fix: Documentation clarifications
This commit is contained in:
committed by
Julian Murgia
parent
287c61c1a3
commit
6ea0c29234
@@ -2,11 +2,18 @@
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#
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# Queue an event to run.
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#
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# If you queue multiple events on a channel and none of them are blocking
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# events, all events will effectively run at the same time. As the events are
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# placed on the channel's queue, if one event contains a blocking command, the
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# next event on that channel's queue won't be processed until the blocking
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# command finishes.
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#
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# **Parameters**
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#
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# - object: Object that holds the ESC script with the event
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# - event: Name of the event to queue
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# - channel: Channel to run the event on (default: `_front`)
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# - channel: Channel to run the event on (default: `_front`). Using a
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# previously unused channel name will create a new channel.
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# - block: Whether to wait for the queue to finish. This is only possible, if
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# the queued event is not to be run on the same event as this command
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# (default: `false`)
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@@ -1,7 +1,8 @@
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# `repeat`
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#
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# Restarts the execution of the current scope at the start. A scope can be a
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# group or an event.
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# Makes the current script loop back to the start. Currently the only way to
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# exit the loop is via the `stop` command which will stop the script
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# completely.
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#
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# @ESC
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extends ESCBaseCommand
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@@ -1,17 +1,35 @@
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# `set_angle object degrees [wait]`
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# `set_angle object target_degrees [wait]`
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#
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# Turns a movable `ESCItem` or `ESCPlayer` to face a given target direction.
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#
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# Turns a movable `ESCItem` or `ESCPlayer` to face a given angle.
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# Angles 0 and 360 are the same and correspond to UP/NORTH,
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# 90 is RIGHT/EAST, 180 is DOWN/SOUTH, 270 is LEFT/WEST etc.
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# The rotation direction will be determined by the shortest path - e.g.
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# rotating from facing up (0 degrees) to left (270) will be a 90 degree turn
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# anti-clockwise rather than a 270 degree clockwise turn.
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#
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# The final animation used is determined by the directions which have
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# been configured for the object. If the item has a direction configured which
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# has been drawn to show it facing to the right, and this direction has been
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# defined to cover the angle from 45 to 135 degrees, setting the target angle
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# to 120 degrees will result in the right-facing animation being used.
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#
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# The number of intermediate animations shown while turning the
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# item will depend on the directions specified in the item's definition. A 16
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# direction character will turn through 8 different directions to turn 180
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# degrees, a 4 direction character only 2. The wait time will determine how
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# long the idle animation for each direction is played before using the next
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# direction's animation. As such, if wait was set to 1 second, a 16 direction
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# character would take 8 seconds to turn 180 degrees, a 4 direction character
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# would take 2 seconds.
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#
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# **Parameters**
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#
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# - *object*: Global ID of the object to turn
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# - *degrees*: Number of degrees by which `object` is to be turned
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# - *wait*: Number of seconds to wait for each animation occurring between the
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# current angle of `object` and the angle specified. A value of `0` will
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# complete the turn immediately (default: `0`)
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# - *target_degrees*: Number of degrees by which `object` is to be turned
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# - *wait*: Number of seconds to wait for while playing each animation occurring
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# between the current angle of `object` and the target angle. A value of
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# `0` will complete the turn immediately (default: `0`)
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#
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# @ESC
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extends ESCBaseCommand
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@@ -1,12 +1,16 @@
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# `set_state object state [immediate]`
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#
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# Changes the state of `object` to the one specified.
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#
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# This command is primarily used to play animations.
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#
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# If the specified object's associated animation player has an animation
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# with the same name, that that animation is also played.
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# with the same name, that animation is also played.
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#
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# Can be used to change the appearance of an item or player
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# character. See https://docs.escoria-framework.org/states for details.
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# When the "state" of the object is set - for example, a door may be set
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# to a "closed" state - this plays the matching "close" animation if one exists
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# (to show the door closing in the game). When you re-enter the room (via a
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# different entry), or restore a saved game, the state of the door object
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# will be restored - showing the door as a closed door.
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#
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# **Parameters**
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#
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@@ -2,9 +2,12 @@
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#
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# Shows either the main menu or the pause menu. The enable_automatic_transition
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# parameter can be used to specify if Escoria manages the graphical transition to
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# the menu or not. If set to false, you can manage the transition yourself
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# instead (if you want to change the transition type from the default for
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# example) using the `transition` command.
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# the menu or not.
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# Setting `enable_automatic_transition` to false allows you to manage the
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# transition effect for your menu as it transitions in and out. Place a
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# `transition` command in the menu's `setup` event to manage the look of the
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# transition in, and in the menu's `exit_scene` event to manage the look of the
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# transition out.
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#
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# **Parameters**
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#
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@@ -1,6 +1,8 @@
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# `stop`
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#
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# Stops the current event's execution.
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# Stops the current event's execution. Note that this will stop the current
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# script entirely - if you're within a conditional block, the code after the
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# conditional block will not be executed.
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#
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# @ESC
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extends ESCBaseCommand
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@@ -1,12 +1,19 @@
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# `stop_snd [player]`
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# `stop_snd [audio_bus]`
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#
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# Stops the given sound player's stream.
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# Stops the given audio bus's stream.
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#
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# By default there are 3 audio buses set up by Escoria : `_sound`, which is
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# used to play non-looping sound effects; `_music`, which plays looping music;
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# and `_speech`, which plays non-looping voice files (default: `_music`).
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#
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# Each simultaneous sound (e.g. multiple game sound effects) will require its
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# own bus. To create additional buses, see the Godot sound documentation :
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# [Audio buses](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html#doc-audio-buses)
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#
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# **Parameters**
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#
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# - *player*: Sound player to use. Either `_sound`, which is used to play non-
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# looping sound effects; `_music`, which plays looping music; or `_speech`, which
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# plays non-looping voice files (default: `_music`)
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# - *audio_bus*: Bus to stop ("_sound", "_music", "_speech", or a custom
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# audio bus you have created.)
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#
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# @ESC
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extends ESCBaseCommand
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@@ -1,6 +1,9 @@
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# `transition transition_name mode [delay]`
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#
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# Performs a transition into or out of a room programmatically.
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# Runs a transition effect - generally used when entering or leaving a room.
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# Transitions are implemented as Godot shaders. Custom transitions can be made
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# by creating a shader in the `game/scenes/transitions/shaders/` folder within
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# the escoria-core plugin folder.
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#
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# **Parameters**
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#
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@@ -8,6 +8,16 @@
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# `ESCLocation` a `Global ID` and use this value as the `object_to_face`
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# parameter.
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#
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# While turning, the number of directions the item faces will depend on
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# the number of `directions` defined for the object. A 16 direction character
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# for example will display 8 directions of animation while turning to face an
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# object that is 180 degrees away, a 4 direction character would only face 2
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# directions to make the same turn. As the idle animation will be played for
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# `wait` seconds for each direction the object faces, a 16 direction character
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# would take 8 seconds to rotate 180 degrees with a 1 second `wait` time,
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# whereas a 4 direction character would only take 2 seconds to make the same
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# rotation.
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#
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# **Parameters**
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#
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# - *object*: Global ID of the object to be turned
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@@ -1,8 +1,11 @@
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# `walk object target [walk_fast]`
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#
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# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
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# while playing `object`'s walking animation. This command is non-blocking.
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# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
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# ESCItem's location while playing `object`'s walking animation. This command
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# is non-blocking.
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# This command will use the normal walk speed by default.
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# If the `target` ESCItem has a child ESCLocation node, the walk destination
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# will be the position of the ESCLocation.
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#
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# **Parameters**
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#
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@@ -1,8 +1,11 @@
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# `walk_block object target [walk_fast]`
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#
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# Moves the specified `ESCPlayer` or movable `ESCItem` to `target`
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# while playing `object`'s walking animation. This command is blocking.
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# Moves the specified `ESCPlayer` or movable `ESCItem` to the `target`
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# ESCItem's location while playing `object`'s walking animation. This command
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# is blocking.
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# This command will use the normal walk speed by default.
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# If the `target` ESCItem has a child ESCLocation node, the walk destination
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# will be the position of the ESCLocation.
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#
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# **Parameters**
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#
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