Added constructs for checking player movement
Also fixed the "<player.velocity>" construct and reset the player's movement speed in the teacher script in violet city
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@ -25,7 +25,7 @@ Public Class OverworldCamera
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Private _scrollSpeed As Single = 0F
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Private _scrollDirection As Integer = 1
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Private _moved As Single = 0F
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Public _moved As Single = 0F
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Public LastStepPosition As Vector3 = New Vector3(0, -2, 0)
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Public YawLocked As Boolean = False
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@ -47,7 +47,11 @@
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Case "skin"
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Return Core.Player.Skin
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Case "velocity"
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Return 0F
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Return CInt(CType(Screen.Camera, OverworldCamera)._moved)
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Case "speed"
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Return Screen.Camera.Speed / 0.04F
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Case "isrunning"
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Return ReturnBoolean(Core.Player.IsRunning)
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Case "ismoving"
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Return ReturnBoolean(Screen.Camera.IsMoving())
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Case "facing"
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@ -489,7 +489,9 @@ Namespace ScriptVersion2
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r(New ScriptCommand("player", "hasbadge", "bool", {New ScriptArgument("badgeID", ScriptArgument.ArgumentTypes.Int)}.ToList(), "Returns if the player owns a specific Badge.", ",", True))
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r(New ScriptCommand("player", "skin", "str", "Returns the current skin the player wears.", ",", True))
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r(New ScriptCommand("player", "velocity", "sng", "Returns the player's velocity (steps until the player movement ends).", ",", True))
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r(New ScriptCommand("player", "ismoving", "bool", "Returns if the player moves.", ",", True))
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r(New ScriptCommand("player", "speed", "sng", "Returns the player's movement speed (divided by 0.04F).", ",", True))
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r(New ScriptCommand("player", "isrunning", "bool", "Returns if the player is currently running.", ",", True))
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r(New ScriptCommand("player", "ismoving", "bool", "Returns if the player is currently moving.", ",", True))
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r(New ScriptCommand("player", "facing", "int", "Returns the direction the player is facing.", ",", True))
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r(New ScriptCommand("player", "compass", "str", "Returns ""north"", ""east"", ""south"" or ""east"" depending on the direction the player is facing.", ",", True))
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r(New ScriptCommand("player", "money", "int", "Returns the player's money.", ",", True))
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