,value || This will set an objvar on the spawned object to they key,value
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|}
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===Commands for OBJECTLIST===
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====Information====
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{|class="wikitable"
 
|-
 
|-
| rotate *v1.4*|| rotate:x,y,z || This will rotate the spawned object to the x,y,z values
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! Command!! Format!! Description
 
|-
 
|-
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| SendMessage() *v1.4 || OBJECTLIST@ALL/RANDOM@<TargetId>,<TargetId>,<TargetId>@SendMessage()@<Message> || If this is set to ALL it will send the message to all the objects, if its set to RANDOM it will send a message to 1 of them on the list.
 
|}
 
|}
  
 
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return to [[Gizmos Community Projects]]

Latest revision as of 10:58, 14 December 2017

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Commands for OBJECT

Information

Below is a list of commands you can use to change values and send messages to other objects as a spawn sequence of this spawner. In the following examples below, i will show you a few simple commands and what they do.

  • OBJECT@108372@SetHue()@FF0000 -- this will find the object 108372 and paint it red.
  • OBJECT@SELF@SetRange()@5,10 -- this will set the spawners min and max range to min = 5 and max = 10
  • OBJECT@104938@SetObjVar()@datatable:{32,34,35,36} -- this will set a ObjVar named datatable on the object 104938.. the table will contain {32,34,35,36}
  • OBJECT@103928@SendMessage()@deactivate -- if the object 103928 has a event handler for deactivate, this would fire that event handler on object 103928

When making or using these commands think of it as follows..... your telling the spawner that you want to do something to an OBJECT. but now the spawner needs to know what object to target. You can enter in the target objects id value, or you can use the word SELF, if you want to directly target the spawner running this sequence. Now that the spawner knows its an object you want to target, and what the target is, it will need to know the COMMAND, and the variables for the command. Most formatting goes like this...

OBJECT@TARGET@COMMAND@VARIABLS

Command Format Description
SendMessage() OBJECT@<TargetId>@SendMessage()@<Message> This will send the <Message> to the <TargetId>. If the target has an event handler for <Message> then it should fire.
SetHue() OBJECT@<TargetId>@SetHue()@hue:<hue color> This will hue the <TargetID> the color <hue color>
Talk() *v1.4 OBJECT@<TargetId>@Talk@<Message> This will force a npc to have a overhead talk defined by <Message>
SetAmount() *v1.4 OBJECT@<TargetId>@SetAmount()@<Amount> This will set the values of any spawner count_max or maximum amount to spawn.
SetDelay() *v1.4 OBJECT@<TargetId>@SetDelay()@<MinDelay>:<MaxDelay> This will change the min_delay and max_delay values of the targeted spawner
SetRange() *v1.4 OBJECT@<TargetId>@SetRange()@<MinRange>:<MaxRange> This will change the min_ranger and max_ranger values of the targeted spawner
RotateBy() *v1.4 OBJECT@<TargetId>@RotateBy()@<x>,<y>,<z> this will rotate the target on all each axis by the variables x,y,z
SetObjVar()*v1.4 OBJECT@<TargetId>@SetObjVar()@<Key>:<Value> this will set the Key and Value of the Object Variable on the targeted object.
SetLocation()*v1.4 OBJECT@<TargetId>@SetLocation()@<x>,<y>,<z> this will set the objects location to x,y,z
SetScale()*v1.4 OBJECT@<TargetId>@SetScale()@<value> this will scale the targeted object by <value>
PlayEffect()*v1.4 OBJECT@<TargetId>@PlayEffect()@<value> this will play the effect provided by <value>
StopEffect()*v1.4 OBJECT@<TargetId>@PlayEffect()@<value> this will stop the effect provided by <value>

Commands for OBJECTLIST

Information

Command Format Description
SendMessage() *v1.4 OBJECTLIST@ALL/RANDOM@<TargetId>,<TargetId>,<TargetId>@SendMessage()@<Message> If this is set to ALL it will send the message to all the objects, if its set to RANDOM it will send a message to 1 of them on the list.

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