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script_syntax [2020/02/06 19:34] justinscript_syntax [2020/02/18 17:37] justin
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 ====For Loop==== ====For Loop====
-For loops allow you execute a set of statements a given number of times based on an iterable expression (e.g. an [[array]] of values). In the order listed, it consists of the keyword "for", a variable name that the current value will be assigned to, the "in" keyword, an expression to iterate though, the "do" keyword, any number of statements to execute, and lastly the "end" keyword. As [[array]] functionality is still in development, there are currently only a small number of uses cases for "For" loops.+For loops allow you execute a set of statements a given number of times based on an iterable expression (e.g. an [[array]] of values). In the order listed, it consists of the keyword "for", a variable name that the current value will be assigned to, the "in" keyword, an expression to iterate though, the "do" keyword, any number of statements to execute, and lastly the "end" keyword.
  
-**Example:**+**Examples:**
 <code bauxite> <code bauxite>
 display_message("The explosion damages all of the enemies!"); display_message("The explosion damages all of the enemies!");
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 end end
 </code> </code>
 +Deals 5 damage to each [[entity]] in the "slimes" [[groups|group]].
 +<code bauxite>
 +for i in range(1, 4) do
 +   give_item("ITEM_000" + "${i}", i)
 +end
 +</code>
 +Gives the following items to the player: one of ITEM_0001, two of ITEM_0002, and three of ITEM_0003.
  
 =====Data Types===== =====Data Types=====
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 |[[Entity]]|player, self, entity["sign"]| |[[Entity]]|player, self, entity["sign"]|
 |[[Array]]|group["room_01"], self.groups| |[[Array]]|group["room_01"], self.groups|
 +|Null|null|
  
 ====Arrays==== ====Arrays====
-An array is simply a list of values, such as the [[entity|entities]] belonging to a [[groups|group]], the tags assigned to a model, or even a custom set of values defined directly within a [[script]].+An array is simply a list of values, such as the [[entity|entities]] belonging to a [[groups|group]], the tags assigned to a model, or even a custom set of values defined directly within a [[script]]. Refer to the [[Array]] documentation for more examples.
 ^Type^Description^Example^ ^Type^Description^Example^
 +|User-Defined|List of custom values declared with the "array" syntax.|array["A", "B", "C"]|
 +|Range|List of integers based on a set of parameters.|range(1, 5)|
 |Entities in a Group|List of all [[entity|entities]] assigned to a map [[groups|group]].|group["slimes"], group["trap_tiles"]| |Entities in a Group|List of all [[entity|entities]] assigned to a map [[groups|group]].|group["slimes"], group["trap_tiles"]|
 |Groups for an Entity|List of all [[groups|group]] to which an [[entity]] belongs.|self.groups, entity["some_id"].groups| |Groups for an Entity|List of all [[groups|group]] to which an [[entity]] belongs.|self.groups, entity["some_id"].groups|
 |Tags for an Entity|List of tags assigned to an [[entity|entity's]] model (see [[Model Properties]]).|player.tags, initiator.tags| |Tags for an Entity|List of tags assigned to an [[entity|entity's]] model (see [[Model Properties]]).|player.tags, initiator.tags|
-|User-Defined|List of custom values declared with the "array" syntax.|array["A", "B", "C"]| 
  
-The values in an array can be iterated through using a "For" loop. You can also check to see if a particular value exists within an array using the "containsoperator in a [[conditional expression]]. See below for some example script usages.+The values in an array can be iterated through using a "For" loop, or you can get the value at a specific position within the array using the index syntax //my_array[x]//, where "my_arrayis an [[array]] variable and "x" is an integer ranging from 0 to one less than the [[array]] size. See below for some example script usages.
  
-====Examples:====+**Examples:**
 <code bauxite> <code bauxite>
 for slime_entity in group["slimes"] do for slime_entity in group["slimes"] do
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 end end
 </code> </code>
-Deals 2 damage to all entities in the "Slimes" [[groups|group]].+Deals 2 damage to all entities in the "slimes" [[groups|group]].
 <code bauxite> <code bauxite>
 if player.tags contains "human" then if player.tags contains "human" then
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 give_item(item_list[random(0, 2)], 5) give_item(item_list[random(0, 2)], 5)
 </code> </code>
-Loads a random map from the "dungeon_map_list" array variable ("room1" through "room4"), then gives the player 5 of a random item from the "item_list array variable.+Loads a random map from the "dungeon_map_list" array variable ("room1" through "room4"), then gives the player 5 of a random item from the "item_listarray variable. 
 + 
 +====Null==== 
 +The "null" keyword represents the absence of a value. It can be used to check whether or not a variable has been assigned a value yet, or if a reference to an entity is valid. 
 + 
 +**Examples:** 
 +<code bauxite> 
 +if x == null then 
 +   print("Variable x is not yet defined or has no value."
 +end 
 +</code> 
 +<code bauxite> 
 +if entity["some_id"] != null then 
 +   remove_entity(entity["some_id"]) 
 +end 
 +</code> 
 +<code bauxite> 
 +set_player_movement_locked(true); 
 +target_tile = tile[7, 8, 0]; 
 +if target_tile == null then 
 +   print("Target tile doesn't exist."
 +else 
 +   move_player(target_tile) 
 +end 
 +</code>
  
 =====Functions===== =====Functions=====
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 The **random number** function generates an integer value within the given range (inclusive of the minimum and maximum value). It can be used in scripts anywhere a numeric value is expected or allowed. The **random number** function generates an integer value within the given range (inclusive of the minimum and maximum value). It can be used in scripts anywhere a numeric value is expected or allowed.
  
-====Examples:====+**Examples:**
 <code bauxite> <code bauxite>
 wait(random(1, 5)) wait(random(1, 5))
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 </code> </code>
 Gives either ITEM_0001 or ITEM_0002 to the player, with a 25% chance that the item will be ITEM_0001. Gives either ITEM_0001 or ITEM_0002 to the player, with a 25% chance that the item will be ITEM_0001.
 +
 +====Range====
 +The **range** function generates an [[array]] of integers based on the supplied parameters. With one parameter, say "a", it generates a list starting with 0 and ending with one less than "a". With two parameters, say "a" and "b", it generates a list starting with "a" and ending with one less than "b". With three parameters, say "a", "b", and "c", it generates a list starting with "a", incrementing by "c", and ending before "b" is reached.  See below for some examples of each scenario.
 +
 +**Examples:**
 +<code bauxite>
 +range(5)
 +</code>
 +List of integers from 0 to, but not including, 5 (i.e. 0, 1, 2, 3, 4).
 +
 +<code bauxite>
 +range(12, 15)
 +</code>
 +List of integers from 12 to, but not including, 15 (i.e. 12, 13, 14).
 +
 +<code bauxite>
 +range(0, 9, 2)
 +</code>
 +List of integers from 0 to, but not including, 9, with an increment of 2 (i.e. 0, 2, 4, 6, 8).
 +
 +<code bauxite>
 +range(5, 0, -1)
 +</code>
 +List of integers from 5 to, but not including, 0, with an increment of -1 (i.e. 5, 4, 3, 2, 1).
  
 ====Inverse==== ====Inverse====
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 |[[navigation_and_interaction|Navigation Type]]|inverse(WALK_AND_INTERACT) will return PENDING| |[[navigation_and_interaction|Navigation Type]]|inverse(WALK_AND_INTERACT) will return PENDING|
  
-====Examples:====+**Examples:**
 <code bauxite> <code bauxite>
 rotate_player_to_direction(inverse(entity["goblin"].direction)) rotate_player_to_direction(inverse(entity["goblin"].direction))
script_syntax.txt · Last modified: 2023/11/06 14:13 by justin