There is a tutorial. Here:ShockScript is a scripting engine for Flash written by me, Shock Value.
It allows you to write your own scripts to make events occur in the gameworld.
For example, you might write a script that causes an explosion to occur if the Buddy touches a wall.
Or you might write a script that shoots a continuous stream of baseballs at the Buddy.
(Both of these examples are provided as sample scripts, among others.)
It's all up to you.
However, to get these results, you must familiarize yourself with the language.
These help files assume that you have at least a basic understanding of programming concepts.
If you are familiar with Flash Actionscript or JavaScript, you should have no problem.
If you are new to programming, then you will need to learn basic programming concepts first, which is knowledge that is outside the scope of these help files.
Expressions are written just as they are in Actionscript or Javascript.
1+2 evaluates to 3.
1+2*3 evaluates to 7.
(3*(8-6)-2)*(3+3) evaluates to 24.
ShockScript includes all of the operators that are available in Actionsript and uses the same precedence rules as ActionScript uses.
* : multiplication
/ : devision
% : modulo
+ : addition and string concatenation
- : subtraction
<< : bitwise left shift
>> : bitwise right shift
>>> : bitwise unsigned right shift
< : less than
<= : less than or equal to
> : greater than
>= : greater than or equal to
== : equal to
!= : not equal to
& : bitwise AND
^ : bitwise XOR
| : bitwise OR
&& : logical AND
: logical OR
The operators above are ordered by decreasing precedence.
Variables are assigned as follows.
myVar = 1+2;
'myVar' now holds the value '3'.
anotherVar = "variable number "+2;
'anotherVar' now holds the string "variable number 2"
thirdVar = 1+myVar*2;
'thirdVar' now holds the value '7'
Variables can also be assigned by using the assign(varName,expression) function, which will be explained later.
Semicolons (;) separate lines of code and MUST be used.
This is unlike Actionscript, which recognizes line breaks as well as semicolons as ending lines of code.
Example:
myVar = "Hello!";
trace(myVar);
setGrav(0)
Functions can be used as follows:
someFunction(argument1,argument2)
You cannot define your own functions; you must use the built in ones. However, there are many built in functions which are listed on the following help page. You can use functions anywhere an expression is used, just like in ActionScript.
Function LIST!!:
text,time)
explode(x,y,power) 1.0 is about normal for power
create(objectType,x,y,xVelocity,yVelocity) valid objectType strings: "Baseball", "molotov", "bowlball", "bouncyball", "grenade", "fireball", "mine", "baby", "orb", "radio", "vortex". Returns the unique objectName assigned to the object you created.
destroy(objectName) removes specified object (if destructable)
noAutoDelete(objectName) makes specified object not be auto deleted when adding more objects; note that it can still be destroyed through destroy() function or through a mousover when a throwing item is selected
addConstraint(objectName,x,y,len) adds a constraint to specified target (objectName) at x, y of length len; constraint is removed when object is deleted
addSpring(objectName,x,y,strength) similar to addConstraint, except with a flexible attachment; strength can be between 0.0-1.0, but lower numbers (like .05) work best
resetForces() resets all added forces (constraints, springs, etc.)
flashMessage(text, timeInFrames)
water(x, y, xv, yv, lifeSpanInFrames, strength, spread, size, disappearOnContact)
fireClip(x, y, xv, yv, lifeInFrames, scale) about 4.0 is normal for scale
addBuddyVel(x,y)
setBuddyVel(x,y)
setBuddyPos(x,y)
addBuddyRot(rotationAmount)
setBuddyRot(angleRadians)
getBuddyRot()
getBuddyX()
getBuddyY()
getEmotion() returns happiness of buddy from -100.0 to 100.0
getXV(objectName) returns x velocity of object, valid strings for objectName: "body", "rArm", "lArm", "rLeg", "lLeg", plus all strings returned by 'create' function (see ex-throwableBall)
getYV(objectName) ... y velocty ...
getX(name) ... x position ...
getY(name) ... y position ...
playSound(soundName)
resetVariables() resets all user variables
pow(x,y) returns x to the y power
sin(x)
cos(x)
tan(x)
atan(x)
atan2(x,y)
max(x,y) returns greater value
min(x,y) returns lesser value
sign(x) returns -1 if negative, 0 if 0, 1 if positive
random() returns random floating point, 0.0 to 1.0
randomBet(x,y) returns random floating point between x and y
sqrt(x)
ceil(x)
floor(x)
round(x)
pi() returns pi (3.14159...)
e() returns e
asin(x)
acos(x)
abs(x) absolute value
charAt(string,letterPosition)
bnot(x) returns false if x is true, true if x is false
bor(x,y) logical OR (same as xy)
band(x,y) logical AND (same as x&&y)
above(x,y) returns true if x is greater than y, else false (same as x>y)
below(x,y) x<y
equal(x,y) x==y
sqr(x) returns x*x
exp(x) returns e to the x
log(x)
gettime() returns time since movie start, in seconds
getXMouse()
getYMouse()
getMouseDown()
if(value,arg1,arg2)
This is the if statement in ShockScript. It is actually set up like a function, but it works differently. First it evaluates 'value'. If it is true, then 'arg1' is evaluated and returned. Otherwise 'arg2' is evaluated and returned. Note that after 'value' is evaluated, either 'arg1' or 'arg2' will be evaluated, not both.
loop(num,arg)
This function evaluates 'arg' for 'num' number of times (the maximum is 2000)
setBuffer(bufferNumber,position,value)
Sets the element at 'position' of the 'bufferNumber' buffer (or array) to the 'value'. 'bufferNumber' may be any number from 0 to 1000
getBuffer(bufferNumber, position)
Returns the element at 'position' of the 'bufferNumber' buffer.
assign(myVar,value)
Same as writing 'myVar = value'. Note that the first argument of the function is not a string, it is the exact text that you write. You would use this function like this: assign(x,10); which would set variable 'x' to '10'.
evaluate(scriptText)
This function allows you to evaluate text as if it were ShockScript code. Example: 'evaluate("x = "+10)' would evaluate 'x = 10' and thus set variable 'x' to '10'.
firstRun()
This function returns true on the first run of your code when 'Run Every Frame' is checked, and false on every other run.
If you click 'Run Once', it is also true for that run.
When writing scripts, be sure that they conform to general coding standards and those listed above.
ShockScript has little to no error detection, so erroneous scripts might compile and run with unexpected results.
In Flash, syntax errors are recognized by the compiler automatically, but again, in ShockScript this is not the case.
The reason ShockScript has no error detection is simple--I just don't have to time to write it in.
The process would be difficult and full of bugs.
And it would never be perfectly consistant, so I wouldn't want people to rely on it.
So, unfortunately, you will have to locate all syntax errors yourself.
Also, all example scripts should be set to run every frame unless otherwise noted.
This includes th function list as well! BYE!
To find your buddy list on aim, you will need to first log onto AOL. Select the â??Membersâ?? menu and select â??Buddy Listâ??. The â??Buddy Listsâ?? dialog box will appear.,
a programming script is pretty high-tech, i, being a kid at quite a young age, obviously had troubles with this, but you can describe a script as a coding language that can modify the motion, physical behavior, and changes to an object in a game.you will need to piece these codes together for the language to lock up in reaction chains for them to work.here are oen of the scripts i can come up with: fog water(getBuddyX(), 0, 0, 0, 10, 10, 400, 400, false)); this script creates a large, but not actually very harmful, blast of water, which is the "fog".you dont need to worry about the first three zeros, but the last four numbers are critical for the type of the fog.the higher number the number you tune up for the first two, will determine the pressure of the fog.if you turn it any higher than 20, your buddy will be thrown across the wall by the force of it.if you tune it up over 50, your buddy will be instantaneously knocked out by it.the last two numbers determine the density of the fog.the lower the number, the less fog there is, and the higher the numbre, the bigger the fog is.the fog is mainly used for the cool effect and to put out widespread fires.run it every frame for a continous fog, or once for a quick punch of it.
I dont know i need the same answer buddy!
i also want
Go under one and lift it and find out.See you in heven buddy. .:)
Its Impossible to create scripts in object world beta because there are no tutorialsat the moment.Only shockwave "the creator of the game" knows it.
type in interactive buddy with guns on google and check all the links that come
No you cannot kill Interactive buddy. The game was designed so you could play....forever.
Interactive buddy 2 has guns and new stuff the guns are the pistol the shotgun and the machine gun, these are under the gun category, the stun gun is in the miscellaneous category
Interactive Buddy 2 can be played on a large number of websites. The Interactive Buddy 2 website is a good place to start looking, after which websites like Addicting Games and Y8 also have the game.
go to www.cheatcodes.com
deviantart.com
Tom Fulp
yes but they won't be interactive
addictinggames.com
Hit backspace.
yes to play it go to www.xgenstudios.com on the wii internet and it should let you play interactive buddy. Ps you need wi-fi internet connection