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Bad Piggies Rebooted Command System Overview

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100% found this document useful (1 vote)
636 views3 pages

Bad Piggies Rebooted Command System Overview

Uploaded by

Mr Ghost
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Bad Piggies :: Rebooted

Command System Overview


_________________________________________________________________________________________________________________

I. Introduction to the command system

The instruction system is Bad Piggies :Rebooted is a game runtime control system officially launched in
the Epsilon version, which helps players efficiently complete repetitive operations and opens up space for game
mechanics and their performance effects. The command system is located in a separate interface in the settings,
with its input box located at the bottom of the interface.
Click the "Help" button to get a brief list of commands, and click the "Execute" button to execute the
command entered in the input box.

II. Introduction to single-line instructions

In BadPiggies : : Rebooted, all single-line commands should have / as prefix, all single-line commands
are not case-sensitive. It is worth noting that single-line commands will be forced to be executed within
one frame. Generally, the instruction interface can only receive and execute one single-line command at a
time.

Example 1 : /setpart 0 10 6 0 0 0

This command places an iron frame on (0 , 10) .

Here is a list of all available single-line commands:

 /help <commandName>
 /setpart <x> <y> <type> <skin> <rotation> <flip>
 /shift <dx> <dy>
 /gamerule get <game rule name>
 /gamerule set <game rule name> <new value>
 /fill <x1> <y1> <x2> <y2> <type> <skin> <rotation> <flip>
 /clear

For detailed descriptions of these commands, see the detailed descriptions of individual commands.

III. Multi-line commands and execution control

A multi-line command consists of multiple single-line command, and each multi-line command must start
with a single line of #multiline.
Multi-line commands come with specialized execution control commands. The /delay command is the
simplest execution control method, which adds a delay in real-world seconds during execution.

For advanced execution control, you need to introduce an animation system. Insert #animate below
#multiline to enable the animation system, which will add a fixed frame delay between each line of
command execution. At this time, using the /delay command will extend the delay time.

The initial frame delay of the animation system is 0.01 seconds. To modify the frame delay, use the
/frameinterval command.

Example 2: #multiline
#animate
/setpart 0.1 0.1 1 0 6 0
/setpart 0.1 1.1 1 0 6 0
/setpart 0.1 2.1 1 0 6 0

IV. Acquisition and change of game rules

The /gamerule command provides the ability to retrieve and change game rules. The following are
currently available game rules:

 parthpmode
The default mode for the part hp system is 2, with performance mode at 1 and off at 0

 showpropertypanel
Whether to display the data panel, default is 0, which means hidden

 terrainscale
Terrain scale factor, default is 1

 player name
Player name, default is "Player"

 showcommandlog
Whether to display the command execution record, the default is 1, that is, display

 playsound
Whether to play the sound effects collected by the star box, default is 0, which is mute

Example 3: /gamerule get parthpmode

This command obtains the value of the game rule parthpmode.


Example 4: /gamerule set parthpmode 0

This command changes the value of the game rule parthpmode to 0, which turns off the part hp system.

s.

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