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Actions.md

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This documentation is outdated and not going to be updated. Please use the correct documentation here.

ACTIONS

BETAS adds 8 new Actions for you to use. Not all of them will be useful without using the new Triggers or new Game State Queries added by BETAS, but just like other actions, you can use them in dialogue, letters, etc. if you still want to. If a parameter is wrapped in < > then it is a required parameter. If the parameter is wrapped in [ ] then it is optional. If the parameter has a + after it, it means you can provide multiple of that parameter separated by spaces.

These Actions, unless otherwise stated, support the Tokenizable Strings added by BETAS.



Action Effect
${\textsf{\color{White}Spiderbuttons.BETAS\_EmoteFarmer\ \color{RedOrange}&lt;EmoteId&gt;}}$ Cause an emote bubble for the given EmoteId to appear above the local player's head.
${\textsf{\color{White}Spiderbuttons.BETAS\_EmoteNpc\ \color{Rhodamine}&lt;NPC&gt;\ \color{RedOrange}&lt;EmoteId&gt;}}$ Cause an emote bubble for the given EmoteId to appear above the head of the specified NPC.
${\textsf{\color{White}Spiderbuttons.BETAS\_Lightning\ \color{TealBlue}&lt;X&gt;\ \color{TealBlue}&lt;Y&gt;}}$ Cause lightning to strike at the specified X and Y coordinates on the current map. This lightning is purely cosmetic and will not actually damage anything.
${\textsf{\color{White}Spiderbuttons.BETAS\_MakeMachineReady\ \color{Cerulean}[MachineId]\ \color{BlueGreen}[OutputId]\ \color{RedOrange}[Location]\ \color{TealBlue}[Count]}}$ Cause one or more machines in a location(s) to instantly finish producing their output. MachineId should be the item ID of the machine you want to target if you only want specific ones; set it to Any for any machine. OutputId should be the qualified item ID of the output item if you only want to finish specific items; set it to Any for any output. Location should be the name of the location you want to look for machines in; set it to All if you want to look everywhere. Count is the number of machines you want to instantly finish; set it to -1 if you want unlimited. All parameters have a default value of -1.
${\textsf{\color{White}Spiderbuttons.BETAS\_SetNewDialogue\ \color{Rhodamine}&lt;NPC&gt;\ \color{Maroon}&lt;Dialogue&gt;\ \color{JungleGreen}[Append?]}}$ Give an NPC a new line of Dialogue to say today. The Dialogue can be a literal string of dialogue text (dialogue commands and formatting are supported) or a LocalizedText Tokenizable String. Remember to wrap the dialogue in escaped quotes as necessary. The Append parameter is a boolean value that determines whether the currently existing dialogue for the NPC is overwritten (false) or if the new dialogue is added in front of the existing dialogue (true). It defaults to false.
${\textsf{\color{White}Spiderbuttons.BETAS\_TextAboveHead\ \color{Rhodamine}&lt;NPC&gt;\ \color{Maroon}&lt;Dialogue&gt;\ \color{TealBlue}[Duration]\ \color{TealBlue}[Delay]\ \color{WildStrawberry}[Colour]}}$ Cause a speech bubble to appear above the NPC that says a Dialogue. It will last for Duration milliseconds (default 3000) and wait Delay milliseconds (default 0) before appearing. The Colour parameter controls the colour of the text (default black). The Dialogue can be a literal string or a LocalizedText Tokenizable String. Remember to wrap the dialogue in escaped quotes as necessary.
${\textsf{\color{White}Spiderbuttons.BETAS\_WarpFarmer\ \color{RedOrange}&lt;Location&gt;\ \color{TealBlue}[X]\ \color{TealBlue}[Y]\ \color{Aquamarine}[FacingDirection]}}$ Warp the Farmer to the X and Y tile coordinates (both default to 0) in a given Location. The farmer will be facing in FacingDirection (default 2) after the warp. Warps leading inside the FarmHouse may not always work correctly.
${\textsf{\color{White}Spiderbuttons.BETAS\_WarpNpc\ \color{Rhodamine}&lt;NPC&gt;\ \color{RedOrange}&lt;Location&gt;\ \color{TealBlue}[X]\ \color{TealBlue}[Y]\ \color{Aquamarine}[FacingDirection]}}$ Warp the given NPC to the X and Y tile coordinates (both default to 0) in a given Location. The NPC will be facing in FacingDirection after the warp. Warps leading inside the FarmHouse may not always work correctly.
${\textsf{\color{White}Spiderbuttons.BETAS\_UpdateAppearance\ \color{Rhodamine}&lt;NPC&gt;\ \color{Maroon}[Id]}}$ Force the NPC to choose their appearance again from their list of Appearances in their Data/Characters entry. If you provide the Id of an Appearance, they will change to that appearance, regardless of the conditions required or other appearances with higher precedence/weight. For Farmhands, this will only work if they are in the same location as the NPC.