Adding a key to a dungeon
Format
There are two kinds of lines in the script files: Commands lines and Non-command lines.
- A command line begins with a command in brackets and arguments to that command follow. Each argument is enclosed in brackets like so: [command][argument1][argument2]
- A non-command line is simply text and is handled specially on a per-Scripted-object basis
Commands: Generic (used in both Map and Dialog scripts)
- comment -- explain to yourself, and others, wtf is going on!
- jump -- move to another portion of the script (this will go from the top of the file until it hits the first label match if label is never found ... well, I don't know what will happen yet)
- label -- the name of the section we're looking for
- label -- assign a label for jumping around the script
- set - not really tested - set some global state variable (used for tracking game progress)
- var -- the variable we're setting
- value -- the new value
- check -- begin block to check the global state variable (used for checking game progress)
- var -- the variable we're checking
- test -- the type of test
- eq -- var equals value
- lt -- var is less than value
- lte -- var is less than or equal to value
- gt -- var is greater than value
- gte -- vare is greater than or equal to value
- val -- the value we're comparing to
- label --jump to this label on true
- failLabel -- optional, jump to this label on failure
- end -- end the script, return to the previous scene
- switch scene - change to another scene
- newScene -- no idea how you indicate which scene
- get key -- the player gets a key needed to open a door
- color -- what color key did they pick up?
Commands: Map Specific
- set tile -- updates the tile at a location
- posId -- id indicating which position and primary layer
- detailLayer -- which detail layer we're acting in
- tileTypeId -- ID of tile to set (can be found in the tiles.txt file in /data/)
- remove tile -- removes a tile from the map
- tileId -- id indicating which position and primary layer
- detailLayer -- which detail layer should have its tile wiped out
- dialog - transitions to a dialog scene
- filepath -- dialog script file to use
- implemented: do_dialog
- warp - moves the user to a new location
- map -- destination map name (file path)
- tileId -- ID of a tile on that map (alpha numeric)
- transitionType, optional -- how the warp will be displayed
- instant (default)
- west scroll
- east scroll
- north scroll
- south scroll
- fade
- pixelate
- implemented: do_warp
- launch cutscene -- initiate cutscene
- cutscene -- the cutscene to start
- sign -- launches a sign dialog (or just the dialog scene with text, if you want
- text to show -- the text shown. Use a dollar sign $ to indicate new lines
Commands: Dialog specific
Sample Script
- profile -- indicates the image to use of the person speaking
- image file -- if empty will use no profile pictur
- pause -- pauses the dialogue, user needs to hit enter to continue
- question -- begins a question block
- text -- the text of the prompt
- choice
- label -- where to jump to in the dialogue if this is the player's choice
- text -- the choice presented to the user
- /question -- ends a question block (causes presetation to the user, waits for input)
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