Lua scripting: Difference between revisions

From Bonfire by Hogswild Prasetto
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|ifitemflag(''name'',''data'')
|ifitemflag(''name'',''data'')
|Checks if the orc has the specified flag and data. Both parameters are strings.
|Checks if the orc has the specified flag and data. Both parameters are strings.
|-
|orcobjset
|orcobjset(''name'')
|Will set this orc's "objective" target to the orc specified as '''''name''''' . The variable can be a direct orc name, or any of the arguments used by the console, such as "@target", "@playername", etc. Once set, the objective can be manipulated using any of the lua commands by using the variable '''orc.orcobjective '''instead of '''orc. '''as a prefix. (Make sure you do nil checks for that variable before use)
|-
|fapstart
|fapstart()
|Begins fap
|-
|fapstop
|fapstop()
|Stops fap
|-
|sexanal1
sexanal2
|sexanal1() or
sexanal2()
|Engages into anal with '''objective'''
|}
|}
WIP list
WIP list

Revision as of 12:15, 1 July 2019

Article under construction

Lua scripts and proceses are similar to that of macros and dialogue conditionals, where a series of operations and checks are made in order to allow players to essentially mod the game by adding new gameplay mechanics.

The feature is wrapped inside classic macros and dialogue trees in the form of two main dialogue actions:

OrcLuaScript

This action will inject a lua script into your orc. Normally, the injection only initializes the script and keeps it in memory, so that no further injections are necessary. A good use of this action would be to place it at the very beginning of your macro and have its code nested under handy functions that we call later using a different action. Further executions of the same action on the same macro line will not re-inject the code when an instance of the same lua script with the same ID name already exists, so you can safely loop through your macro as usual without having it re-interpret your action's script.

Here is an example of a lua script to be injected:

function start ()

    if orc.game.sceneis ('Outback1') then

        -- give him the pipe from the start

        orc.game.consolecommand ('asset bopipe')

        if orc.game.consoleasset == nil then

            orc.consolecommand ('batch target @self;asset World/Items/Pipe1;assetnameset bopipe;hrattachca;assetpos -0.0289,0.0571,-0.0238,-21.348,-118.294,217.56,true;assetscalereset')

        else

            orc.consolecommand ('batch target @self;hrattachca;assetpos -0.0289,0.0571,-0.0238,-21.348,-118.294,217.56,true;assetscalereset')

        end

        orc.consolecommand ('forceanim Idle SmokePipe1')

    end

end

This code injects only one function named start that does a series of setup adjustments to the character Bo, in order to have him hold his pipe. Remember that this code is not being executed upon injection; only later on we will call this and any other function that your script contains. Please note that right now it is not possible to include function parameters within the parentheses.

OrcLuaScriptFunction

This action will let you execute any of the functions contained in a lua script that were previously injected using the OrcLuaScript action. It will ask for the ID name of the script that was injected, and the name of the function that you want to execute (for example, the start function from above). Note: functions only need their name provided, without the end parentheses.

Lua commands

Your script can use the following commands and variables in order to build behaviours and mechanics. Commands are always preceded by the "orc." variable, which represents the actual orc carrying the script instance. Below is a list of commands that can be used within your scripts:

Function name Usage Description
consolecommand consolecommand(command) Will execute a classic console command represented by string . Make sure you use quotation marks, preferably single. Example:

consolecommand('barafylite @playername,1,60,0')

ifitemflag ifitemflag(name,data) Checks if the orc has the specified flag and data. Both parameters are strings.
orcobjset orcobjset(name) Will set this orc's "objective" target to the orc specified as name . The variable can be a direct orc name, or any of the arguments used by the console, such as "@target", "@playername", etc. Once set, the objective can be manipulated using any of the lua commands by using the variable orc.orcobjective instead of orc. as a prefix. (Make sure you do nil checks for that variable before use)
fapstart fapstart() Begins fap
fapstop fapstop() Stops fap
sexanal1

sexanal2

sexanal1() or

sexanal2()

Engages into anal with objective

WIP list