Lua scripting

From Bonfire by Hogswild Prasetto

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. 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
endsex endsex() Ends sex

Lua variables

These can be used to check against "if" conditionals or directly set parameters.

Variable name Type Description
istheplayer bool Returns true if the instance is the player.
canseeorcobjective bool Returns true if objective can be seen.
canseeinterest bool "Interest" is like a lighter version of "objective", being the character our instance is looking at, but not necessarily targeting. This returns true if they are still in view to our instance.
distancetoobjective float Returns the distance to objective.
busywalking bool Returns true if the instance is busy walking to a destination
onatask bool Returns true if the instance is busy doing some task like casting a spell or sexing.
isairborne bool Returns true if the instance is floating in mid air
istalking bool ...true if the instance is in a dialogue.
corruption float Returns the instance's level of corruption. Goes from 0.0 to 3.0, 1.0 being the cap before turning into a genie.
immutable bool ...true if this instance is either a ghost or a special character that cannot be altered by transformation spells nor corruption.
isgeniefragment bool ...true if this instance is an NPC genie fragment (different from a cursed genie)
isghost bool ...true if this instance is a ghost.
isbusy bool ...true if this instance is busy at all.
issexing bool ...true if instance is sexing.
isfapping bool ...true if instance is fapping
arousal float Returns the level of arousal this instance has at the moment. Goes from 0.0 to 1.0
cumming bool ...true if, during a sex scene, the instance is orgasming
afterglowing bool ...true if the instance is afterglowing right after orgasming during a sex scene.
perfectglowing bool ...true after the instance has achieved a perfect synchronized orgasm during a sex scene.
orcname string The name of the character.
More to come later!