Script:Variables: Difference between revisions

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This page describes variables in the [[Arx scripting language]].
This page describes variables in the [[Arx scripting language]].


== Variable types ==
= Variable types =


Arx scripts know three basic data types:
Arx scripts know three basic data types:
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| {{int}}  || 32-bit signed integer
| {{int}}  || 32-bit signed integer
|-
|-
| {{real}} || 32-bit IEEE 754 floating-point number
| {{number}} || 32-bit IEEE 754 floating-point number
|-
|-
| {{text}} || arbitrary-length string
| {{string}} || arbitrary-length string
|}
|}


Variables can be either global (shared between all entities) or entity-specific. There are also special system variables than can only be read. The variable type is defined by the first character of the variable name. Non-{{wp|ASCII}} characters are encoded as {{wp|ISO-8859-15}}.
Variables can be either global (shared between all entities) or entity-specific. There are also special system variables than can only be read. The variable type is defined by the first character of the variable name. Non-[[wp:ASCII|ASCII]] characters are encoded as [[wp:ISO/IEC 8859-15|ISO-8859-15]].


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
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| <code>#</code> || <code>0x23</code> || global || {{int}}
| <code>#</code> || <code>0x23</code> || global || {{int}}
|-
|-
| <code>&</code> || <code>0x26</code> || global || {{real}}
| <code>&</code> || <code>0x26</code> || global || {{number}}
|-
|-
| <code>$</code> || <code>0x24</code> || global || {{text}}
| <code>$</code> || <code>0x24</code> || global || {{string}}
|-
|-
| <code>§</code> || <code>0xA7</code> || entity || {{int}}
| <code>§</code> || <code>0xA7</code> || entity || {{int}}
|-
|-
| <code>@</code> || <code>0x40</code> || entity || {{real}}
| <code>@</code> || <code>0x40</code> || entity || {{number}}
|-
|-
| <code>£</code> || <code>0xA3</code> || entity || {{text}}
| <code>£</code> || <code>0xA3</code> || entity || {{string}}
|-
|-
| <code>^</code> || <code>0x5E</code> || system || (mixed)
| <code>^</code> || <code>0x5E</code> || system || (mixed)
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While variables in Arx scripts are typed, there are no type restrictions for where variables are used: the types are converted automatically.
While variables in Arx scripts are typed, there are no type restrictions for where variables are used: the types are converted automatically.


== System variables ==
= Setting variables =


System variables don't always have the value type in the name. Some return results specific to the calling object, others are global. Some system variable prefixes (denoted with a <code>*</code> in the following table) work as functions with the remainder used as the parameters.
Global and [[entity]] variables can be modified with the following script commands:
 
{{#ask: [[Category:Script commands]] [[obsolete::false]] [[has variable param::true]]
|?Usage=Comand
|?Description
|mainlabel=-
|limit=1000
|format=table
|class=sortable wikitable smwtable code_0
}}
 
System variables (those starting with ^) cannot be modified.
 
= Using variables =
 
The pattern <code>~variable~</code> will be replaced with the value of the variable named <code>variable</code> (converted to a string) when it occurs in a script command [[Script:Commands#Parameters|parameter]]. Spaces in the value will not cause it to be split into multiple parameters, even when the parameter is unquoted. Non-existent system and unset {{number}} and {{int}} variables will be replaced with <code>0</code>, unset {{string}} variables will be replaced with <code>void</code>, and <code>~variable~</code> where <code>variable</code> is an invalid variable name will be replaced with <code>variable</code>.
 
Additonally, some [[Script:Commands#Parameters|parameters]] will automatically dereference variables if passed a variable name: All {{number}} and {{int}} variables will dereference system, {{number}} or {{int}}, but not {{string}} variables and parameters marked with a <code>*</code> will automatically dereference any variable. Automatic dereferencing of variables happens after <code>~variable~</code> expansion.
 
= System variables =
 
System variables don't always have the value type ($ & or #) in the name. Some return results specific to the calling object, others are global. Some system variable prefixes (denoted with a <code>&lt;…&gt;</code> in the following table) work as functions with the remainder used as the parameters.
 
The following system variables are implemented in Arx Libertatis:
 
{{#ask: [[Category:System variables]]
|?Usage=Variable
|?Description
|mainlabel=-
|limit=1000
|format=table
|class=sortable wikitable smwtable code_0
}}


{| class="wikitable"
{| class="wikitable"
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! Used
! Used
|-
|-
| <code>^$param1</code>
| <code>^$param{{Highlight|number|&lt;i&gt;}}</code>
| {{text}}
| {{string}}
| event parameter 1
| [[Script:Events|event]] parameter for the given number starting with 1 (^$param4 and higher added in {{Changelog|1.3}})
| align="center" | {{Y}}
|-
| <code>^$param2</code>
| {{text}}
| event parameter 2
| align="center" | {{Y}}
|-
| <code>^$param3</code>
| {{text}}
| event parameter 3
| align="center" | {{Y}}
|-
| <code>^&param1</code>
| {{real}}
| event parameter 1
| align="center" | {{Y}}
|-
| <code>^&param2</code>
| {{real}}
| event parameter 2
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^&param3</code>
| <code>^&param{{Highlight|number|&lt;i&gt;}}</code>
| {{real}}
| {{number}}
| event parameter 3
| [[Script:Events|event]] parameter for the given number starting with 1 (^&param4 and higher added in {{Changelog|1.3}})
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^#param1</code>
| <code>^#param{{Highlight|number|&lt;i&gt;}}</code>
| {{int}}
| {{int}}
| event parameter 1
| [[Script:Events|event]] parameter for the given number starting with 1 (^#param4 and higher added in {{Changelog|1.3}})
| align="center" | {{Y}}
|-
| <code>^#param2</code>
| {{int}}
| event parameter 2
| align="center" | {{Y}}
|-
| <code>^#param3</code>
| {{int}}
| event parameter 3
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^#timer1</code>
| <code>^#timer1</code>
| {{int}}
| {{int}}
| duration of the caller's timer #1 has been runing, in milliseconds (or 0 if the timer is stopped)
| elapsed time in milliseconds since the last {{Command|starttimer|timer1}} call (or 0 if the stopwatch is stopped)
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^#timer2</code>
| <code>^#timer2</code>
| {{int}}
| {{int}}
| duration of the caller's timer #2 has been runing, in milliseconds (or 0 if the timer is stopped)
| elapsed time in milliseconds since the last {{Command|starttimer|timer2}} call (or 0 if the stopwatch is stopped)
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^#timer3</code>
| <code>^#timer3</code>
| {{int}}
| {{int}}
| duration of the caller's timer #3 has been runing, in milliseconds (or 0 if the timer is stopped)
| elapsed time in milliseconds since the last {{Command|starttimer|timer3}} call (or 0 if the stopwatch is stopped)
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^#timer4</code>
| <code>^#timer4</code>
| {{int}}
| {{int}}
| duration of the caller's timer #4 has been runing, in milliseconds (or 0 if the timer is stopped)
| elapsed time in milliseconds since the last {{Command|starttimer|timer4}} call (or 0 if the stopwatch is stopped)
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^$objontop</code>
| <code>^$objontop</code>
| {{text}}
| <code>{{Highlight|entity}}</code>
| ID of the entity above the caller (or "none")
| ID of the entity above the caller (or "none")
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^&playerdist</code>
| <code>^&playerdist</code>
| {{real}}
| {{number}}
| distance between the caller and the player
| distance between the caller and the player
| align="center" | {{N}}
| align="center" | {{N}}
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| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^gore</code>
| <code>^amount</code>
| {{int}}
| {{int}}
| 0 for low-violence versions, 1 for normal versions (Arx Libertatis always reports 1)
| number of items in the stack if the caller is an item (stack), 0 otherwise
| align="center" | {{Y}}
| align="center" | {{N}}
|-
|-
| <code>^gamedays</code>
| <code>^angle</code>
| {{int}}
| {{number}}
| in-game time since the start of the playthough, in days (AL 1.2+) or 10-days (AF 1.21 and AL before 1.2)
| yaw of the caller (Added in {{Changelog|1.2}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^gamehours</code>
| <code>^angle_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| {{number}}
| in-game time since the start of the playthough, in hours
| yaw of the given entity (Added in {{Changelog|1.2}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^gameminutes</code>
| <code>^angleto_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| {{number}}
| in-game time since the start of the playthough, in minutes
| direction (yaw) from the caller to the given entity (Added in {{Changelog|1.3}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^gameseconds</code>
| <code>^anglex_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| {{number}}
| in-game time since the start of the playthough, in seconds
| X component of the 2D direction vector of the given entity (Added in {{Changelog|1.2}})
| align="center" | {{Y}}
| align="center" | {{N}}
|-
|-
| <code>^amount</code>
| <code>^anglez_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| {{number}}
| number of items in the stack if the caller is an item (stack), 0 otherwise
| Z component of the 2D direction vector of the given entity (Added in {{Changelog|1.2}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxdays</code>
| <code>^arxdays</code>
| {{int}}
| {{int}}
| in-game time since the start of the playthough, in 2-hours
| in-game time since the start of the playthough, in [[#In-universe time|in-universe days]]
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxhours</code>
| <code>^arxhours</code>
| {{int}}
| {{int}}
| in-game time since the start of the playthough, in 10-minutes
| in-game time since the start of the playthough, in [[#In-universe time|in-universe hours]]
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxminutes</code>
| <code>^arxminutes</code>
| {{int}}
| {{int}}
| in-game time since the start of the playthough, in 10-seconds
| in-game time since the start of the playthough, in [[#In-universe time|in-universe minutes]]
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxseconds</code>
| <code>^arxseconds</code>
| {{int}}
| {{int}}
| in-game time since the start of the playthough, in 1/6-seconds, rounded down to the next second
| in-game time since the start of the playthough, in [[#In-universe time|in-universe seconds]]
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxtime_hours</code>
| <code>^arxtime_hours</code>
| {{int}}
| {{int}}
| time of the day, in 10-minutes (1-12, 0 at the start of the game)
| time of the day, in [[#In-universe time|in-universe hours]] (1-12, 0 at the start of the game)
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxtime_minutes</code>
| <code>^arxtime_minutes</code>
| {{int}}
| {{int}}
| time of the day, in 10-seconds (1-60, 0 at the start of the game)1
| time of the day, in [[#In-universe time|in-universe minutes]] (1-60, 0 at the start of the game)
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^arxtime_seconds</code>
| <code>^arxtime_seconds</code>
| {{int}}
| {{int}}
| time of the day, in 1/6-seconds (1-60, 0 at the start of the game)
| time of the day, in [[#In-universe time|in-universe seconds]] (1-60, 0 at the start of the game)
| align="center" | {{N}}
|-
| <code>^behavior</code>
| {{string}}
| current behavior of the caller NPC
| align="center" | {{N}}
|-
| <code>^camera</code>
| <code>{{Highlight|entity}}</code>
| ID of the active camera or <code>none</code> (Added in {{Changelog|1.2}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^realdist_*</code>
| <code>^caster</code>
| {{real}}
| <code>{{Highlight|entity}}</code>
| portal-based walking distance between the caller and the entity with the given ID
| the caster of the caller or none if the caller is not a summoned entity (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^caster_{{Highlight|entity|&lt;entity&gt;}}</code>
| <code>{{Highlight|entity}}</code>
| the caster of the given summoned entity or none if it does not exist or is not summoned (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^caster_{{Highlight|spell|&lt;spell&gt;}}</code>
| <code>{{Highlight|entity}}</code>
| the caster of the given spell or none if the spell does not exist (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^class</code>
| <code>{{Highlight|entity}}</code>
| the class name of the caller (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^class_{{Highlight|entity|&lt;entity&gt;}}</code>
| <code>{{Highlight|entity}}</code>
| the class name of the given entity (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^class_{{Highlight|spell|&lt;spell&gt;}}</code>
| <code>{{Highlight|entity}}</code>
| the [[Script:spellcast#Spell_names|spell name]] of the given spell (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^demo</code>
| {{int}}
| 1 if using the demo data (as indicated by the PAK
| align="center" | {{Y}}
|-
| <code>^dist_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{number}}
| distance between the caller and the entity with the given ID, 99999999999.0 on error
| align="center" | {{Y}}
|-
| <code>^dragged</code>
| <code>{{Highlight|entity}}</code>
| ID of item being dragged by the player or <code>none</code> (Added in {{Changelog|1.2}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^repairprice_*</code>
| <code>^durability</code>
| {{real}}
| {{number}}
| cost in gold for the caller to repair the item with the given id (-1.f if not an item)
| current durability value of the caller
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^rnd_*</code>
| <code>^fighting</code>
| {{real}}
| {{int}}
| random number between 0 and the given max (to be determined if inclusive/exclusive)
| 1 if the player is in combat mode, 0 otherwise
| align="center" | {{Y}}
|-
| <code>^focal</code>
| {{number}}
| the current camera's focal value
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^rune_*</code>
| <code>^gamedays</code>
| {{int}}
| {{int}}
| 0 if the player *doesn't* have the given rune, and unspecified non-zero value otherwise
| in-game time since the start of the playthough, in days (in 10-days before {{Changelog|1.2}})
| align="center" | {{N}}
|-
| <code>^gamehours</code>
| {{int}}
| in-game time since the start of the playthough, in hours
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^inzone_*</code>
| <code>^gameminutes</code>
| {{int}}
| {{int}}
| 1 if the caller is in the area with the given ID, 0 otherwise
| in-game time since the start of the playthough, in minutes
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^player_zone</code>
| <code>^gameseconds</code>
| {{text}}
| {{int}}
| ID of the zone the player is in, "none" if in no zone
| in-game time since the start of the playthough, in seconds
| align="center" | {{Y}}
|-
| <code>^gore</code>
| {{int}}
| 0 for low-violence versions, 1 for normal versions (Arx Libertatis always reports 1)
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
| <code>^hover</code>
| <code>{{Highlight|entity}}</code>
| entity under the mouse cursor or crosshair (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
|-
| <code>^ininitpos</code>
| <code>^ininitpos</code>
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| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^possess_*</code>
| <code>^inzone_{{Highlight|string|&lt;zone&gt;}}</code>
| {{int}}
| {{int}}
| 1 ifthe given item is in the player inventory or equipped by the player, 0 otherwise
| 1 if the caller is in the area with the given ID, 0 otherwise
| align="center" | {{Y}}
| align="center" | {{N}}
|-
|-
| <code>^behavior</code>
| <code>^last_spawned</code>
| {{text}}
| <code>{{Highlight|entity}}</code>
| current behavior of the caller NPC1
| ID of the last entity spawned by a script
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^sender</code>
| <code>^life</code>
| {{text}}
| {{number}}
| ID of the entity that sent the current event
| current health value of the caller NPC
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^scale</code>
| <code>^mana</code>
| {{real}}
| {{number}}
| scale of the caller, in percent
| current mana value of the caller NPC
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^speaking</code>
| <code>^maxdurability</code>
| {{int}}
| {{number}}
| 1 if the caller is currently speaking, 0 otherwise
| maximum durability value of the caller
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
| <code>^maxlife</code>
| {{number}}
| maximum health value of the caller NPC
| align="center" | {{N}}
|-
| <code>^maxmana</code>
| {{number}}
| maximum mana value of the caller NPC
| align="center" | {{N}}
|-
|-
| <code>^me</code>
| <code>^me</code>
| {{text}}
| <code>{{Highlight|entity}}</code>
| ID of the caller
| ID of the caller
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^life</code>
| <code>^myspell_{{Highlight|string|&lt;name&gt;}}</code>
| {{real}}
| {{int}}
| current health value of the caller NPC
| 1 if the caller is casting a spell with the given [[Script:spellcast#Spell_names|spell name]], 0 otherwise
| align="center" | {{Y}}
|-
| <code>^npcinsight</code>
| <code>{{Highlight|entity}}</code>
| ID of the first NPC seen by the caller, or "none"
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^maxlife</code>
| <code>^offscreen</code>
| {{real}}
| {{int}}
| maximum health value of the caller NPC1
| the [[#Visibility|visibility]] of the caller (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^offscreen_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| the [[#Visibility|visibility]] of the given entity (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^onscreen</code>
| {{int}}
| the [[#Visibility|visibility]] of the caller (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^onscreen_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| the [[#Visibility|visibility]] of the given entity (Added in {{Changelog|1.3}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^player_life</code>
| <code>^player_attribute_{{Highlight|string|&lt;attribute&gt;}}</code>
| {{real}}
| {{number}}
| the player's current full life (at the start of the frame?)
| [[Attributes|player attribute]], including modifiers
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^player_maxlife</code>
| <code>^player_gold</code>
| {{real}}
| {{number}}
| the player's maximum life
| amount of gold carried by the player
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^player_hunger</code>
| <code>^player_hunger</code>
| {{real}}
| {{number}}
| the player's hunger value
| the player's hunger value
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^mana</code>
| <code>^player_life</code>
| {{real}}
| {{number}}
| current mana value of the caller NPC
| the player's current full life (at the start of the frame?)
| align="center" | {{Y}}
|-
| <code>^player_mana</code>
| {{number}}
| the player's current mana level (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^player_maxlife</code>
| {{number}}
| the player's maximum life
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^maxmana</code>
| <code>^player_maxmana</code>
| {{real}}
| {{number}}
| maximum mana value of the caller NPC
| the player's maximum mana level (Added in {{Changelog|1.3}})
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^myspell_*</code>
| <code>^player_skill_{{Highlight|string|&lt;skill&gt;}}</code>
| {{int}}
| {{number}}
| 1 if the caller is casting a spell with the given name, 0 otherwise
| [[Skills|player skill]], including modifiers
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^playerspell_*</code>
| <code>^player_zone</code>
| {{int}}
| {{string}}
| 1 if the player is casting a spell with the given name (or for "invisibility" if invisibility > 0.3)
| ID of the zone the player is in, "none" if in no zone
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^playercasting</code>
| <code>^playercasting</code>
| {{int}}
| {{int}}
| 1 if the player is casting a life_drain, harm, fire/ice_field, (mass_)lightning_strike spell
| 1 if the player is casting a life_drain, harm, fire/ice_field or (mass_)lightning_strike spell
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^durability</code>
| <code>^playerspell_{{Highlight|string|&lt;name&gt;}}</code>
| {{real}}
| {{int}}
| current durability value of the caller
| 1 if the player is casting a spell with the given [[Script:spellcast#Spell_names|spell name]] (or for "invisibility" if invisibility > 0.3)
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^maxdurability</code>
| <code>^poisoned</code>
| {{real}}
| {{number}}
| maximum durability value of the caller
| the poisoned value of the caller NPC
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^last_spawned</code>
| <code>^possess_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{text}}
| ID of the last entity spawned by a script
| align="center" | {{N}}
|-
| <code>^dist_*</code>
| {{real}}
| distance between the caller and the entity with the given ID, 99999999999.0 on error
| align="center" | {{Y}}
|-
| <code>^demo</code>
| {{int}}
| {{int}}
| 1 if using the demo data (as indicated by the PAK
| 1 if the given item is in the player inventory, 2 if it is equipped by the player, 0 otherwise
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^price</code>
| <code>^price</code>
| {{real}}
| {{number}}
| price in gold of the caller Item
| price in gold of the caller Item
| align="center" | {{Y}}
|-
| <code>^poisoned</code>
| {{real}}
| the poisoned value of the caller NPC
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^player_poison</code>
| <code>^player_poison</code>
| {{real}}
| {{number}}
| the player's poisoned value
| the player's poisoned value
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^poisonous</code>
| <code>^poisonous</code>
| {{real}}
| {{number}}
| the poisonous value of the caller Item
| the poisonous value of the caller Item
| align="center" | {{N}}
| align="center" | {{N}}
|-
|-
| <code>^player_gold</code>
| <code>^realdist_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{real}}
| {{number}}
| amount of gold carried by the player
| portal-based walking distance between the caller and the entity with the given ID
| align="center" | {{N}}
|-
| <code>^repairprice_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{number}}
| cost in gold for the caller to [[Script:setblacksmith|repair]] the item with the given id (-1.f if not a repairable item or fully repaired)
| align="center" | {{Y}}
|-
| <code>^rnd_{{Highlight|number|&lt;max&gt;}}</code>
| {{number}}
| random number between 0 and the given max (to be determined if inclusive/exclusive)
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^player_attribute_*</code>
| <code>^rune_{{Highlight|string|&lt;name&gt;}}</code>
| {{real}}
| {{int}}
| player attribute (strength, dexterity, constitution, mind), incl. modifiers
| 0 if the player *doesn't* have the given rune, and unspecified non-zero value otherwise
| align="center" | {{N}}
|-
| <code>^scale</code>
| {{number}}
| scale of the caller, in percent
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^player_skill_*</code>
| <code>^sender</code>
| {{real}}
| <code>{{Highlight|entity}}</code>
| player skill, incl. modifiers
| ID of the entity that sent the current [[Script:Events|event]]
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^npcinsight</code>
| <code>^speaking</code>
| {{text}}
| {{int}}
| ID of the first NPC seen by the caller, or "none"
| 1 if the caller is currently speaking, 0 otherwise
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
| <code>^spell</code>
| <code>{{Highlight|spell}}</code>
| the last spell cast by the caller which is still active, or none (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^spell_{{Highlight|entity|&lt;entity&gt;}}</code>
| <code>{{Highlight|spell}}</code>
| the last spell cast by the given entity which is still active, or none (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^spelllevel</code>
| {{number}}
| the player's current [[caster level]] (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
| <code>^spelllevel_{{Highlight|spell|&lt;spell&gt;}}</code>
| {{number}}
| the [[caster level]] of the given spell or -1 if the spell does not exist (Added in {{Changelog|1.3}})
| align="center" | {{N}}
|-
|-
| <code>^target</code>
| <code>^target</code>
| {{text}}
| <code>{{Highlight|entity}}</code>
| ID of the caller's current target, or "none"
| ID of the caller's current target, or "none"
| align="center" | {{Y}}
| align="center" | {{Y}}
|-
|-
| <code>^focal</code>
| <code>^viewx</code>
| {{real}}
| {{number}}
| the current camera's focal value
| X component of the 3D view direction vector of the caller (Added in {{Changelog|1.2}})
| align="center" | {{Y}}
| align="center" | {{N}}
|-
| <code>^viewy</code>
| {{number}}
| Y component of the 3D view direction vector of the caller (Added in {{Changelog|1.2}})
| align="center" | {{N}}
|-
| <code>^viewz</code>
| {{number}}
| Z component of the 3D view direction vector of the caller (Added in {{Changelog|1.2}})
| align="center" | {{N}}
|-
| <code>^viewx_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{number}}
| X component of the 3D view direction vector of the given entity (Added in {{Changelog|1.2}})
| align="center" | {{N}}
|-
| <code>^viewy_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{number}}
| Y component of the 3D view direction vector of the given entity (Added in {{Changelog|1.2}})
| align="center" | {{N}}
|-
|-
| <code>^fighting</code>
| <code>^viewz_{{Highlight|entity|&lt;entity&gt;}}</code>
| {{int}}
| {{number}}
| 1 if the player is in combat mode, 0 otherwise
| Z component of the 3D view direction vector of the given entity (Added in {{Changelog|1.2}})
| align="center" | {{Y}}
| align="center" | {{N}}
|}
|}


System variables marked as unused may be removed in a future version of Arx Libertatis.
System variables marked as unused may be removed in a future version of Arx Libertatis.
=== In-universe time ===
In-universe time runs 6 times faster than real time and has only 12 hours per day. Since these variables are not actually used and NPCs use quest progress instead of time for their day/night cycle this can be considered non-canonical. There is also an unused <code>arx_bell</code> entity class that simulates a day/night cycle with 60 seconds per in-universe day plus 60 seconds per in-universe night.
=== Visibility ===
The <code>^onscreen</code> and <code>^onscreen_{{Highlight|entity|&lt;entity&gt;}}</code> system variables allow scripts to determine if the calling or given entity is currently shown on the screen. The following visibility values are defined:
{| class="wikitable"
! Value
! Description
|-
| -2
| The game is not currently in a state where any entities are shown, e.g. because a 2D cinematic is playing.
|-
| -1
| The entity is not visible at all because it is outside the view frustum or fully occluded
|-
| 0
| The entity may be visible but is at least partially occluded
|-
| 1
| The entity is at least partially visible but may be partially occluded
|-
| 2
| The entity's head is visible (if it has one) and the player is looking at the entity
|}
Items in inventories are considered to be visible and looked at (2) if the inventory is open and not visible (-1) otherwise. The entity being dragged is considered to be visible (2) even if it is only shown as an icon.
Player equipment is considered to be visible and looked at (2) if the player book is open.
Point entities like markers and cameras will always have their visibility known (never 0).
Because determining the entity visibility requires a number of calculations it is recommended to not read these system variables more often than necessary.
The <code>^offscreen</code> and <code>^offscreen_{{Highlight|entity|&lt;entity&gt;}}</code> system variables are the same as their <code>^onscreen</code> counterparts, but inverted and without expensive tests to check if the entity is really visible. This leaves the following values:
{| class="wikitable"
! Value
! Description
|-
| 0
| The entity may be visible but could be fully occluded
|-
| 1
| The entity is not visible at all because it is outside the view frustum or fully occluded
|-
| 2
| The game is not currently in a state where any entities are shown, e.g. because a 2D cinematic is playing.
|}
Determining that an entity is fully occluded (<code>^onscreen < 0</code> or <code>^offscreen > 0</code>) uses portals and therefore the quality of the results depends on how well the portals are placed. There is an [[Debugging#Debug views|F11 debug display for entity visibility]] that may help understand the results.
= Global variables =
Scripts can define arbitrary global variables and none are predefined by the engine. The following is a (incomplete) list of global variables used in Arx Fatalis:
{{#ask: [[Category:Global variables]]
|?Usage=Variable
|?Description
|mainlabel=-
|limit=1000
|format=table
|class=sortable wikitable smwtable code_0
}}
= Entity variables =
Scripts can define arbitrary entity variables and none are predefined by the engine. The following is a (incomplete) list of entity variables used in Arx Fatalis:
{{#ask: [[Category:Entity variables]]
|?Usage=Variable
|?Description
|mainlabel=-
|limit=1000
|format=table
|class=sortable wikitable smwtable code_0
}}


[[Category:Scripting]]
[[Category:Scripting]]

Latest revision as of 22:25, 2 January 2024

This page describes variables in the Arx scripting language.

Variable types

Arx scripts know three basic data types:

int 32-bit signed integer
number 32-bit IEEE 754 floating-point number
string arbitrary-length string

Variables can be either global (shared between all entities) or entity-specific. There are also special system variables than can only be read. The variable type is defined by the first character of the variable name. Non-ASCII characters are encoded as ISO-8859-15.

Char Byte Scope Type
# 0x23 global int
& 0x26 global number
$ 0x24 global string
§ 0xA7 entity int
@ 0x40 entity number
£ 0xA3 entity string
^ 0x5E system (mixed)

While variables in Arx scripts are typed, there are no type restrictions for where variables are used: the types are converted automatically.

Setting variables

Global and entity variables can be modified with the following script commands:

ComandDescription
++ <variable>Increment a number or int script variable.
-- <variable>Decrement a number or int script variable.
dec <variable> <value*>Subtract a value from a number or int script variable.
div <variable> <value*>Divide a number or int script variable by a value.
inc <variable> <value*>Add a value to a number or int script variable.
mul <variable> <value*>Multiply a number or int script variable with a value.
set <variable> <value*>Set a script variable.
unset <variable>Remove a script variable.

System variables (those starting with ^) cannot be modified.

Using variables

The pattern ~variable~ will be replaced with the value of the variable named variable (converted to a string) when it occurs in a script command parameter. Spaces in the value will not cause it to be split into multiple parameters, even when the parameter is unquoted. Non-existent system and unset number and int variables will be replaced with 0, unset string variables will be replaced with void, and ~variable~ where variable is an invalid variable name will be replaced with variable.

Additonally, some parameters will automatically dereference variables if passed a variable name: All number and int variables will dereference system, number or int, but not string variables and parameters marked with a * will automatically dereference any variable. Automatic dereferencing of variables happens after ~variable~ expansion.

System variables

System variables don't always have the value type ($ & or #) in the name. Some return results specific to the calling object, others are global. Some system variable prefixes (denoted with a <…> in the following table) work as functions with the remainder used as the parameters.

The following system variables are implemented in Arx Libertatis:


Name Type Description Used
^$param<i> string event parameter for the given number starting with 1 (^$param4 and higher added in Arx Libertatis 1.3)
^&param<i> number event parameter for the given number starting with 1 (^&param4 and higher added in Arx Libertatis 1.3)
^#param<i> int event parameter for the given number starting with 1 (^#param4 and higher added in Arx Libertatis 1.3)
^#timer1 int elapsed time in milliseconds since the last starttimer timer1 call (or 0 if the stopwatch is stopped)
^#timer2 int elapsed time in milliseconds since the last starttimer timer2 call (or 0 if the stopwatch is stopped)
^#timer3 int elapsed time in milliseconds since the last starttimer timer3 call (or 0 if the stopwatch is stopped)
^#timer4 int elapsed time in milliseconds since the last starttimer timer4 call (or 0 if the stopwatch is stopped)
^$objontop entity ID of the entity above the caller (or "none")
^&playerdist number distance between the caller and the player
^#playerdist int distance between the caller and the player
^amount int number of items in the stack if the caller is an item (stack), 0 otherwise
^angle number yaw of the caller (Added in Arx Libertatis 1.2)
^angle_<entity> number yaw of the given entity (Added in Arx Libertatis 1.2)
^angleto_<entity> number direction (yaw) from the caller to the given entity (Added in Arx Libertatis 1.3)
^anglex_<entity> number X component of the 2D direction vector of the given entity (Added in Arx Libertatis 1.2)
^anglez_<entity> number Z component of the 2D direction vector of the given entity (Added in Arx Libertatis 1.2)
^arxdays int in-game time since the start of the playthough, in in-universe days
^arxhours int in-game time since the start of the playthough, in in-universe hours
^arxminutes int in-game time since the start of the playthough, in in-universe minutes
^arxseconds int in-game time since the start of the playthough, in in-universe seconds
^arxtime_hours int time of the day, in in-universe hours (1-12, 0 at the start of the game)
^arxtime_minutes int time of the day, in in-universe minutes (1-60, 0 at the start of the game)
^arxtime_seconds int time of the day, in in-universe seconds (1-60, 0 at the start of the game)
^behavior string current behavior of the caller NPC
^camera entity ID of the active camera or none (Added in Arx Libertatis 1.2)
^caster entity the caster of the caller or none if the caller is not a summoned entity (Added in Arx Libertatis 1.3)
^caster_<entity> entity the caster of the given summoned entity or none if it does not exist or is not summoned (Added in Arx Libertatis 1.3)
^caster_<spell> entity the caster of the given spell or none if the spell does not exist (Added in Arx Libertatis 1.3)
^class entity the class name of the caller (Added in Arx Libertatis 1.3)
^class_<entity> entity the class name of the given entity (Added in Arx Libertatis 1.3)
^class_<spell> entity the spell name of the given spell (Added in Arx Libertatis 1.3)
^demo int 1 if using the demo data (as indicated by the PAK
^dist_<entity> number distance between the caller and the entity with the given ID, 99999999999.0 on error
^dragged entity ID of item being dragged by the player or none (Added in Arx Libertatis 1.2)
^durability number current durability value of the caller
^fighting int 1 if the player is in combat mode, 0 otherwise
^focal number the current camera's focal value
^gamedays int in-game time since the start of the playthough, in days (in 10-days before Arx Libertatis 1.2)
^gamehours int in-game time since the start of the playthough, in hours
^gameminutes int in-game time since the start of the playthough, in minutes
^gameseconds int in-game time since the start of the playthough, in seconds
^gore int 0 for low-violence versions, 1 for normal versions (Arx Libertatis always reports 1)
^hover entity entity under the mouse cursor or crosshair (Added in Arx Libertatis 1.3)
^ininitpos int 1 if the caller is exactly at it's initial position, 0 otherwise
^inplayerinventory int 1 if the caller is in the player inventory, 0 otherwise
^inzone_<zone> int 1 if the caller is in the area with the given ID, 0 otherwise
^last_spawned entity ID of the last entity spawned by a script
^life number current health value of the caller NPC
^mana number current mana value of the caller NPC
^maxdurability number maximum durability value of the caller
^maxlife number maximum health value of the caller NPC
^maxmana number maximum mana value of the caller NPC
^me entity ID of the caller
^myspell_<name> int 1 if the caller is casting a spell with the given spell name, 0 otherwise
^npcinsight entity ID of the first NPC seen by the caller, or "none"
^offscreen int the visibility of the caller (Added in Arx Libertatis 1.3)
^offscreen_<entity> int the visibility of the given entity (Added in Arx Libertatis 1.3)
^onscreen int the visibility of the caller (Added in Arx Libertatis 1.3)
^onscreen_<entity> int the visibility of the given entity (Added in Arx Libertatis 1.3)
^player_attribute_<attribute> number player attribute, including modifiers
^player_gold number amount of gold carried by the player
^player_hunger number the player's hunger value
^player_life number the player's current full life (at the start of the frame?)
^player_mana number the player's current mana level (Added in Arx Libertatis 1.3)
^player_maxlife number the player's maximum life
^player_maxmana number the player's maximum mana level (Added in Arx Libertatis 1.3)
^player_skill_<skill> number player skill, including modifiers
^player_zone string ID of the zone the player is in, "none" if in no zone
^playercasting int 1 if the player is casting a life_drain, harm, fire/ice_field or (mass_)lightning_strike spell
^playerspell_<name> int 1 if the player is casting a spell with the given spell name (or for "invisibility" if invisibility > 0.3)
^poisoned number the poisoned value of the caller NPC
^possess_<entity> int 1 if the given item is in the player inventory, 2 if it is equipped by the player, 0 otherwise
^price number price in gold of the caller Item
^player_poison number the player's poisoned value
^poisonous number the poisonous value of the caller Item
^realdist_<entity> number portal-based walking distance between the caller and the entity with the given ID
^repairprice_<entity> number cost in gold for the caller to repair the item with the given id (-1.f if not a repairable item or fully repaired)
^rnd_<max> number random number between 0 and the given max (to be determined if inclusive/exclusive)
^rune_<name> int 0 if the player *doesn't* have the given rune, and unspecified non-zero value otherwise
^scale number scale of the caller, in percent
^sender entity ID of the entity that sent the current event
^speaking int 1 if the caller is currently speaking, 0 otherwise
^spell spell the last spell cast by the caller which is still active, or none (Added in Arx Libertatis 1.3)
^spell_<entity> spell the last spell cast by the given entity which is still active, or none (Added in Arx Libertatis 1.3)
^spelllevel number the player's current caster level (Added in Arx Libertatis 1.3)
^spelllevel_<spell> number the caster level of the given spell or -1 if the spell does not exist (Added in Arx Libertatis 1.3)
^target entity ID of the caller's current target, or "none"
^viewx number X component of the 3D view direction vector of the caller (Added in Arx Libertatis 1.2)
^viewy number Y component of the 3D view direction vector of the caller (Added in Arx Libertatis 1.2)
^viewz number Z component of the 3D view direction vector of the caller (Added in Arx Libertatis 1.2)
^viewx_<entity> number X component of the 3D view direction vector of the given entity (Added in Arx Libertatis 1.2)
^viewy_<entity> number Y component of the 3D view direction vector of the given entity (Added in Arx Libertatis 1.2)
^viewz_<entity> number Z component of the 3D view direction vector of the given entity (Added in Arx Libertatis 1.2)

System variables marked as unused may be removed in a future version of Arx Libertatis.

In-universe time

In-universe time runs 6 times faster than real time and has only 12 hours per day. Since these variables are not actually used and NPCs use quest progress instead of time for their day/night cycle this can be considered non-canonical. There is also an unused arx_bell entity class that simulates a day/night cycle with 60 seconds per in-universe day plus 60 seconds per in-universe night.

Visibility

The ^onscreen and ^onscreen_<entity> system variables allow scripts to determine if the calling or given entity is currently shown on the screen. The following visibility values are defined:

Value Description
-2 The game is not currently in a state where any entities are shown, e.g. because a 2D cinematic is playing.
-1 The entity is not visible at all because it is outside the view frustum or fully occluded
0 The entity may be visible but is at least partially occluded
1 The entity is at least partially visible but may be partially occluded
2 The entity's head is visible (if it has one) and the player is looking at the entity

Items in inventories are considered to be visible and looked at (2) if the inventory is open and not visible (-1) otherwise. The entity being dragged is considered to be visible (2) even if it is only shown as an icon.

Player equipment is considered to be visible and looked at (2) if the player book is open.

Point entities like markers and cameras will always have their visibility known (never 0).

Because determining the entity visibility requires a number of calculations it is recommended to not read these system variables more often than necessary.

The ^offscreen and ^offscreen_<entity> system variables are the same as their ^onscreen counterparts, but inverted and without expensive tests to check if the entity is really visible. This leaves the following values:

Value Description
0 The entity may be visible but could be fully occluded
1 The entity is not visible at all because it is outside the view frustum or fully occluded
2 The game is not currently in a state where any entities are shown, e.g. because a 2D cinematic is playing.

Determining that an entity is fully occluded (^onscreen < 0 or ^offscreen > 0) uses portals and therefore the quality of the results depends on how well the portals are placed. There is an F11 debug display for entity visibility that may help understand the results.

Global variables

Scripts can define arbitrary global variables and none are predefined by the engine. The following is a (incomplete) list of global variables used in Arx Fatalis:

VariableDescription
#krahoz_zohark_onThe number of Krahoz and Zohark rings equipped by the player.
#player_on_questThe state of the main quest.
#troll_questThe state of the troll quest.

Entity variables

Scripts can define arbitrary entity variables and none are predefined by the engine. The following is a (incomplete) list of entity variables used in Arx Fatalis:

VariableDescription
£typeThe entity class sub-type.