CMD Dialogs?

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LittleZbot
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CMD Dialogs?

Post by LittleZbot » Mon Aug 24, 2009 10:00 pm

I Barley know any Commands or CMDs. I thought Maybe people could post CMDs and Commands and what they do here. I'm starting a List on Yahoo.com of the CMDs and Commands. Once I have a lot on the List, I'll start post it here. Then People can Look here for what the CMDs and Commands do instead of searching the whole forum, finding out themselves, or keep posting new topics.

I'll Start.

CMD/Command 1: Opens/Activates Items with the Matching ID as Data1.

Now you tell the CMDs.
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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dlcs18
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Post by dlcs18 » Mon Aug 24, 2009 10:43 pm

Midnight Synergy website wrote:2 Closes/DeActivates Objects with ID matching Data1
3 Toggles Objects with ID matching Data1
5 Destroys Objects with ID matching Data1
6 Sets the Lighting of the Level to RGB Data1/Data2/Data3
9 Earthquake for Data1 frames
21 Starts Dialog #Data1 with starting Interchange #Data2 (=-1 if current default is to be used)
22 Changes Dialog #Data1 to have new default starting Interchange #Data2 (do not run this command while inside Dialog Data1)
23 Activates "AskAbout" #Data2 inside Dialog #Data1
24 DeActivates "AskAbout" #Data2 inside Dialog #Data1
25 Toggles "AskAbout" #Data2 inside Dialog #Data1
26 Set AskAboutActive #Data2 of Dialog #Data1 to value #Data3
27 Set AskAbout #Data2 of Dialog #Data1 to point to Interchange #Data3
111 Refills Lamp
112 Sets Inventory to 4x4 Size
113 Sets Inventory to 5x5 Size
Also:
7: Teleports you to room Data1 at co-ordinates Data2,Data3.
8: Starts Adventure Number Data1
61: Move Stinker ID Data1 to Spot (Data2,Data3)
62: Adjust Stinker ID Data1: Data2-Talkable, Data3-Expression, Data4-Yaw
63: Adjust Stinker ID Data1: Data2-WalkAnim, Data3-Turn/JumpAnim, Data4-Anim

and maybe more that I might have forgot or never heard of.
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gameboy991
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Post by gameboy991 » Mon Aug 24, 2009 10:57 pm

Woah, my head is spinning.

I could never memorise anything like that. :oops:
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dlcs18
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Post by dlcs18 » Mon Aug 24, 2009 11:00 pm

Well, I only memorised 7 and 8. I got 61-63 from another topic and all the rest from the WA editor manual on MS's site.
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mqdar
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Post by mqdar » Tue Aug 25, 2009 11:29 pm

Just saying... CMDs and commands are the same thing. :wink:
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LittleZbot
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Post by LittleZbot » Wed Aug 26, 2009 1:14 am

OK. But for the NPC move CMD, does it work with Commands, too? Or do you have to use a 'NPC move' Instead?
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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dlcs18
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Post by dlcs18 » Wed Aug 26, 2009 1:44 am

mqdar wrote:Just saying... CMDs and commands are the same thing. :wink:
:wink: :wink: :wink:
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LittleZbot
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Post by LittleZbot » Wed Aug 26, 2009 2:48 am

CMD list number 1 is up!

1 Opens/Activates Items with the Matching ID as Data1.
2 Closes/DeActivates Objects with ID matching Data1
3 Toggles Objects with ID matching Data1
5 Destroys Objects with ID matching Data1
6 Sets the Lighting of the Level to RGB Data1/Data2/Data3
7: Teleports you to room Data1 at co-ordinates Data2,Data3.
8: Starts Adventure Number Data1
9 Earthquake for Data1 frames
21 Starts Dialog #Data1 with starting Interchange #Data2 (=-1 if current default is to be used)
22 Changes Dialog #Data1 to have new default starting Interchange #Data2 (do not run this command while inside Dialog Data1)
23 Activates "AskAbout" #Data2 inside Dialog #Data1
24 DeActivates "AskAbout" #Data2 inside Dialog #Data1
25 Toggles "AskAbout" #Data2 inside Dialog #Data1
26 Set AskAboutActive #Data2 of Dialog #Data1 to value #Data3
27 Set AskAbout #Data2 of Dialog #Data1 to point to Interchange #Data3
61 Move Stinker ID Data1 to Spot (Data2,Data3)
62 Adjust Stinker ID Data1: Data2-Talkable, Data3-Expression, Data4-Yaw
63 Adjust Stinker ID Data1: Data2-WalkAnim, Data3-Turn/JumpAnim, Data4-Anim
111 Refills Lamp
112 Sets Inventory to 4x4 Size
113 Sets Inventory to 5x5 Size
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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AJQZC
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Post by AJQZC » Wed Aug 26, 2009 1:40 pm

After some mindboggling research by some of our boardmates, we managed to figure out some new commands:

102 - (Perhaps a testing command) Turns the game screen into falling stars (the ones seen at the introduction of WA)
115 - Opens the Floing dialogue?
116 - Changes the Stinker's hat (MoFI)
117 - Changes the Stinker's accessory (MoFI)

(and of course, there are many more)

All the discussions are included in this topic.
The end products are sorted out by cbloopy here.
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Kabooms Rock
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Post by Kabooms Rock » Fri Oct 09, 2009 11:31 pm

dlcs18 wrote:Also:
8: Starts Adventure Number Data1
:?: :? But how do you what adventure has what # :? :?:
Last edited by Kabooms Rock on Thu Apr 15, 2010 12:02 am, edited 1 time in total.
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Nobody
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Post by Nobody » Fri Oct 09, 2009 11:41 pm

Uh...

Generally the adventure# of the adventure called Adventure10 is 10, ect. :P :P :lol:
i should change my signature to be rude to people who hate pictures of valves
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gameboy991
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Post by gameboy991 » Mon Oct 12, 2009 9:54 pm

I have a question -

How do you activate gates and bridges? They don't have an ID. :?
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Nobody
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Post by Nobody » Mon Oct 12, 2009 10:01 pm

Lets go through this step by step.

1. First we'll need a 500 to keep the ingredients from sticking.

2. Grab a SubColour and add it to the 500 to make the sauce.

3. Add in just five colors (colours), for a slight tangy taste.

4. Put in the Data1 for later. Serve when ready.

There you go, bridge and gate toggle cookies.
i should change my signature to be rude to people who hate pictures of valves
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gameboy991
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Post by gameboy991 » Mon Oct 12, 2009 10:46 pm

...huh?

...I don't think a computer program makes very good cookies...
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Nobody
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Post by Nobody » Mon Oct 12, 2009 10:54 pm

gameboy991 wrote:...I don't think a computer program makes very good cookies...
It depends. If it has to save cookies on your computer to run properly, if it runs properly it must make good cookies.
Translation for those who don't think I'm funny :( :( :( wrote: 1. First we'll need a 500 to keep the ingredients from sticking. = Set Data1 to 500.

2. Grab a SubColour and add it to the 500 to make the sauce. = Add the SubColour to Data1.

3. Add in just five colors (colours), for a slight tangy taste. = Multiply the colour by five, then add the result to the Data1.

4. Put in the Data1 for later. Serve when ready. = You are done!

There you go, bridge and gate toggle cookies. = You are done! Deja vu.
i should change my signature to be rude to people who hate pictures of valves
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LittleZbot
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Post by LittleZbot » Tue Oct 13, 2009 12:51 am

Nobody wrote:
gameboy991 wrote:...I don't think a computer program makes very good cookies...
It depends. If it has to save cookies on your computer to run properly, if it runs properly it must make good cookies.
Translation for those who don't think I'm funny :( :( :( wrote: 1. First we'll need a 500 to keep the ingredients from sticking. = Set Data1 to 500.

2. Grab a SubColour and add it to the 500 to make the sauce. = Add the SubColour to Data1.

3. Add in just five colors (colours), for a slight tangy taste. = Multiply the colour by five, then add the result to the Data1.

4. Put in the Data1 for later. Serve when ready. = You are done!

There you go, bridge and gate toggle cookies. = You are done! Deja vu.
You ARE Funny! Just, well, for those who don't know about all of this, it is a littlehard to know what you mean.
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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gameboy991
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Post by gameboy991 » Tue Oct 13, 2009 1:50 am

LittleZbot wrote:
Nobody wrote:
gameboy991 wrote:...I don't think a computer program makes very good cookies...
It depends. If it has to save cookies on your computer to run properly, if it runs properly it must make good cookies.
Translation for those who don't think I'm funny :( :( :( wrote: 1. First we'll need a 500 to keep the ingredients from sticking. = Set Data1 to 500.

2. Grab a SubColour and add it to the 500 to make the sauce. = Add the SubColour to Data1.

3. Add in just five colors (colours), for a slight tangy taste. = Multiply the colour by five, then add the result to the Data1.

4. Put in the Data1 for later. Serve when ready. = You are done!

There you go, bridge and gate toggle cookies. = You are done! Deja vu.
You ARE Funny! Just, well, for those who don't know about all of this, it is a littlehard to know what you mean.
My thoughts exactly.
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gameboy991
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Post by gameboy991 » Tue Oct 27, 2009 2:03 am

Bump/DP- Can someone explain CMD 9 a bit more clearly? I don't know what the "frames" are... :?
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Qloof234
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Post by Qloof234 » Tue Oct 27, 2009 2:08 am

Frames per second, that is to say how many static images play in a second.

For example, by default, WA runs at roughly 60 FPS. Thus, CMD 9 Data1 60 shakes the screen for about a second.
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gameboy991
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Post by gameboy991 » Wed Oct 28, 2009 1:12 am

Oh, so if I want to make an earthquake for 5 seconds, I would take 60 X 5 to get 300? Thanks so much for clearing that up! :D
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Kabooms Rock
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Post by Kabooms Rock » Fri Nov 27, 2009 7:36 pm

I have searched the forum for cmd commands and put them all in one big list. :shock: :shock: :shock:

Code: Select all

1: Opens/Activates Objects with ID matching Data1 
2: Closes/DeActivates Objects with ID matching Data1 
3: Toggles Objects with ID matching Data1 
4: Sets object modifier #Data2 to value Data3 for Objects with ID matching Data1 
5: Destroys Objects with ID matching Data1 
6: Sets the Lighting of the Level to RGB Data1/Data2/Data3 
7: warp to level (x,y)
8: [start adventure] 
9: Earthquake for Data1 frames 
23: Activates "AskAbout" #Data2 inside Dialog #Data1 
24: DeActivates "AskAbout" #Data2 inside Dialog #Data1 
25: Toggles "AskAbout" #Data2 inside Dialog #Data1 
26: Set AskAboutActive #Data2 of Dialog #Data1 to value #Data3 
27: Set AskAbout #Data2 of Dialog #Data1 to point to Interchange #Data3  
28: Activates all AskAbouts with AskAboutActive value = Data1 across all Dialogs 
29: DeActivates all AskAbouts with AskAboutActive value = Data1 across all Dialogs 
30: Toggles all AskAbouts with AskAboutActive value = Data1 across all Dialogs 
51: Set MovementType to value Data4 for Objects with ID matching Data1 
52: Set MovementType to value Data2 and MovementTypeData to value Data3, for Objects with ID matching Data1 
61: CMD version of NPC Move button
62: CMD version of NPC Change button 
63: CMD version of NPC Change button 
64: CMD version of NPC Exclamation button (Data1 = NPC ID, Data2 = Particle ID, Data3 = How Many) 
102: run cutscene #1--not available in WA Editor
103: run cutscene #2--not available in WA Editor
104: run cutscene #3--not available in WA Editor
111: Refills Lamp  
112: Sets Inventory to 4x4 Size
113: Sets Inventory to 5x5 Size
114: activates shards teleportation
115: open Floing menu--not available in WA Editor
116: change player's hat--MOFI only
117: change player's accessory--MOFI only
And there are probably more!!! :shock: :shock: :shock:
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Post by Emerald141 » Fri Nov 27, 2009 8:33 pm

Last edited by Emerald141 on Thu Sep 01, 2022 11:04 pm, edited 2 times in total.
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gameboy991
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Post by gameboy991 » Fri Nov 27, 2009 8:42 pm

Cbloopy left the forum!?!? :shock: :shock: :shock:
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Post by Emerald141 » Fri Nov 27, 2009 9:02 pm

Last edited by Emerald141 on Thu Sep 01, 2022 11:19 pm, edited 1 time in total.
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Kabooms Rock
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Post by Kabooms Rock » Fri Nov 27, 2009 9:09 pm

Kabooms rock: And there are probably more!!!:shock: :shock: :shock:
Emerald141: No there aren't,
Oh...
gameboy991 wrote:Cbloopy left the forum!?!?
:cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry:
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