Script dump
This page is a place to put scripts or links to scripts that may be useful or good examples when you don't want to bother creating a dedicated wiki article. It would be nice to clean some of these up a bit and convert them into wiki pages (see Category:Example Scripts).
Scripts elsewhere[edit]
Unsorted collections of scripts
- The 3rd Party HSI, on this wiki
- Scripts hosted at The Moglery. This is an ancient site, and many of the scripts are obsolete or can now be written in a simpler way, but there are still lots of useful examples.
- Some Useful Functions on SlimeSald
Some of the following scripts might be quite specific to a certain game, but might still be educational or a good starting point.
Menus:
- Showing a pane of information depending on the currently selected item in a menu
- Create a menu for crafting items
Textboxes:
Hero/NPC/object graphics/animations:
- Draw armour on top of a hero using a separate sprite
- General jump hero script to jump in any direction, or up or down a ledge
- Simpler script to make the hero jump in an arc an arbitrary number of tiles in any direction: [1]
- Simpler script to make the hero jump in an arc off a cliff in any direction (move one tile down plus one tile in given direction) [2]
- Firing a projectile in an arc with a certain height and distance: using a for loop: (see [3] and [4]); or using a timer: [5]
- Reload the graphics and palettes for every hero in the party (those graphics are otherwise never reloaded)
Sound effects:
- Loop a sound effect while walking (suitable for long sound effects; for very short ones a simple each-footstep script containing "play sound" will do)
Party manipulation:
- Swap whole party swap the entire party in one command without having to worry about which slots are currently occupied or empty
- A script which lets the player pick a dead hero to be revived
NPC triggers:
Puzzles:
- Check whether all blocks have been pushed into the correct positions (See also Capt'n Squiddy's Bootleg Push-Push, a Sokoban clone with scripts)
Map effects:
Doors:
- Fade out the screen with a sprite dissolve animation when using a door
- Scripts:Activate doors with a use key
Collision detection:
- Scripts for doing collision checking on multiple projectiles simultaneously
- Animate a rolling boulder using a slice, and check for collision with the hero
Line of sight:
- Discussion on implementing guard straight-ahead line of sight with walls, as an alternative to the complete script at Scripts:Line of sight
Titlescreen/load menu/save menu/new games:
- Unlock New Game+ after finishing the game
- Change the hero sprites to walkabouts or portraits in the load/save menus
Utility scripts[edit]
Maths[edit]
# Cap n within the range min to max script, bound, n, min, max, begin if (n < min) then (exit returning (min)) if (n > max) then (exit returning (max)) return (n) end script, min, n1, n2, begin if (n1 < n2) then (return (n1)) else (return (n2)) end script, max, n1, n2, begin if (n1 > n2) then (return (n1)) else (return (n2)) end # Reduce a number towards zero. For example, reduce(10,2)==8, return(-10,2)==-8 script, reduce, n, amount, begin if (n < 0) then ( n += amount if (n > 0) then (n := 0) ) else ( n -= amount if (n < 0) then (n := 0) ) return (n) )
(Note: dir X and dir Y have been added as standard commands in ichorescent)
# Return the distance of a point in the specified direction from the origin script, directional distance, x, y, dir, begin switch (dir) do ( case (up) return (0 -- y) case (right) return (x) case (down) return (y) case (left) return (0 -- x) ) end script, dir X, dir, begin switch (dir) do ( case (up, down) return (0) case (right) return (1) case (left) return (-1) ) end script, dir Y, dir, begin switch (dir) do ( case (left, right) return (0) case (down) return (-1) case (up) return (1) ) end
Sorting[edit]
The following script shows how you can sort a list of numbers by using slices and the sort children command.
plotscript, number sorter, begin variable (parent) # Add a `number` to the list of numbers to be sorted. # `id` can be anything you want sorted, for example it could be an NPC reference or item ID. subscript, add number, number, id = 0, begin variable (sl) sl := create container set parent (sl, parent) set sort order (sl, number) set slice extra (sl, 0, id) end # getid(0) returns the id of the smallest number, getid(1) is 2nd smallest, etc subscript, get id, index, begin return (get slice extra (slice child (parent, index))) end # getnumber(0) returns the smallest number, getnumber(1) is the 2nd smallest, etc subscript, get number, index, begin return (get sort order (slice child (parent, index))) end parent := create container # You can rearrange these "add number" lines and it makes no difference add number (42, 0) add number (100, 1) add number (0, 2) add number (-2, 3) sort children (parent, false) trace value (get id(0), get id(1), get id(2), get id(3)) # prints 3 2 0 1 to g_debug.txt trace value (get number(0), get number(1), get number(2), get number(3)) # prints -2 0 42 100 to g_debug.txt free slice (parent) end
Randomness[edit]
# Returns true 'percent' % of the time script, d100, percent, begin return (random(0, 99) < percent) end
global variable(16300, last diverse random offset) # Used by diverse random function # Like random, but when called with the same range multiple times in a row, # avoids returning a value close to the last one (within 1/5 of the range). script, diverse random, low, high, begin variable (ret, offset, range) range := high -- low + 1 offset := last diverse random offset + range/5 + random(0, range * 3 / 5) ret := low + (offset, mod, range) last diverse random offset := offset return (ret) end # Approximation of a normally distributed variable script, normal var, mu, sigma, begin variable (i, sum) for (i, 0, 5) do (sum += random(0, sigma)) return (mu + sum -- 3 * sigma) end
script, random choice, n1=-1, n2=-1, n3=-1, n4=-1, n5=-1, n6=-1, n7=-1, n8=-1, n9=-1, begin variable(last) if(n1 > -1) then(last:=1) if(n2 > -1) then(last:=2) if(n3 > -1) then(last:=3) if(n4 > -1) then(last:=4) if(n5 > -1) then(last:=5) if(n6 > -1) then(last:=6) if(n7 > -1) then(last:=7) if(n8 > -1) then(last:=8) if(n9 > -1) then(last:=9) if(n10 > -1) then(last:=10) variable(r) r := random(1, last) switch(r) do( case(1) do(exit returning(n1)) case(2) do(exit returning(n2)) case(3) do(exit returning(n3)) case(4) do(exit returning(n4)) case(5) do(exit returning(n5)) case(6) do(exit returning(n6)) case(7) do(exit returning(n7)) case(8) do(exit returning(n8)) case(9) do(exit returning(n9)) case(10) do(exit returning(n10)) ) end plotscript, example, begin show text box(random choice(15, 27, 4, 250, 252)) wait for text box end
Shuffling[edit]
# Shuffles the order of the extra data values of a slice/NPC/etc. script, shuffle extra data, obj, begin variable(idx) for (idx, 0, extra length(obj) -- 1) do ( swap extra data(obj, idx, random(0, idx)) ) end script, swap extra data, obj, idx1, idx2, begin variable(x1, x2) x1 := get extra(obj, idx1) x2 := get extra(obj, idx2) set extra(obj, idx1, x2) set extra(obj, idx2, x1) end
Same but for global variables:
script, swap globals, id1, id2, begin variable(x1, x2) x1 := readglobal(id1) x2 := readglobal(id2) writeglobal(id1, x2) writeglobal(id2, x1) end # Randomise the order of a range of global variables with consecutive global IDs # eg. shuffle globals(@scene1, @scene10) script, shuffle globals, first id, last id, begin variable(id) for (id, first id, last id) do ( swap globals(id, random(id, last id)) ) end
Slices[edit]
script, count slices, start slice, begin variable(count) # First count self count += 1 # Then recursively count children variable(child) child := first child(start slice) while(child) do( count += count slices(child) child := next sibling(child) ) exit returning(count) end
set parent keep pos[edit]
Note: this script is now standard, and is called gently reparent.
Using setparent does not behave the same as setting a slice's parent in the slice editor (with the shift key). A slice's x/y position is relative to (some edge or corner of) its parent. When you setparent usually it will also move on the screen because the thing its position is relative to changes. On the other hand in the slice editor when you reparent the offset is recalculated to keep the slice in the same position relative to the screen.
Here is a handy little helper script if you want to reparent a slice without changing its current position.
script, set parent keep pos, sl, new parent, begin variable(oldx, oldy) oldx := slice screen x(sl) oldy := slice screen y(sl) set parent(sl, new parent) set slice screen x(sl, oldx) set slice screen y(sl, oldy) end
Strings[edit]
Copies from one string to another, while removing characters that are icons in the font (adjust for the range of icons you have in your font).
script, remove icons from string, in str, out str, begin variable(i, ascii) clear string(out str) for (i, 1, string length(in str)) do ( ascii := ascii from string(in str, i) #if (ascii < 127) then ( # ASCII font if (ascii < 127 || ascii > 160) then ( # Latin-1 font append ascii(out str, ascii) ) ) end
Inventory[edit]
Replace all instances of an item in the inventory with a new one (e.g. to work around the lack of script commands for editing item), without changing which slots it's stored in (which inventory plus delete item get item does).
script, replace item, original id, new id, begin variable (slot) for (slot, 0, get inventory size -- 1) do ( if (item in slot(slot) == original id) then ( set item in slot(slot, new id) ) ) end
Maps[edit]
# Vertically flips all map layers (but not the wallmap). Of course # each individual tile image isn't flipped. plotscript, vert flip map, begin variable(x, y, layer, tile, lastx, lasty) lastx := map width -- 1 lasty := map height -- 1 # loop through each row/column of tiles # swap each x/y with width - x/height - y for (x, 0, lastx) do( for(y, 0, lasty / 2) do( for(layer, 0, last layer id -- 1) do( # save the tile id at this y in "tile" for later tile := read map block(x, y, layer) # Override this tile with its opposite write map block(x, y, read map block(x, lasty -- y, layer), layer) # use the id stored in "tile" to override the oppsite end of the column write map block(x, lasty -- y, tile, layer) ) # Flip the wallmap too ) ) end # Horizontally fills all map layers plotscript, horiz flip tilemap, begin variable(x, y, layer, tile, lastx, lasty) lastx := map width -- 1 lasty := map height -- 1 for(y, 0, lasty) do( for(x, 0, lastx / 2) do( for(layer, 0, last layer id -- 1) do( tile := read map block(x, y, layer) write map block(x, y, read map block(lastx -- x, y, layer), layer) write map block(lastx -- x, y, tile, layer) ) ) ) end
Examples[edit]
To remove KOed heroes from the active party after a battle, use an after-battle script (you can set a global script in the Special Plotscripts menu) that loops through heroes and swaps them out (and maybe locks them if you want to prevent the player from swapping them back in):
plotscript, swap out KOed heroes, begin variable (slot, who) for (slot, 0, 3) do ( who := hero by slot (slot) if (who > -1 && get hero stat (slot, stat: hp, current stat) <= 0) then (swap out hero (who)) ) end
# Attach this script to an NPC, and set the 'Script Argument' # to a formation number to trigger. # The NPC will be deleted after the battle. # The NPC can optionally show a textbox as well as triggering # this script. # Note: the NPC reappears if you load a saved game, or # leave the map and don't have # "NPC Data: Remember state when leaving" turned on. plotscript, npc battle, formation, npcref, begin # Prevent the NPC from immediately re-triggering and showing another textbox set npc usable(npcref, false) wait for textbox fightformation(formation) destroy npc(npcref) end
# Attach this script to an NPC, and set the 'Script Argument' # to a formation number to trigger. # The NPC will be deleted after the battle if you won, and # is made un-activatable for 1 second if you run. # The NPC can optionally show a textbox as well as triggering # this script. # Note: the NPC reappears if you load a saved game, or # leave the map and don't have # "NPC Data: Remember state when leaving" turned on. plotscript, npc battle, formation, npcref, begin # Prevent the NPC from immediately re-triggering set npc usable(npcref, false) wait for textbox if (fightformation(formation)) then ( # Won the battle destroy npc(npcref) ) else ( # Wait one second, then make the NPC deadly again wait(18) setnpcusable(npcref, true) ) end
plotscript, each step example, x, y, begin variable(pass) pass := read pass block(x, y) if(pass ,and, harm tile) then( play sound(5, false, true) ) end
plotscript, on keypress handler, begin if(hero is walking(me) == false) then( set hero speed(me, 4) if(key is pressed(key:Z)) then( set hero speed(me, 10) ) ) end
global variable(1, space being held) plotscript, on key example, begin if(key is pressed(key:space)) then( if(not(space being held)) then( space being held := true space key down ) )else( space being held := false ) end script, space key down, begin # This stuff only happens when you press spacebar # and will not repeat if you hold it down end
Examples involving animations or visualisations[edit]
global variable(1, face) plotscript, new game, begin init face end plotscript, load game, begin init face end script, init face, begin face := load medium enemy sprite(5) realign slice (face, edge:center, edge:bottom, edge:center, edge:bottom) normal face expression end script, normal face expression, begin replace medium enemy sprite(face, 5) set timer(1, 0, 20, @blink eyes) end script, blink eyes, begin replace medium enemy sprite(face, 6) set timer(1, 0, 1, @normal face expression) end
plotscript, somebody talking, begin show text box(5) wait for text box while animating(14, 15) end script, wait for text box while animating, backdrop 1, backdrop2, begin while(true) do( show backdrop(backdrop 1) wait(1) if(current text box == -1) then(exit script) show backdrop(backdrop 2) wait(1) if(current text box == -1) then(exit script) ) end
script, pokemon evolve example, begin large pokemon evolve(5, 6) end script, large pokemon evolve, sprite 1, sprite 2, begin # This script assumes that palette 0 is all black variable(sl) sl := load large enemy sprite(sprite 1) center slice(sl) wait(20) set sprite palette(sl, 0) wait(6) variable(i) for(i, 0, 10) do( replace large enemy sprite(sl, sprite 1, 0) wait(2) replace large enemy sprite(sl, sprite 2, 0) wait(2) ) wait(6) set sprite palette(sprite 2) wait(20) free slice(sl) end
plotscript, single cloud example, begin variable(sl) sl := load large enemy sprite(10) # Attach the slice to the topmost map layer set parent(sl, lookup slice(sl:map layer7)) # center the slice on tile x=125 y=47 set slice x(125 * 20) set slice y(47 * 20) set horiz anchor(sl, edge:center) set vert anchor(sl, edge:middle) end
The following script can be attached to an NPC (either onetime-use or normal) to make it melt and disappear (instead of disappearing instantly). Note: unfortunately the NPC will disappear for one tick and then reappear when it's used, before melting, unless you also attach a textbox to the NPC, which prevents the NPC from immediately disappearing.
plotscript, melt away npc, unused arg, npcref, begin # First, turn the NPC's onetime tag back on to make it reappear variable (onetime) onetime := read npc(npcref, NPCstat:onetimeusetag) if (onetime) then (set onetime(onetime, off)) # Then melt the NPC, and remove it. dissolve sprite(lookup slice(sl:walkabout sprite component, get npc slice(npcref), dissolve:melt, 20, 0, false, true) wait(20) if (onetime) then (set onetime(onetime, on)) else (delete npc(npcref)) end
Remappable key controls[edit]
# This returns either false for no keypress, or a scancode of the pressed keyboard key script, find pressed key, begin variable (key) for (key, 1, 127) do ( if (key == key:Num Lock || key == key:Scroll Lock || key == key:Num Lock) then (continue) switch (key) do ( case (key:Num Lock, key:Scroll Lock, key:Num Lock) do() # Ignore these keys case (key:Ctrl, key:Alt, key:Shift) do () # Skip these so we will return e.g. key:Right Ctrl instead of key:Ctrl case (else) if (keypress(key)) then (exit returning(key)) ) ) end
Or to check to gamepad/joystick buttons too, change the 127 in the 'for' loop to 163 (the last joy: constant).
Using these scripts, you can let the player remap scripted controls for your game.
global variable (1, attack key) plotscript, remap controls, begin show textbox (2) # E.g. "Press the ATTACK key" variable (key) while (true) do ( wait if (keypress (cancel key)) then (exit script) # Cancel! key := find pressed key switch (key) do ( # Disallow a bunch of keys that have other purposes (we don't need to check the cancel keys again) case (key:left, key:right, key:up, key:down, key:enter, key:space) do() case (else) if (key) then (break (2)) # Break out of both the 'switch' and the 'while' ) ) attack key := key get scancode name (1, attack key) show textbox (3) # E.g. "Attack key: ${S1}" which expands to e.g. "Attack key: Right Ctrl" )
And later on you could write
- if (keypress (attack key)) then (...)
Tools[edit]
Editing the map[edit]
Set this as the keypress script to make some temporary map edits. A very simple example.
plotscript, fun with tile changing, begin if(keypress(key:comma)) then(decrement current tile) if(keypress(key:period)) then(increment current tile) if(keypress(key:O)) then(change tileset(layer tileset(0) -- 1, 0)) if(keypress(key:P)) then(change tileset(layer tileset(0) + 1, 0)) if(keypress(key:backspace)) then(reset map state) if(keypress(key:S)) then(save map state) if(keypress(key:L)) then(load map state) end script, increment current tile, begin change current tile by(1) end script, decrement current tile, begin change current tile by(-1) end script, change current tile by, amount, begin variable(tile, x, y) x := hero x(me) y := hero y(me) tile := read map block(x, y, 0) tile := (tile + amount + 256), mod, 256 # Wrap -1 to 255, and 256 to 0 write map block(x, y, tile, 0) end