[−][src]Enum brawllib_rs::script_ast::EventAst
Variants
SyncWait(f32)
Pause the current flow of events until the set time is reached. Synchronous timers count down when they are reached in the code.
Nop
Does nothing.
AsyncWait(f32)
Pause the current flow of events until the set time is reached. Asynchronous Timers start counting from the beginning of the animation.
ForLoop(ForLoop)
Execute the block of code N times.
Subroutine(Offset)
Enter the event routine specified and return after ending.
Return
Return from a Subroutine.
Goto(Offset)
Goto the event location specified and execute.
IfStatement(IfStatement)
An expression decides which block of code to execute.
IfStatementAnd(Expression)
An And
to an If statement.
If the expression is false then execution of all events other than IfStatementOr are skipped.
Execution can be resumed by an IfStatementOr
Has no effect outside of an IfStatement Havent tested if it would affect execution when called within a subroutine, but I would assume it is.
IfStatementOr(Expression)
An Or
to an If statement.
If the expression is true then execution of all events is re-enabled
Execution can be stopped by an IfStatementAnd
Has no effect outside of an IfStatement Havent tested if it would affect execution when called within a subroutine, but I would assume it is.
Switch(i32, i32)
Begin a multiple case Switch block.
Case(i32)
Handler for if the variable in the switch statement equals the specified value.
DefaultCase
The case chosen if none of the others are executed.
EndSwitch
End a Switch block.
LoopRest
Briefly return execution back to the system to prevent crashes during infinite loops.
CallEveryFrame
Runs a subroutine once per frame for the current action.
Fields of CallEveryFrame
RemoveCallEveryFrame
Stops the execution of a loop created with CallEveryFrame
Fields of RemoveCallEveryFrame
thread_id: i32
EnableInterrupt(i32)
Enables the given interrupt ID on any interrupt type.
DisableInterrupt(i32)
Disables the given interrupt ID on any interrupt type.
ToggleInterrupt
Invert the given interrupt ID assosciated with the given interrupt type.
Fields of ToggleInterrupt
interrupt_type: InterruptType
interrupt_id: i32
EnableInterruptGroup(InterruptType)
Enables all interrupts associated with the given interrupt type.
DisableInterruptGroup(InterruptType)
Disables all interrupts associated with the given interrupt type.
ClearInterruptGroup(InterruptType)
Remove all actions currently assosciated with an interrupt type.
CreateInterrupt(Interrupt)
An interrupt with the given interrupt ID is assosciated with the interrupt type of that action. The interrupt type used, seems to be hardcoded to the action somehow. The current action will change upon test being true. (the requirement does not have to be met at the time this ID is executed - it can be used anytime after execution.)
PreviousInterruptAddRequirement
Add an additional requirement to the preceeding CreateInterrupt statement. All requirements on the interrupt must be true for the interrupt to occur.
Fields of PreviousInterruptAddRequirement
test: Expression
InterruptAddRequirement
Add an additonal requirement to the specified interrupt type and interrupt id. All requirements on the interrupt must be true for the interrupt to occur.
Fields of InterruptAddRequirement
AllowInterrupts
Allow the current action to be interrupted by another action.
ChangeSubaction(i32)
Change the current subaction.
ChangeSubactionRestartFrame(i32)
Change the current subaction, restarting the frame count.
SetFrame(f32)
Changes the current frame of the animation. Does not change the frame of the subaction (i.e. timers and such are unaffected).
FrameSpeedModifier
Dictates the frame speed of the subaction. Example: setting to 2 makes the animation and timers occur twice as fast.
Fields of FrameSpeedModifier
TimeManipulation(i32, i32)
Change the speed of time for various parts of the environment.
SetAirGround(i32)
Specify whether the character is on or off the ground.
SetEdgeSlide(EdgeSlide)
Determines whether or not the character will slide off the edge.
ReverseDirection
Reverse the direction the character is facing after the animation ends.
CreateHitBox(HitBoxArguments)
Create a hitbox with the specified parameters.
ThrownHitBox(HitBoxArguments)
Create a hitbox with the specified parameters on the character to be thrown. The hitbox can not hit the throwing character or the thrown character. TODO: I actually dont understand this at all, it seems characters without this still have hitboxes regardless of who throws who.
DeleteAllHitBoxes
Remove all currently present hitboxes.
CreateSpecialHitBox(SpecialHitBoxArguments)
Create a hitbox with the even more parameters.
MoveHitBox(MoveHitBox)
Repositions an already-existing hitbox.
ChangeHitBoxDamage
Changes a specific hitbox's damage to the new amount. Only guaranteed to work on a HitBox
Fields of ChangeHitBoxDamage
ChangeHitBoxSize
Changes a specific hitbox's size to the new amount. Only guaranteed to work on a HitBox
Fields of ChangeHitBoxSize
DeleteHitBox(i32)
Deletes a hitbox of the specified ID. Only guaranteed to work on a HitBox
CreateGrabBox(GrabBoxArguments)
Generate a grabbox with the specified parameters.
DeleteGrabBox(i32)
Deletes the grabbox with the specified ID.
DeleteAllGrabBoxes
Remove all currently present grabboxes
SpecifyThrow(SpecifyThrow)
Specify the throw
ApplyThrow(ApplyThrow)
Apply the previously specified throw
ChangeHurtBoxStateAll
Set the state of all of the characters hurtboxes.
Fields of ChangeHurtBoxStateAll
state: HurtBoxState
ChangeHurtBoxStateSpecific
Sets the state of a characters specific hurtbox.
Fields of ChangeHurtBoxStateSpecific
bone: i32
state: HurtBoxState
UnchangeHurtBoxStateSpecific
Sets the state of a characters specific hurtbox to the global value.
ControllerClearBuffer
Possibly clears the controller buffer.
ControllerUnk01
Unknown controller event
ControllerUnk02
Unknown controller event
ControllerUnk06(bool)
Unknown controller event
ControllerUnk0C
Unknown controller event
Rumble
Undefined. Affects the rumble feature of the controller.
Fields of Rumble
RumbleLoop
Creates a rumble loop on the controller.
Fields of RumbleLoop
SlopeContourStand
Moves the character's feet if on sloped ground.
Fields of SlopeContourStand
leg_bone_parent: i32
SlopeContourFull
Moves entire character to match sloped ground.
Fields of SlopeContourFull
GenerateArticle
Generate a pre-made prop effect from the prop library.
Fields of GenerateArticle
ArticleEvent(i32)
Makes the article preform an animation when set to 1.
ArticleAnimation(i32)
Article Animation.
ArticleRemove(i32)
Removes an article.
ArticleVisibility
Makes an article visible or invisible.
Fields of ArticleVisibility
FinalSmashEnter
Allows use of Final Smash locked articles, variables, etc. Highly unstable.
FinalSmashExit
Exit Final Smash state
TerminateSelf
Used by certain article instances to remove themselves.
LedgeGrabEnable(LedgeGrabEnable)
Allow or disallow grabbing ledges during the current subaction.
TagDisplay(bool)
Disables or enables tag display for the current subaction.
Armor
Begins super armor or heavy armor. Set parameters to None and 0 to end the armor.
Fields of Armor
AddDamage(f32)
Adds the specified amount of damage to the character's current percentage.
Posture(i32)
???
SetOrAddVelocity(SetOrAddVelocity)
Will either set or add the velocity amounts depending on the set_ flags.
SetVelocity
Sets the character's current velocity.
Fields of SetVelocity
AddVelocity
Adds to the character's current velocity.
Fields of AddVelocity
DisableMovement(DisableMovement)
Does not allow the specified type of movement.
DisableMovement2(DisableMovement)
This must be set to the same value as DisableMovement to work.
ResetVerticalVelocityAndAcceleration(bool)
When set to 1, vertical speed and acceleration are reset back to 0.
SoundEffect1(i32)
Play a specified sound effect.
SoundEffect2(i32)
Play a specified sound effect.
SoundEffectTransient(i32)
Play a specified sound effect. The sound effect ends with the animation.
SoundEffectStop(i32)
Stops the specified sound effect immediately.
SoundEffectVictory(i32)
Play a specified sound effect. Is used during victory poses.
SoundEffectUnk(i32)
Unknown.
SoundEffectOther1(i32)
Play a specified sound effect.
SoundEffectOther2(i32)
Play a specified sound effect.
SoundVoiceLow
Play a random low voice clip.
SoundVoiceDamage
Play a random damage voice clip.
SoundVoiceOttotto
Play the Ottotto voice clip.
SoundVoiceEating
Play a random eating voice clip.
IntVariableSet
Set a specified value to an int variable.
Fields of IntVariableSet
value: i32
variable: VariableAst
IntVariableAdd
Add a specified value to an int variable.
Fields of IntVariableAdd
value: i32
variable: VariableAst
IntVariableSubtract
Subtract a specified value from an int variable.
Fields of IntVariableSubtract
value: i32
variable: VariableAst
IntVariableIncrement
Increment an int variable.
Fields of IntVariableIncrement
variable: VariableAst
IntVariableDecrement
Decrement an int variable.
Fields of IntVariableDecrement
variable: VariableAst
FloatVariableSet
Set a specified value to a float variable.
Fields of FloatVariableSet
value: f32
variable: VariableAst
FloatVariableAdd
Add a specified value to a float variable.
Fields of FloatVariableAdd
value: f32
variable: VariableAst
FloatVariableSubtract
Subtract a specified value from a float variable.
Fields of FloatVariableSubtract
value: f32
variable: VariableAst
FloatVariableMultiply
Multiply a specified value on a float variable.
Fields of FloatVariableMultiply
value: f32
variable: VariableAst
FloatVariableDivide
Divide a specified value on a float variable.
Fields of FloatVariableDivide
value: f32
variable: VariableAst
BoolVariableSetTrue
Set a bool variable to true.
Fields of BoolVariableSetTrue
variable: VariableAst
BoolVariableSetFalse
Set a bool variable to false.
Fields of BoolVariableSetFalse
variable: VariableAst
ModelChanger
Changes the visibility of certain bones attached to objects. Uses bone groups and switches set in the specified Reference of the Model Visibility section.
Fields of ModelChanger
GraphicEffect(GraphicEffect)
Generate a generic graphical effect with the specified parameters.
ExternalGraphicEffect(ExternalGraphicEffect)
Generate a graphical effect from an external file. (usually the Ef_ file)
LimitedScreenTint(LimitedScreenTint)
Tint the screen to the specified color.
UnlimitedScreenTint(UnlimitedScreenTint)
Tint the screen to the specified color until terminated by EndUnlimitedScreenTint
.
EndUnlimitedScreenTint
Ends an unlimited screen tint with the specified ID.
Fields of EndUnlimitedScreenTint
SwordGlow(SwordGlow)
Creates glow of sword. Only usable when the proper effects are loaded by their respective characters.
DeleteSwordGlow
Remove the sword flow in the specified time
Fields of DeleteSwordGlow
fade_time: i32
AestheticWindEffect(AestheticWindEffect)
Moves nearby movable model parts (capes, hair, etc) with a wind specified by the parameters.
EndAestheticWindEffect
Ends the wind effect spawned by the "Aesthetic Wind Effect" event
Fields of EndAestheticWindEffect
unk: i32
ScreenShake
Shakes the screen.
Fields of ScreenShake
magnitude: i32
CameraCloseup(CameraCloseup)
Zoom the camera on the character.
CameraNormal
Return the camera to its normal settings.
ItemPickup
Cause the character to receive the closest item in range.
Fields of ItemPickup
ItemThrow
Cause the character to throw the currently held item.
Fields of ItemThrow
unk1: VariableAst
unk2: VariableAst
unk3: VariableAst
unk4: Option<VariableAst>
unk5: Option<VariableAst>
ItemThrow2
Cause the character to throw the currently held item.
Fields of ItemThrow2
ItemDrop
Cause the character to drop any currently held item.
ItemConsume
Cause the character to consume the currently held item.
Fields of ItemConsume
unk: i32
ItemSetProperty
Set a property of the currently held item.
Fields of ItemSetProperty
FireWeapon
Fires a shot from the currently held item.
FireProjectile
Fires a projectile.
Item1F
Used when firing a cracker launcher.
Fields of Item1F
unk: i32
ItemCreate
Create an item in the characters hand.
Fields of ItemCreate
unk: i32
ItemVisibility(bool)
Determines the visibility of the currently held item.
BeamSwordTrail
Creates a beam sword trail. Probably has more uses among battering weapons.
Fields of BeamSwordTrail
unk: i32
Unknown(Event)
Unknown event.
Trait Implementations
impl Clone for EventAst
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fn clone(&self) -> EventAst
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default fn clone_from(&mut self, source: &Self)
1.0.0[src]
Performs copy-assignment from source
. Read more
impl Debug for EventAst
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impl Serialize for EventAst
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Auto Trait Implementations
Blanket Implementations
impl<T, U> Into for T where
U: From<T>,
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U: From<T>,
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
impl<T> From for T
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impl<T, U> TryFrom for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T> Borrow for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T, U> TryInto for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,