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6 Command_character
{nameId} is obtained when you preload a character. See: Load Command: Load Character | Load Command: Load Character in Communication State
- Syntax:
{nameId} show
- Syntax:
{nameId} hide
- Syntax:
{nameId} showD
- Syntax:
{nameId} hideD
0 is dark, 1 is bright. 0.5 and 1 are recommended.
- Syntax:
{nameId} hl/highlight {0.0~1.0}
How to use State Preview in Web Browser.
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Syntax:
{nameId} state {stateId}
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Example:
hifumi state 03
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Syntax:
{nameId} emo/emoticon {emoName}
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Example:
hifumi emo Action
- Syntax:
{nameId} up
- Syntax:
{nameId} down
Set an empty animation to restore the animation state.
- Syntax:
{nameId} empty
Recommended value are: -10, -5, 0, 5, 10.
- Syntax:
{nameId} x {position}
- Syntax:
{nameId} moveX/move {position} {speed}
- Syntax:
{nameId} y {position}
- Syntax:
{nameId} moveY {position} {speed}
Bring the character closer to the camera.
- Syntax:
{nameId} close
Move the character away from the camera.
- Syntax:
{nameId} back
Shake the character's X/Y axis.
- Syntax:
{nameId} shakeX/shakeY {speed} {amplitude} {duration}
The default character layer order is 0.
- Syntax:
{nameId} z {z-index}
CLICK TO VIEW
- Syntax:
spr show {nameId}
- Syntax:
spr hide {nameId}
- Syntax:
spr showD {nameId}
- Syntax:
spr hideD {nameId}
0 is dark, 1 is bright. 0.5 and 1 are recommended.
- Syntax:
spr hl/highlight {nameId} {0.0~1.0}
How to use State Preview in Web Browser.
-
Syntax:
spr state {nameId} {stateId}
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Example:
spr state hifumi 03
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Syntax:
spr emo/emoticon {nameId} {emoName}
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Example:
spr emo hifumi Action
- Syntax:
spr up {nameId}
- Syntax:
spr down {nameId}
Set an empty animation to restore the animation state.
- Syntax:
spr empty {nameID}
Recommended value: -10, -5, 0, 5, 10.
- Syntax:
spr x {nameID} {x}
- Syntax:
spr moveX/move {nameID} {x} {speed}
- Syntax:
spr y {nameID} {y}
- Syntax:
spr moveY {nameID} {y} {speed}
Bring the character closer to the camera.
- Syntax:
spr close {nameID}
Move the character away from the camera.
- Syntax:
spr back {nameId}
Shake the character's X/Y axis.
- Syntax:
spr shakeX/shakeY {nameId} {speed} {amplitude} {duration}
The default character layer order is 0.
- Syntax:
spr z {nameID} {z-index}