Scripting

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Revision as of 20:40, 7 September 2023 by 46.138.171.184 (talk) (Added a paragraph about proper variable naming)
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Warning: incorrect scripts usage might break everything. Use with caution and always test your scripts!

To make use of scripting system you need to create script file in "Data/Scripts". It's a simple text file with ".script" extension (if you don't have extensions enabled in explorer, then you should do it right now. If you're not willing to, you'll have to find an example script file somewhere and edit it). Script file name can be:

  • MapName.script - where "MapName" is... well, name of the map you want to bind this script to.
  • DecorationName.script - where "DecorationName" is name of decoration you want to bind this script to. This script will be used when player is near decoration and presses use.
  • Any other script will be loaded only if it was set in triggers or terminals settings (see "Triggers")

The scripting language is very simple to use:

Commands are written each on its own line. Any argument these commands need should be separated by a single whitespace. That's it, commands are executed in order top to bottom of the file.

Example:

image Character Sprites/Characters/Character.png

show Character 0 0 2

text "Hello World!"

hide Character 2

timeout 2

map start

This script will load image, set it's name as Character, show it at 0, 0 within 2 seconds, show text on screen, hide image within 2 seconds, set timeout for 2 seconds start the map.

Variables

A variable is a name that you can bind a certain value to. There are three kinds of variables:

  • Global - available entire game disregarding of map player currently plays.
  • Map variables - available during current map. Deleted after it's over.
  • Local variables - available only during current script. Deleted after it's done working.

To set a variable you just need to write it's name and a value, separated by "=". "global." prefix is for global variables, "map." is for map variables:

global.value=10

map.value="Character"

value=10

To use a variable you need to put $ symbol before it's name:

text "$global.value"

image $map.value Sprites/Characters/Character.png

text "$value"

If you need to calculate something (and variable is a number) use next operators:

value+=2 //Addition

value-=2 //Subtraction

value*=2 //Multiplication

value/=2 //Subdivision

value++ //Increment (increase by 1)

value-- //Decrement (decrease by 1)


Be aware that beginning of one variable's name can't contain the full name of the other variable. For example:

global.count=10 global.countnumber=5

It's a wrong way to name variables, because now you can't interact with "global.countnumber" variable - the game engine will always refer to the "global.count" variable first, ignoring the "-number" part on the end. We can easily fix it by changing the letter order:

global.count=10 global.numbercount=5

Conditions

Conditions are blocks of code that will be executed only if some conditions are met. Be aware: "if", and comparator are commands as well, so there MUST be whitespace separating them:

if $value == 1 {

map next

} else {

map goto 3

}

Code inside if block will be executed only if value is 1. Code inside "else" block will be executed if value is NOT 1. Else block may be imotted if you don't need it:

if $value == 1 {

map next

}

Instead of "==" you can use:

  • != - condition is met if value is NOT equal
  • <= - condition is met if value is less or equal
  • >= - condition is met if value is greater or equal
  • < - condition is met if value is less
  • > - condition is met if value is greater

Procedures

Procedures are pieces of code that can be used whenever you want. Key word "end" marks procedure end, so be sure there is enough of these:

procedure helloworld

text "Hello World!"

end; //semicolon in necessary if you have more than one procedure

procedure helloworld2

text "Hello World 2!"

end

Calling a procedure is just a matter of using command "call":

call helloworld call helloworld2

Procedures exist only inside one single file. If you need them in another file, you'll have to copy them. You can also call procedures from inside other procedures or the very procedure itself. For example:

procedure loop

map.var++

if $map.var == 100 {

map return

} else {

call loop

}

end

This procedure will repeatedly call itself to increment variable "map.var" by one until it would be equal to 100. After that procedure stops the execution of the script.

All procedures must be in the beginning of the script. They wont work when placed after or in the middle of the script.

Commentaries

If you put "//" in front of a line this line will become a commentary - a non-executable code that is just here to set a note for yourself.

//This is a commentary call helloworld

Generic commands list:

Please note that rectangular braces are here just to mark an argument. You do not need to put them yourself.

auto

auto [0/1] - sets auto execution. By default script is executed line-by-line as player presses left mouse button or use button.

timeout

timeout time - sets timeout. Next script line will be executed automatically when timeout is over.

call

call procedureName - calls a procedure.

pause

pause - pauses script until mouse button is pressed or a use key is pressed.

halt

halt - stops script entirely.

Variable
Generate Random Value

variableNameHere=RANDOM(0,100) - will use a map, global or local variable to generate a value between the two numbers.

Note - the generated random number will always be lower than the top value by one. This means that RANDOM(0,100) will generate any number in numeric segment from 0 to 99. It will never generate value equal to 100.

If you would, for example, simulate a coin flip with each side having 50% chance, with zero means heads and one means tails - you must use RANDOM(0,2) command, because it will generate only zero's or one's. RANDOM(0,1) will always output only zero's.

This is true for the latest - Dec 28, 2022 - 12th version of EFPSE currently available on Itch.io.

Game commands list:

map

map start [keepmusic] - starts map after cutscene script is over. Must only be used in cutscenes at the start of a map! If keepmusic is 1 - music played in the cutscene will be played on map as well. If it's 0 or omitted, map music will be played.

map next - moves to the next map.

map return - return to map. Use only in triggers, terminals or active decorations with scripts.

map goto [index] - moves to a certain map. index - map number in the list (starting from 0).

player

player heal [amount] - heals player.

player hurt [amount] - hurts player.

player teleport [tileX] [tileY] [tileZ] - moves player to tile coordinates (0 to 63). tileY is floor number (0 to 8). TileX and tileZ can be seen in the editor.

player move [offsetX] [offsetY] [offsetZ] - shifts player to a certain number of units.

player rotation [angleX] [angleY] - sets camera rotation. angleX is up-down rotation (0 - front, 90 - up). angleY is sideways (0 is to the right, 90 is up on the map)

player retro [0/1] - if 1, deactivates player and weapon viewbob.

player turn [0/1] - if 1, deactivates mouse usage and strafing.

player steps [0/1] - if 0, deactivates footsteps sound.

player speed [value] - changes player speed.

entity

entity delete [tileX] [tileY] [tileZ] - deletes entity in a certain tile. tileZ is floor number.

entity delete me - deletes entity that called a script (or decoration that player used).

entity move [tileX] [tileY] [tileZ] [offsetX] [offsetY] [offsetZ] - shifts entity.

entity spawnat [enemyname/decorationname/Key1-3/Hp1-3] [tileX] [tileY] [tileZ] - creates entity at tile coordinates (as shown in map editor).

entity spawnatpos [enemyname/decorationname/Key1-3/Hp1-3] [X] [Y] [Z] - creates entity at a certain number of units.

door

door open [tileX] [tileY] [tileZ] - opens a door in a tile. The door will not close by itself.

door close [tileX] [tileY] [tileZ] - closes a door.

door lock [tileX] [tileY] [tileZ] - locks a door. It will not open by player ever, only through script.

door unlock [tileX] [tileY] [tileZ] - unlocks a door.

light

light create [tileX] [tileY] [tileZ] [radius] [r] [g] [b] - creates a light source at tile coordinates (as shown in map editor) with your own preferences.

light move [tileX] [tileY] [tileZ] [offsetX] [offsetY] [offsetZ] - shifts any light source.

light status [on/off] [tileX] [tileY] [tileZ] - turns on/off any light source.

status

status [string] [time] - shows a text for a certain amount of time.

give

give weapon [slot] - gives weapon to a slot (1 - 8).

give ammo [slot] [amount] - giveas ammo for a slot.

take

take weapon [slot] - takes weapon from a slot (1 - 8).

take ammo [slot] - takes ALL ammo from a slot.

cursor

cursor [1/0] - shows or hides a cursor. Not supposed to work while showing text with "vn" on.

shader

shader set [name] - sets current shader. Default shader name is - "default".

shader set [name] [path] - loads a shader, sets it's name and sets it as a current one (vert and frag shaders should be placed in Data/Shaders).

Cutscene commands list:

vn

vn [1/0] - enables or disables visual novel mode.

text

text [string] [r] [g] [b] - places text on screen (or in a textbox of VN mode is enabled) with a set color (if omitted color will be white).

font

font [size] - sets font size.

preload

preload [1/0] - enables or disables images preloading. Disable to save memory. Recommended on long cutscenes.

image

image [name] [path] - loads an image and sets it's name. Path may be anything in scope of your project folder (omit ProjectName/ part. For example "Images/Image.png" will tell engine to look into "ProjectName/Images/Image.png")

sound

sound [name] [path] - loads sound and sets it's name. Path rules are the same as for images.

show

show [imageName] [x] [y] [time] - shows image within set time. imageName is the name that was set to an image when loading. If time is 0 or omitted then image will be shown immediately.

bg

bg [imageName] [time] - shows background within set time. Unlike images bgs are stretched to fill entire screen.

hide

hide [imageName] [time] - hides image within set time. Including backgrounds and buttons. imageName is name of image that was set when loading.

play

play sound [name] - plays sound with a name that was set when loading.

play music [path] - plays music. Path rules are the same as for sounds and images.

stop

stop music - stops cutscene music. You can't stop map music.

button

button [imageName] [x] [y] [procedurename] - shows button that will call procedure upon clicking on it. Button image should consist of three images in a row. The first one is for button when it's not pressed and cursor is not over it. Second is when cursor is over it. Third - when it's pressed.

label

label imageName [x] [y] [string] [size] [r] [g] [b] [center/left/right] - places text on any place of the screen.

move

move [imageName] [x] [y] [time] - moves image to certain coordinates within time.

front

front [imageName] - moves image in front of everything else.

back

back [imageName] - moves image to the back.

There is also exactly one special command that is used only in menu script:

bind

bind [button] [scriptname] - bind a script that will be executed when a button is pressed. Script file should be placed in ProjectName/Scripts.