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Manual Updates

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Offline O Ilusionista

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Manual Updates
« on: October 04, 2014, 07:07:58 PM »
Manual Updates Log

Hi guys.
I've made this topic to track the Manual updates. The previous topic was kinda messed so I will focus in updating this one.

Some days ago, I've added a whole new Script section to the manual. It covers the following topics:

22 Script
22.1 Event Scrpts
22.2 Global Events
22.3 Level Events
22.4 Entity Events
22.5 Key Scripts
22.6 Script Reference
22.6.1 Script Variants
22.6.2 Local variants
22.6.3 Global variants
22.6.4 Functions
22.7 Predefined Script Functions


http://dcemulation.org/index.php5?title=OpenBORManual#Script

I've added everything I found and know. I know there are some missing things, like the built-in @cmd projectile, but I need the description to add it to the manual.

Please, lets keep this topic clean with just useful information, ok? If there is anything missing in the manual, please post it here.  Note: THIS IS NOT A HELP POST. Do not ask for help here.

Thanks
« Last Edit: October 22, 2016, 10:21:32 AM by O Ilusionista »

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Offline esn23

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Re: Manual Updates
« Reply #1 on: October 04, 2014, 07:14:59 PM »
this will help a lot O how do you have time to do this your are like super man lol you have a full time job, a family and still have time to make good games in mugen bor and tuortials so much work :P
WIPS







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Offline maxman

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Re: Manual Updates
« Reply #2 on: October 05, 2014, 05:01:32 AM »
There seems to be a typo in the manual:

Quote
playsample(sample, prioroity, lvolume, rvolume, speed, loop)
•~Play a defined sound sample.
•~'sample' is a sample constant (see openborconstant()).
•~'priority' is the playing priority.
•~'lvolume' is left volume.
•~'rvolume' is right volume.
•~'speed' is the play speed.
•~'loop': 0 = no loop, 1 = loop.
Projects in Progress:
Dragon Duo (on hold)
Captain Commando (CPS2/MVC style) (on hold)
Unelmia (on hold)
Secret project (on hold)
Double Dragon Remake (in progress)
Castlevania Rebirth (on hold)

Misc.:
Openbor Tutorials (to be resumed later on)

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Offline O Ilusionista

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Re: Manual Updates
« Reply #3 on: October 22, 2016, 10:46:56 AM »
Update 10/22/2016:

  • Added new method of setting bbox (multiple values broken in separated lines)
  • Added new method of setting attackbox (same as above)

I will add more stuff once the DCemulation's server is back

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Offline Damon Caskey

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Re: Manual Updates
« Reply #4 on: October 22, 2016, 12:46:12 PM »
Update 10/22/2016:

  • Added new method of setting bbox (multiple values broken in separated lines)
  • Added new method of setting attackbox (same as above)

I will add more stuff once the DCemulation's server is back

Aww man, wish you hadn't done that - those are going to be completely changed very soon. Please note this in the manual. I'd advise authors not to use them at all to be honest.

DC
« Last Edit: October 22, 2016, 01:02:43 PM by Damon Caskey »
Projects in progress are now available here: https://github.com/DCurrent

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Offline O Ilusionista

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Re: Manual Updates
« Reply #5 on: October 22, 2016, 12:58:33 PM »
ah I remember something from the Dev section. I will remove it, thanks.

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Offline O Ilusionista

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Re: Manual Updates
« Reply #6 on: November 14, 2016, 07:25:38 PM »
Big update:

-New default sample: pause.wav
-updatescript (level script)
-ondrawscript
-Math Functions
-openborvariant("cheats")
-nosame
-onblockpscript
-skipselect update
-wall update
-hole update
-vbgspeed
-hitobstacle/hitplatform/hitwall
-BACKRUN
-CMD and CANCEL multiple inputs
-font number increased
-gfxshadow {shadowbase}
-basemap

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Offline O Ilusionista

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Re: Manual Updates
« Reply #7 on: November 26, 2016, 05:49:51 PM »
Added "alphamask" to the manual.
It is such a cool and underated feature and I can't believe nobody ever added it to the manual, once its on the engine since version    3.2852+

Quote
alphamask {path}

~{path}
~Default: NA
~Path to a grayscale image (usually in PNG format) to be used as the alpha mask for the following frame or layer.
~The usage of the alphamask command is exactly the same for both animations and background/foreground layers of levels.
(...)

Its located under Frame Properties

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Offline O Ilusionista

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Re: Manual Updates
« Reply #8 on: December 13, 2016, 12:41:45 PM »
Update 12/13/2016:

- All "openborvariant" included and documented in the engine manual

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Offline O Ilusionista

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Re: Manual Updates
« Reply #9 on: December 14, 2016, 02:38:40 PM »
Update 12/14/2016:

- Added "onkillscript"
- White dragon added Arrays and Filestream

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Offline O Ilusionista

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Re: Manual Updates
« Reply #10 on: August 19, 2017, 08:08:35 PM »
Update 08/19/2017

- "Blast" was deprecated

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Offline O Ilusionista

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Re: Manual Updates
« Reply #11 on: September 12, 2017, 03:01:37 PM »
Last update on 12 September 2017 - by O Ilusionista
*~ Added "ondoattack"
*~ Added more attack types (ATK_ITEM, ATK_LAND, ATK_PIT, ATK_LIFESPAN, ATK_TIMEOVER)
Both in DCE and Wikia manuals

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Offline O Ilusionista

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Re: Manual Updates
« Reply #12 on: October 01, 2017, 12:54:55 PM »
Last update on 01 October 2017 - by O Ilusionista
*~ Font informations
Both in DCE and Wikia manuals

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Offline O Ilusionista

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Re: Manual Updates
« Reply #13 on: October 15, 2017, 11:39:10 AM »
Last update on 15 October 2017 - by O Ilusionista
*~ didhitscript and other event scripts
Both in DCE and Wikia manuals

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Offline maxman

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Re: Manual Updates
« Reply #14 on: October 15, 2017, 04:50:52 PM »
You don't have to take my word, O Ilusionista, but I know onpainscript is missing in there. The onpain command defines which the entity is attacked.
Projects in Progress:
Dragon Duo (on hold)
Captain Commando (CPS2/MVC style) (on hold)
Unelmia (on hold)
Secret project (on hold)
Double Dragon Remake (in progress)
Castlevania Rebirth (on hold)

Misc.:
Openbor Tutorials (to be resumed later on)

 

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