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script:module:app [2019-12-15 16:51]
skyjake [App.Player]
script:module:app [2020-07-18 16:30] (current)
skyjake
Line 7: Line 7:
 ===== Functions ===== ===== Functions =====
  
 +#​@Identifier_HTML~consolePlayer~@#​ ( )
 +
 +Returns an object representing the console player ([[script:​module:​App#​app.player|App.Player]]).
  
 #​@Identifier_HTML~gamePlugin~@#​ ( ) #​@Identifier_HTML~gamePlugin~@#​ ( )
  
-Returns the identifier of the currently loaded game plugin. The return value is text, for instance for [[libdoom]]:+Returns the identifier of the currently loaded game plugin. The return value is text, for instance for the Doom game plugin:
   "​doom"​   "​doom"​
 +  ​
 +
 +#​@Identifier_HTML~getInteger~@#​ (
 + #​@Arg_HTML~Number,​id~@#​ )
 +  ​
 +Query the value of an internal engine variable. The //id// is one of the constants in the App module, such as ''​App.NETGAME''​.
 +
 +
 +#​@Identifier_HTML~quit~@#​ ( )
 +
  
 +#​@Identifier_HTML~setInteger~@#​ (
 + #​@Arg_HTML~Number,​id~@#,​
 + #​@Arg_HTML~Number,​value~@#​ )
 +  ​
 +Sets the value of an internal engine variable. The //id// is one of the constants in the App module, such as ''​App.NETGAME''​. Note that some values cannot be changed, or are reset internally by the engine.
  
 ===== Variables ===== ===== Variables =====
Line 30: Line 48:
  
 Base class for players in the game. Base class for players in the game.
 +
  
 #​@Identifier_HTML~armor~@#​ ( ) #​@Identifier_HTML~armor~@#​ ( )
Line 36: Line 55:
  
 Returns the current armor points of the player. Returns the current armor points of the player.
 +
  
 #​@Identifier_HTML~armorType~@#​ ( ) #​@Identifier_HTML~armorType~@#​ ( )
Line 42: Line 62:
  
 Returns the current armor type (0, 1, or 2) of the player. Returns the current armor type (0, 1, or 2) of the player.
 +
 +
 +#​@Identifier_HTML~giveArmor~@#​ (
 + #​@Arg_HTML~Number,​type~@#,​
 + #​@Arg_HTML~Number,​points~@#​ )
 +
 +Increases the player'​s armor points and changes the armor type.
 +
 +
 +#​@Identifier_HTML~giveBackpack~@#​ ( )
 +
 +(Availability:​ Not available in Hexen.)
 +
 +Increases the player'​s max ammo capacity.
 +
 +
 +#​@Identifier_HTML~givePower~@#​ (
 + #​@Arg_HTML~Number,​type~@#​ )
 +
 +Gives the player a power-up.
 +
 +The values for //type// depend on the game (see ''​enum powertype_t''​).
 +For Heretic, the following values are defined:
 +
 +  * App.Player.PT_ALLMAP
 +  * App.Player.PT_FLIGHT
 +  * App.Player.PT_HEALTH2
 +  * App.Player.PT_INFRARED
 +  * App.Player.PT_INVISIBILITY
 +  * App.Player.PT_INVULNERABILITY
 +  * App.Player.PT_SHIELD
 +  * App.Player.PT_WEAPONLEVEL2
 +
  
 #​@Identifier_HTML~health~@#​ ( ) #​@Identifier_HTML~health~@#​ ( )
  
 Returns the current health points of the player. Returns the current health points of the player.
 +
  
 #​@Identifier_HTML~id~@#​ ( ) #​@Identifier_HTML~id~@#​ ( )
Line 52: Line 106:
  
 #​@Identifier_HTML~power~@#​ ( #​@Arg_HTML~Number,​type~@#​ ) #​@Identifier_HTML~power~@#​ ( #​@Arg_HTML~Number,​type~@#​ )
 +
 +Returns one of the power-up counters of the player. ​
 +The returned value is the number of 35 Hz tics that the power-up is in effect. It counts downward over time. If the returned value is positive, the corresponding power-up is currently active.
  
 The values for //type// depend on the game (see ''​enum powertype_t''​). The values for //type// depend on the game (see ''​enum powertype_t''​).
  
-Returns one of the power-up counters ​of the player. The returned value is the number of 35 Hz tics that the power-up ​is in effectIt counts downward over timeIf the returned ​value is positive, the corresponding power-up ​is currently active.+ 
 +#​@Identifier_HTML~setFlameCount~@#​ ( #​@Arg_HTML~Number,​tics~@#​ ) 
 + 
 +(Availability:​ Heretic.) 
 + 
 +Sets the maximum duration ​of the powered up Phoenix Rod flame thrower. The default ​is 350 tics (10 seconds). After this duration, ammo will be depleted and the player must start a new attack. 
 + 
 +This behavior ​is defined by the State definitions ​in Heretic'​s **objects.ded**. 
 + 
 + 
 +#​@Identifier_HTML~setLocalQuake~@#​ (  
 + #​@Arg_HTML~Number,​intensity~@#,​ 
 + #​@Arg_HTML~Number,​duration~@#​ = 0 ) 
 + 
 +(Availability:​ Heretic, Hexen.) 
 + 
 +Starts or stops the local earthquake effect where a player'​s camera is being randomly shaken. 
 + 
 +Both the //​intensity//​ and //​duration//​ are integers. The value of //​intensity//​ determines the strength of the shaking; for example: 1 is the minimum10 is very strong. //​Duration//​ determines how long the shaking will go on (in tics; 35 is one second). The duration is zero by default, which means the earthquake will continue indefinitely. 
 + 
 +To stop the earthquake, set //​intensity//​ to zero. 
 + 
 +#​@Identifier_HTML~shotAmmo~@#​ ( ) 
 + 
 +Deplete one round of ammo according to the "per shot" ammo of the player'​s current weapon. 
  
 #​@Identifier_HTML~thing~@#​ ( ) #​@Identifier_HTML~thing~@#​ ( )
  
 Returns the player mobj as a [[script:​module:​world#​worldthing|World.Thing]] object. Returns the player mobj as a [[script:​module:​world#​worldthing|World.Thing]] object.
script/module/app.1576421460.txt.gz · Last modified: 2019-12-15 16:51 by skyjake