Manual Openbor em Inglês
Manual Openbor em Inglês
Beats of Rage
Beats of Rage is a semi 3D beat 'em up game made by Senile Team. It is inspired by Streets of Rage
series, popular and great semi 3D beat 'em up games by SEGA for Genesis console. However this game
uses King of Fighters (a 2D 1vs1 game) sprites as its sprites for heroes and enemies.
As a beat 'em up game, this game has features like combo which performed by tapping attack button
after it hits enemy, jump and jumpattacks, SoR2 (Streets of Rage 2) style special, Capcom style
grabattacks and SoR2 style throw. There are various enemies in this game, some of them can perform
upper attack to hit jumping heroes, some of them can break free from grabs, some of them can grab or
throw heroes etc. SoR2 style bikers can also be found here. Of course items like foods and 1Up are also
available here.
This great game is also moddable which allows players or modders to modify a mod or even make mods.
The method of modding is quite simple cause it's basicly about providing pictures, sprites, wavs and
animated gifs and converting them for use in BoR and also setting them with powerful text files (so to
speak) for making heroes, enemies, levels etc. In fact, Beats of Rage is actually comprised of Pak and
engine (BoR.exe). We could say that Pak is the body while engine is the soul. That's also the reason why
mods are usually only in the form of Pak without the engine.
Pak isn't editable (in normal way) that's why before modding, modders need to unpak a mod 1st. After
modding is finished, the mod can be packed to be played. Actually it's possible to play a mod without
packing but it's best to pak it to make it neat. This great game attracted many players which formed BoR
community.
Even though modding is that simple, BoR have many features which have their own usage and their own
place (or text to be exact) to declare. This manual is for explaining those features and where they can be
declared.
Due to lack of required features from BoR (Beats of Rage) and many requests, some coders stepped in to
improve BoR, coded those missing features and fulfilled some requests. There were some BoR variations
because of that e.g OpenBoR, DarkBoR and HOR. OpenBoR is the most advanced one and this manual
includes OpenBoR features. Actually latest OpenBor support scripts but it's not included here.
Getting Started
Before you can start modding, you need the ingredients. Most of ingredients are sprites and texts. Due
to many required files and complexity of them, it's highly recommended to start modding by editing
available mod or pak instead of creating the ingredients one by one. Another way is by DL-ing BoREdit
pack from
http://www.senileteam.com/and expand it. The pack contains enough basic ingredients to start a mod.
Extracting an existing PAK File:
You'll need a program called PAXPLODE.exe. which can be DL-ed from http://www.lavalit.com/. You need
to register there 1st before you can DL anything though.
Put this program in same folder with .pak that you want to 'explode'.
Run this command: paxplode.exe [pakname] to 'explode' the pak. [pakname] is the name of .pak file
(.pak is included).
If you do it right, a window showing DOS messages about extracting files will appear.
The extracted files should be in same folder in new folder named DATA.
NOTE: Some ppl reported that the files aren't in same folder with Windows XP. If that happens, find
folder named DATA in your harddisk. I don't understand why this could happen. It work like I said above
in Windows 98SE.
Inside DATA folder, there should be various folders whose name are: BGS, CHARS, LEVELS, MUSIC,
SCENES, SOUNDS and SPRITES. Aside from those, there should be text files i.e models.txt, levels.txt,
lifebar.txt and video.txt and pal.act. Each text files have their own explanation which will be explained in
their own section below.
About the folders, each contains files and texts related to folder name. So BGS contains background
pictures and palettes, CHARS contains character's sprites and texts etc.
NOTE: Some folders aren't mandatory meaning you can put all of their files in same folder (still within
DATA folder that is) and it would still work (provided the paths are correct). However it's recommended
to use different folders like above to make modding easier. You can add another folders if you need to,
just make sure the paths are correct. By the way, you can play this paxploded mod! Yes you can!
NOTE 2: Pal.act is global palette, but its not needed anymore (since its encouraged to use 16bit video
mode). In the old BOR (or if you use 8bit color mode), this is required - because every sprite in mod must
use same palette which is this global palette. You need Adobe Photoshop to view and make .act files.
Put bor.exe in same folder as DATA folder (if you are still using old BoR engine).
If you are using OpenBoR, put OpenBoR.exe, every .dll and other folders like LOGS, MENU, PAKS, SAVES
and SCREENSHOTS which come with it in same folder as DATA folder. Don't forget to put empty .pak in
PAKS folder. You can get empty .pak from BoREdit pack.
No matter which engine you're using, you can play the mod by running the .exe.
NOTE: This is how modders test their mods without packing them.
As for modding itself, what you should do is modifying certain files and make new ones. Since there are
many files you might need to modify or make, read the explanation of what each text does below to
know what to do with them.
Once you're done and satisfied with your mod, the last step is packing it.
Put this program in same folder with DATA folder which contains your mod.
Run this command: packer.exe [packfile] DATA. [packfile] is the name of pak you want to create. Actually
the DATA can be replaced with other name if you 'DATA' folder has different name but let's use that
name.
If you do it right, a window showing DOS messages about packing files will appear.
MODELS.txt:
This text file determines entities which are loaded and are going to be loaded to the engine. This file is
mandatory obviously. Aside from that, this file also determines some general settings for models.
Entities to load are declared with .txt. How to make and modify these texts are described in Entity Files
section below.
Order of loaded playable characters in this file also defines the order of them in select screen
Determines the input for special attacks and whether or not players can block attacks.
0 = players use their special with the special key they have assigned and they cannot block.
1 = players can use the input for ATTACKBOTH as a special attack. They can also use a block animation,
which will be used when the special attack button is pressed.
If you set 1 but the player does not have a block animation, they can use their special with both the
special key and ATTACKBOTH.
autoland {int}
{int} is either 0, 1, or 2, and changes how entities can land after being thrown.
0 (default) = Players can press up and jump when hittting the ground after being thrown by another
player or an enemy to land safely.
1 = they can use up and jump for a safe landing when thrown by an enemy, but automatically land safely
if thrown by another player. Pits will still be a danger, of course.
nocost {bi}
nolost {bi}
Controls whether or not players will drop the weapon they are holding when grabbing an enemy.
0 = players will drop their weapon while grabbing (default). Same result if no value is given.
noaircancel {int}
Sets whether players can cancel their jumpattack with other jumpattacks or not.
In case you don't know, you can cancel a jumpattack by pressing command for other jumpattack. For
instance, while performing JUMPATTACK2, pressing attack will cancel the move and player performs
JUMPATTACK.
combodelay {int}
This command sets interval time between attacks in default combo to perform combo attack by tapping
attack button.
Default to 100 which means 50 centiseconds. It means if player press attack button 2 seconds after 1st
attack connects, the 2nd attack won't be a combo. However, if it's pressed almost half second later, 2nd
attack will be combo
offscreen_noatk_factor {bi}
This command determines the ability of an entity to be able to attack while off screen. Useful to prevent
entities that use ranged attacks like shots for example, they can attack without being in the visible area.
0 Means that the entity can attack outside the visible area (default)
1 Means that the entity CAN NOT attack outside the visible area.
If this is set, blocking will not completely nullify damage. The entity will take one forth of original damage
instead
mpblock {bi}
If this is set, damage from blocking will consume MP instead of health. If player is running out of MP, the
damage will take health.
nochipdeath {bi}
Entities health can be reduced to 1 health with this the next successful blocks won't take any health.
blockback {bi}
If a remap is used for a character's 'fmap' or some remaps are hidden with 'hmap', they will not be
selectable.
That's "colour" with a u, not "color". Some countries spell it different ways.
0 = facing left.
1 = facing right.
Default is 1 0 1 0.
Miscellaneous
nodropen
Setting this command makes enemies not knocked down on respawn. Normally when player respawns,
all enemies onscreen are knocked down (no damage though).
This command doesn't take any argument. Declaring it is enough to set it.
forcemode {bi}
versusdamage {bi}
Sets whether players can hit each other or not. This overrides options menu.
nocheats {bi}
nodropspawn {bi}
When it is on, the spawn position will be restricted to spawn entry setting.
nodebug {bi}
If you are receiving an error "Invalid animation name line xxx" , you need to rise the value of the max
animations you use for each type. For example, if you have MAXFOLLOWS 4 and try to use FOLLOW10,
you will receive that error and you need to change the MAXFOLLOWS to 10. No need to change the
others if you aren't using more animations than the max value.
maxattacks {max}
Sets the maximum number of normal attacks animation i.e ATTACK1, ATTACK2 etc.
Default is 4.
maxattacktypes {max}
PAIN,FALL, RISE, BLOCKPAIN and DEATH animations limit is also set together with this.
maxfollows {max}
Sets the maximum number of followup animations i.e FOLLOW1, FOLLOW2 etc.
Default is 4.
maxfreespecials {max}
Default is 8.
maxidles {max}
Sets the maximum number of IDLEs.
Default is 1.
maxwalks {max}
Default is 1.
maxbackwalks {max}
Default is 1.
maxups {max}
Default is 1.
maxdowns {max}
Default is 1.
Bonus
lifescore {int}
Determines how many score points players must earn to get one life or 1Up.
Set this to big value to prevent players from getting life from points.
DO NOT set this to 0 otherwise you'll get crash when hitting enemy.
credscore {int}
Determines how many score points players must earn to get one credit or continue.
Default value is unknown. But by default players won't get credit from score.
Set this to big value to prevent players from getting credit from points.
DO NOT set this to 0 otherwise you'll get crash when hitting enemy.
nomaxrushreset {int}
1 = Max rush isn't resetted if player loses a life but still resetted if player continues
These 2 commands are used to load entities in OpenBoR. However they don't work the same way, read
their description below about it.
Each command loads one entity so that means you have to declare these commands more than once to
load many entities.
Any order of these will do but it's recommended to group which ones for flashes, heroes etc. You can
give # and comment to describe what each group loads.
{name} is a name that the game will use to identify the entity.
The entity is always loaded when OpenBoR starts and will always be in memory.
{name} is a name that the game will use to identify the entity.
These entities are only loaded to memory when actually needed or to be exact when levels load them.
You don't need to load music, sound, system, or stage files with these commands. This is used only for
entities.
This text file determines how many game modes (or difficulty in BoR) which are declared in the mod and
what levels and scenes each game mode has. This file is mandatory obviously. Aside from that, this file
also determines some general general settings for levels and HUD.
Due to lots of features, this part is divided into 2 parts. This part is for general level settings and HUD
settings while the other part (Level sets below) is for game modes settings.
Levels.txt must be placed right under DATA folder.
Fonts
In order to create an font you need to known first how to define the size of the font image. That have to
do actually with the size of the letters or "letterbox"(see bellow) you want to use.
Then if you known size of your letters,then you must multiply the dimensions of your letters x16.(the
dimensions are count in pixels)
As example,if the size of your letters is width/9 pixels and height/9 pixels,then your font image size have
to be width/144 and height/144,or 144x144 in other words.
The images bellow can be used as template in order to create your own font. Just pick up which image
are fit with your letter dimensions.
This is actually the default BOR font size which is used a lot. This can be used as font,font2,font3
This size can be used as font,font2,font3 as well and i think is the maximum size for use as font,font2.
OpenBOR actually can use up to 10 fonts used some commands to define which font is for what and not
only 4 fonts. OpenBoR fonts are not monospaced. That is, the space between two letters is determined
by how wide the letter is. If your letters 'overlap', try placing a black outline around them, or moving
them rightward a few pixels.
Here is the "letter format" or just which letters must be used and where to place:
0123456789ABCDEF
0123456789ABCDEF
! " # $ % & ´ ( ) * + , - . /
0123456789:;{=}?
@ABCDEFGHIJKLMNO
PQRSTUVWXYZ[\]^
`abcdefghijklmno
pqrstuvwxyz
0 = font.gif (default)
1 = font2.gif
2 = font3.gif
3 = font4.gif
4 = font5.gif (optional)
5 = font6.gif (optional)
6 = font7.gif (optional)
Make sure the optional fonts are available before using them!
PS: Not all symbols are necessary.You can add which you need.
NUMBERS must be included in font images or openbor will crash without error.
hiscorebg {bi}
If set to 1, the high score screen will have a background. Normally, it's just text on black.
completebg {bi}
0 = no custom screen is used. A black screen with texts will be shown instead.
The custom stage complete screen must be named complete.gif, must be non-animated gif and placed in
data/bgs/ folder.
{x2} and {y2} determines the number's position. This number shows the completed stage's number.
x and y are the number of pixels, right and down respectively, from the top left corner of the screen to
the top left corner of the life bar.
clearbonus {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4}
Determines the position of "Clear Bonus" and its scores for each player.
The score will only be shown if the respective player is present when stage completes though.
lifebonus {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4}
Determines the position of "Lives Bonus" and its scores for each player.
{x1} {y1} {x2} {y} {x3} {y3} {x4} {y4} works exactly like for 'clearbonus' except that they are for life bonus.
totalscore {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4}
Determines the position of "Total Score" and its scores for each player.
{x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4} works exactly like for 'clearbonus' except that they are for Total
Score.
showrushbonus {int}
Determines whether max rush is added as bonus in Stage Complete screen or not.
0 = Max rush is not counted
Make sure you have set 'rush' above before setting this.
rushbonus {x0} {y0} {x1} {y1} {x2} {y2} {x3} {y3} {x4} {y4}
Determines the position of "Rush Bonus" and its scores for each player.
{x1} {y1} {x2} {y} {x3} {y3} {x4} {y4} works exactly like for 'clearbonus' except that they are for rush bonus.
Stand for stage complete bonuses. Determines multiplier value for bonuses in Stage Complete Screen.
{stage bonus} is stage's bonus. If {bonus type} is set to 1, this become multiplier. Defaults to 10000
{rush bonus} is max rush bonus (max rush * rush bonus). Defaults to 100
{bonus type} determines how {stage bonus} affects. If set to 1, {stage bonus} will be multiplied by current
stage's number. This way it will increase as you progress through the mod. See 'stagenumber' in Level
Files section below for extra info about stage number.
NOTE: Use multiplies of 10 for {stage bonus}, {life bonus} and {rush bonus}.
HUD location
Preview1p.png
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the life bar.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the icon.
Determines the position of player's "x". Which "x"? the "x" between lifebar and number of lives player
has that is.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of "x".
0 = font.gif (default)
1 = font2.gif
2 = font3.gif
3 = font4.gif
4 = font5.gif (optional)
5 = font6.gif (optional)
6 = font7.gif (optional)
Make sure the optional fonts are available before using them!
Determines the position of player 1's current number of lives. In case you haven't figured it out, the
number on the right of lifebar is player's lives.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the number.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x2} and {y2} determines player's "-" position. Yes, there is "-" between name and score.
x and y are the number of pixels, right and down respectively, from the top left corner of the screen to
the top left corner of the name, "-" or the score.
Determines the position of player's "Select Hero", Name text, continue, credits and "GAME OVER" when
joining the game.
{x1} and {y1} determines player's name position.
{x3} and {y3} determines "Press Start"'s position. These also sets "GAME OVER" and credits position.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the text.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the text.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the icon.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the icon.
Determines the position of the life bar for the entity which most recently hit/was hit
by/touched/interacted with player. Nothing will be shown if that entity hides his/her/its status though.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the life bar.
Determines the position of the icon for the entity which most recently hit/was hit by/touched/interacted
with player. Nothing will be shown if that entity hides his/her/its status though.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the icon.
e{#}name {x} {y} {font}
Determines the position of the name for the entity which most recently hit/was hit
by/touched/interacted with player. Nothing will be shown if that entity hides his/her/its status though.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the name.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
x and y are the number of pixels, right and down respectively, from the top left corner of the screen to
the player's offset (for x1 and y1) or to the top left corner of "Ready!" text.
HUD settings
http://www.dreamcast-scene.com/uploads/Main/Preview2.p.png
lbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill}
Controls the size of lifebars.
This applies to players, enemies, items, etc (their lifebar will all have the same width, height, etc). If
'olbarsize' is declared, this only applies to players.
{w} is the maximum amount of health the bar can display. Defaults to 100.
{noborder} turns on or off the border and shadow around life bars. {0} means there is, {1} means no
outline or shadow.
{type} is a flag that sets how lifebar show health. 0 (default) means if an entity's health goes over width,
the life bar will wrap around and 'double up' on top of itself (1 unit of health is 1 pixel long.). 1 means
the lifebar is shown in percent based.
0 (default) = horizontal orientation. Lifebar is filled from left to right in this mode.
The last 4 variables can be used to place lifebar behind player 'icon' or 'bgicon'. To do that you need to
give value like -300.
mpbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill}
olbarsize {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill}
Controls opponent's lifebars size. If not available, 'lbarsize' will be used.
This is for showing successful hits counter onscreen. If it is activated, texts will appear onscreen showing
how many current consecutive hits and maximum consecutive hits.
As long player hit something, the hit counter will keep incrementing. It doesn't matter if player hit same
enemies/obstacles or other ones. Juggling hits also counted.
0 = counter is off.
1 = counter is on.
0 = font.gif
1 = font2.gif
2 = font3.gif
3 = font4.gif
4 = font5.gif (optional)
5 = font6.gif (optional)
6 = font7.gif (optional)
7 = font8.gif (optional)
Make sure the optional fonts are available before using them!
Don't forget to set 'p{#}rush' below if you set this otherwise it will be piled at topleft corner.
Determines the position of player's 'rush' status. Only effect if you set 'rush' (above) though. Also it's
highly recommended to set this too if you set 'rush' otherwise it will be piled at topleft corner.
{#} determines which player this setting is for and its possible values are 1, 2, 3 and 4. There's no space
around {#} though.
{x1} and {y1} determines rush text's position. The text for this is modified with 'rush' command above.
{x2} and {y2} determines current rush value position. The font for this is modified with 'rush' command
above.
{x3} and {y3} determines max rush text's position. The text for this is modified with 'rush' command
above.
{x4} and {y4} determines max rush value position. The font for this is modified with 'rush' command
above.
x and y are the number of pixels, right and down respectively, from the top left corner of the screen to
the top left corner of text or value.
To change the font, you'll need to work with the font file, not this command.
{x} and {y} control how far right and down (respectively) the timer is from the top left of the screen.
{w} and {h} control the dimensions of the border placed around the timer. If your timer is being displayed
under the border or is off-center, try editing this.
{noborder} turns on or off the outline around the timer. {0} means it's there, {1} takes it away.
Determines the position of timeicon. Timeicon is optional icon that can be place d behind timer to make
timer looks cooler ;).
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the icon.
Determines the position of background icon. Background icon is optional icon that can be placed behind
character's status to make HUD looks cooler ;).
{x} and {y} are the number of pixels, right and down respectively, from the top left corner of the screen
to the top left corner of the icon.
scoreformat {flag}
noslowfx {bi}
If set to 1, hit sounds will always play at the normal speed. Normally, the higher the damage of an attack,
the slower it's hitsound plays.
custfade {int}
musicoverlap {bi}
Determines if the music fades in and out when changing (1), or stops and restarts (0). Defaults to 0.
noslow {bi}
Determines whether or not the level slows down when the boss is defeated.
Miscellaneous
maxplayers {int}
{int} could be 1, 2, 3 or 4.
This setting can be overriden by same command in level sets (see below).
This command allows custom loading background to be displayed while models are being loaded.
The background must be named loading.gif and placed under data/bgs/ folder.
0 = no loading screen.
{bx} and {by} determines x and y coordinates of loading bar top left's location respectively.
{tx} and {ty} determines x and y coordinates of "LOADING" text location respectively.
0 = font.gif
1 = font2.gif
2 = font3.gif
3 = font4.gif
This command allows custom loading background to be displayed while levels are being loaded.
The background must be named loading2.gif and placed under data/bgs/ folder.
itemtrans {bi}
This makes dropped items transparent. Make sure the items have transparency set before setting this.
equalairpause {bi}
1 = Hitpause in effect
Just to reiterate, this part is 2nd part of levels.txt section. This part is for game modes settings.
Header
set {name}
{name} is the name of the difficulty which will be selectable from the difficulty select menu.
typemp {int}
cansave {int}
1 = Only saves last level (Default value). It's buggy currently though.
2 = Strict save. Lives, credits, HP, MP, weapon, remap color etc are saved. When this saved state is
loaded, players immediately enter last level without going to select screen. If it's multiplayer game, you
will need partner.
skipselect {name} {name} {name} {name}
This command makes select screen and join in selection skipped in current level set. Players will
automatically use certain defined player.
{name} is the name of loaded player in models.txt (see above). The 1st one is for 1st player, 2nd for 2nd
player and so on.
MAKE SURE the defined player are loaded before using this!
You can empty all values to skip default select screen. However don't forget to set select screen text right
after it.
You can set a different player for each level (4287+). Example:
in levels.txt
set
...
...
skipselect RYU
file level1.txt
skipselect KEN
file level2.txt
etc...
With nosame set, a player can't pick the characters that are currently occupied by other players like
some capcom games (for example, Cadillacs and Dinosaurs). For this reason, there's no warning message
that tells you don't select the same character.
{b1} Determines whether or not Player 2 and Player 1 can use the same character at the same time.
0 (Default)= They can use the same player.
{b2} stands for different colourmap select (currently it is not forced). The second flag is for color map
index. If active it will skip same map ONLY for same players.
Examples
NOSAME 1
NOSAME 1 2
NOSAME 0 2
noshare {bi}
Determines whether or not Player 2 and Player 1 both use the same credits. If set to 1, each player will
have their own supply of credits.
lives {int}
credits {int}
If 'noshare is not set (see above), this will determine total credits for all players. But if 'noshare 1' is set,
this will determine how many credits each player has.
ifcomplete {int}
Can be used to create 'locked' levels if {int} is set to 1 or higher.
In the game, OpenBoR will display message on the right side respective game mode like this: Finish the
game {int} times to unlock. That means, player must clear a game mode {int} to unlock this game mode.
They aren't really secrets, as the players are still be able to see them on the menu, but they won't be
able to select it until they've beaten a game mode with defined value.
Characters with 'secret 1' in their header can only be used in difficulty settings with 'ifcomplete'.
maxplayers {int}
Determines how many players could play at same time just for current level set.
{int} could be 1, 2, 3 or 4.
continuescore {int}
2 = 1 point is added to your score when you continue. This is to replicate Capcom's scoring system which
puts number of continues in their scores.
disablegameover {int}
set 1 you won't display the gameover screen! useful for custom HUD.
0: display (default)
1: not display
disablehof {int}
set 1 you won't display the hall of fame screen! useful for custom HUD.
0: display (default)
1: not display
noshowcomplete {int}
set 1 you won't display the complete screen after NEXT! useful for custom HUD.
0: display (default)
1: not display
Body
{xmin} is how high up entities can walk. It starts at the top and works down, so larger numbers mean less
room. Defaults to 160.
{xmax} is how far down the character can walk. It also goes down from the top. Defaults to 232.
{BGheight} changes where the bottom of the background is drawn. Defaults to 160. By changing this
value, you can make the background match an altered {xmin}.
This can be set once per level. You can change it between two stages. If you need to change it during a
stage, you should combine it with the "wall" command in the stage itself.
You can spawn entities outside of this range, but once they enter the playing field they can't escape
again.
file {path}
This command is for setting levels to play in a 'set'.
Since this command only sets one level, you may need to declare more of this to set the other levels.
If there are more than one 'file', levels are played from the 1st one to last until there are no more or
meet 'end' (see below).
Level to load here is declared with .txt. How to make and modify these texts are described in Level Files
section below.
scene {path}
Since this command only sets one cutscene, you may need to declare more of this to set the other
cutscenes.
If there are more than one 'scene', cutscenes are played from the 1st one to last until there are no more
or meet 'end' (see below).
Cutscene to load here are declared with .txt. How to make and modify these texts are described in
Cutscene Files section below.
select {path}
{path} is the location of a .txt file which sets custom select screen.
This can be declared more than once in same game mode and playing order is from the 1st one to last
one.
Select screen to load here are declared with .txt. How to make and modify these texts are described in
Select Screen Files section below.
next
When this command is reached, the Stage Complete scene will play, and Scores will be tallied.
branch {name}
Used to give name to warp destination for endlevel entities which uses 'branch'.
end
When this is reached, the game will end regardless of the levels after it.
There's no point of using 'end' without 'branch' so use this together with 'branch'.
LIFEBAR.txt
This text file is optional file for setting lifebar colors. This is for OpenBoR only though.
Lifebar.txt must be placed right under DATA folder and tt's lifebar.txt, not lifebars.txt.
{R}, {G} and {B} which are used below are color values from 0 to 255 for Red, Green, and Blue. If you
don't know what that means, try thinking of them as brightnesses. If you had 0 255 0, then there would
be no red, no blue, and all green, so you'd have green. If you had 0 0 0, there wouldn't be anything, and
you'd have black. 255 255 255 would be all of everything, so it'd be white. 255 0 255 would be red + blue
= purple. 128 128 128 would be halfway between white and black, so it'd be grey. *If it still doesn't make
sense to you, try opening up Microsoft Paint, go to Colors -> Edit Colors -> Define Custom Colors. Try
messing around with the Red, Blue, and Green values. It works like that. By the way, setting a color to the
transparent color doesn't actually make it transparent.
The color settings must match one of the colors in the default pallete exactly. If your colors aren't
correct, try decreasing every color value by 1- some programs report color values to be higher or lower
depending on whether they start at 0 or 1.
However, if the mod is using truecolor mode (see video.txt below), all colors defined here will be true
RGB colors. Which means, you don't need to check if they are available in global palette or not.
Determines the color of the 'shadow' around the lifebar and the bar at 500 health.
Determines the color of the outline around the lifebar and the bar at 600 health and up.
Determines used color by certain health value. For instance, 'color100' determines used color if health is
100 or less.
{#} is the health value at which the color will be displayed and its possible values are 25, 50, 100, 200,
300, 400 and 500.
color500 is also used as the background of the lifebar, and is displayed with transparency.
If lifebar is displayed in percentage mode (see 'lbarsize' above for info about it), color reference changes
to:
When a player's MP bar is longer than their health, the extra MP is overlaid on top of the first bar in this
color, like with health.
VIDEO.txt
This text file is optional file for setting video, widescreen settings and true color mode. Yeah, its function
can't be mentioned with just one word.
colourdepth {int}bit
Accepted values for {int}bit are 8bit, 16bit and 32bit. Yes, 'bit' must be typed too.
If you are making long levels whose screen size is 480x240 (widescreen) or you're making high resolution
mods, you must use this.
0 = 320x240 (default)
1 = 480x272
2 = 640x480
3 = 720x480
4 = 800x480
5 = 800x600
6 = 960x540
scenes {path}
{path} points to folder containing those scenes. Note: defined path must end with slash (/).
backgrounds {path}
{path} points to folder containing those backgrounds. Note: defined path must end with slash (/).
levels {file}
This command is used to define alternate file for alternate levels.txt.
{file} points to that file. The pointed file must be placed in directly under DATA folder like default
levels.txt.
The rule to make alternate levels.txt is the same with making default one. See LEVELS.txt above.
models {file}
{file} points to that file. The pointed file must be placed in directly under DATA folder like default
models.txt.
The rule to make alternate models.txt is the same with making default one. See MODELS.txt above.
Menu.txt
This text file is for modifying main menu. Currently there aren't many commands here but more
commands will be added in the future. This file is optional.
Menu.txt must be placed right under DATA folder if you're using it.
This command is for renaming key names. Useful and recommended to rename key if it is assigned for
functions which is not described by its name. For instance, if 'attack2' is used for blocking, it would be
best to rename it to 'block'.
{key} is the key whose name to be changed. Accepted inputs are: moveup, movedown, moveright,
moveleft, attack, attack2, attack3, attack4, jump, special, start, screenshot. In case you don't know, those
are names of all inputs in OpenBoR.
{newname} is the new name for the key. Don't forget to use underscore for spaces.
disablekey {key}
This command is for disabling keys. OpenBoR accepts more inputs now but it's possible not all of them
are used (including old ones like special and jump) in the mod. It's best to disable not used keys so
players won't have to define them.
{key} is the disabled key. Accepted inputs are: moveup, movedown, moveright, moveleft, attack, attack2,
attack3, attack4, jump, special, start, screenshot. In case you don't know, those are names of all inputs in
OpenBoR.
1 = Monospaced.
Script.txt
This text file is for setting number of script variables. Currently there are only 6 commands. This file is
optional.
maxscriptvars {int}
maxentityvars {int}
Defines maximum number of variables in each entity which is accessible by index.
maxindexedvars {int}
maxglobalvars {int}
If there's no script in the mod, just set it to 0 or don't change it at all unless you know how big it should
be.
alwaysupdate {bi}
nocmdcompatible {bi}
When nocmdcompatible is enabled, the engine will try to merge @cmd within the same frame, which
may not be compatible with old mod, so use with caution. Defaults to 0.
Example:
@cmd f1
@cmd f2
@cmd f3
frame data/chars/ffff/1.gif
Before:
if(frame==3)
f1();
if(frame==3)
f2();
if(frame==3)
f3();
Now:
if(frame==3)
f1();
f2();
f3();
return;
This text is for setting characters or entity's stats and animation. Obviously it's mandatory. Due to
complexity and lots of features, this part is divided into 3 parts. This part is for entity's stats, 2nd part for
animation types and 3rd one for animation settings. 2nd part describes what animations entity must
have or could have.
Character Template listing about any available data. This should help you to get started with your
characters.
I've been using this template since starting work on mods, and have updated it gradually as new features
came online./
It saves me a lot of time and hassle keeping my character animations organized, and I figured it might
help someone else./
Basic Stats
name {name}
It is a string of 1 to 21 characters. You can actually use up to 40 characters, but the name will stretch off
the screen or under the timer, making it look silly. You can also make the name even longer than that,
but anything past 40 won't be displayed, so you'll really just be making your life harder.
If you really insist on having long name, you will have to reset the HUD display settings like name, score
and time to make them displayed properly. See HUD settings in Levels.txt above for info.
OpenBoR will crash on accessing the entity if you try to put a space in the name. You can safely use an
underscore (_) instead.
Also avoid using same name for different entities, even if they aren't with same type. You would be
confused too which one is actually wanted when they are loaded.
type {type}
{type}:
npc: The entity is a CPU controlled ally that will seek out and attack
enemies. The entity is otherwise functionally identical to enemy entities with the chase subtype. You can
change the NPC allegiance via hostile setting. Npc types do not count toward groups.
item: The entity is a stationary item which can be picked up. Items can only give one bonus per item. In
other words, you can't make one item that both gives 2000 points AND gives a 1-up.
steamer: The entity constantly spews the object called Steam upwards with alpha transparency.
text: The entity is a message object. When spawned, it will freeze all objects in play and show it's *IDLE*
animation, then dissapear. It can be sped up by pressing attack or jump. Can be used for level intros,
mid-level cutscenes, etc.
trap: The entity is an obstacle which cannot be attacked. It can be made to attack, though, and will hit
both players and enemies. If a trap is not set up to knock the entity down, the trap will only damage the
entity one time. To hit them again, the target entity must take damage from another entity.
endlevel: The entity is an item which, when touched by a player, will end the stage. It can be given a
score value to be awarded for level completion.
pshot: The type is outdated and does nothing. You can still use it, but it's ignored.
panel:The entity will scroll together with level. If the entity's speed is 10, entity will stay with panel. If the
speed is 5, it will stay with background (for direction left,right and both). This type is used to make
multiple layers.
subtype {type}
{type}:
arrow: The entity flies from right to left off the screen. You can use the "flip" command when spawning it
to make it fly left-to-right.
noskip: Used with text-type entities. It prohibits the player from using attack or jump to skip through
text.
weapon: Used for player weapons which can be picked up and used.
biker: Used for Biker enemies. They fly left and right across the screen and must be knocked off their
bikes to be stopped.
notgrab: Does the same thing as the cantgrab command: the entity can't be grabbed.
touch: For items. The item will be collected just by touching it. You won't need to press the attack
button.
flydie: For obstacles. When hit, the obstacle will fly horizontally offscreen while playing it's FALL
animation.
both: For endlevel items. If there are two players, both must be touching this item to end the stage.
project: For items. When picked up, this entity is treated like a weapon which doesn't actually change
any of the character's attributes except for their projectiles. Works for both players and enemies (if they
have a GET animation).
chase: For enemies and projectiles. If given to an enemy, he/she will walk towards player all the time. If
player is far from the enemy, he/she will run instead. If given to projectile, it will become homing
projectile.
follow: For npcs. Will cause an npc to attempt to follow the entity that spawned or summoned it (see
below). Uses range setting in *idle* animation to determine how close it will follow. If the npc exceeds
the minimum range and no entities it is hostile towards are nearby, it will move to the spawning entity
normally. If it exceeds maximum range, the npc will instantly warp to the spawning entity regardless of
what it is currently doing and play it’s respawn animation if it has one. An npc without this subtype will
behave exactly like an enemy with the chase subtype. It can potentially follow a hostile across the entire
level, and will wander randomly if no hostiles are available.
boomerang: The entity you can spawn (with spawnframe for example) with subtype boomerang, will
have automatic aimove boomerang and it will active for the owner animations: getboomerang,
getboomeranginair.
health {int}
{int} is an integer, a number from -2147483647 to 2147483647 (which also happens to be (2^31)-1, if
you're a math fan).
This is the total amount of damage this entity can take before they die.
Do not actually put a boss with 2147483647 health in your game. It's not funny. Seriously! even if there's
no time limit, it would be very very boring.
You can use decimal numbers, but it will always round down, so there's no real point.
If you use a value less than one or greater than 2147483647, the enemy starts off dead. Now that IS
funny, but not neccessarily useful.
If the number is greater than the width of the life bar, the meter will "double up" the display (if you don't
use percantage based lifebar that is). If you don't set lifebar.txt, this can make it hard to tell how much
remaining life an entity has.
Not required, but it defaults to zero if it's not there, so that's kind of useless if you don't set it in the
level's spawn point.
For items, this tells you how much life you regain when you pick it up.
mp {int}
You can use decimal numbers, but it will always round down, so there's no real point.
If the number is greater than the width of the life bar, the meter will "double up" the display. Since the
MP bar is already pretty thin, this can make it hard to tell how much MP you have remaining sometimes.
Not required. If a player doesn't have it, they won't have an MP bar displayed.
For items, this tells you how much MP you regain when you pick it up.
speed {int}
You can use numbers less than 5, but the entity will still move at the same speed. Same with using more
than 300.
Somewhere between 100 and 300, the entity will gain the ability to run off the screen edges and out of
the play area, killing it instantly. So that might not be a good idea.
Setting this to 0 will not stop an enemy from moving. You must use 'nomove' to do that.
This command doesn't support decimals though. For decimal value, use 'speedf' below.
speedf {float}
This have same effect with 'speed' but this one allows {int} less than 5 even negative value.
Moreover, decimal values are allowed with this. However its value is 10 times speed's value. For
instance, 'speedf 1.5' equals to 'speed 15'.
Actually, unlike normal speed, running speed can be greater than 300. Of course, you'd still run off an
edge into oblivion if you tried to set a running speed that high.
{height} determines how high a character can jump (if at all) while running. It works like jumpheight.
{length} is an integer value which changes how far a character can jump while running. It is multiplied by
the current jump length.
0 = (default) Character stops running if up or down is pressed. Running enemies can't move up or down.
1 = Character will continue running if up or down is pressed, but will also move up or down at an angle.
Running enemies can move up or down.
{land} is a binary value. 0 means they stop running after landing from a running jump. 1 means they can
continue running if the player holds forward during the jump.
Used to make a stationary player, enemy or static projectile (one who does not move). For players and
enemies, this prohibits them from using WALK animation thus preventing to move.
{move} is a binary value which determines if the enemy can or can't move.
NOTE: Even if {move} is set to 1, entity can still be moved with 'move', jumpframe or script.
~By default, enemy adjusts facing direction to face entities they hostile to (opponents). {flip} is a binary
value which determines if enemy can turn around to face opponents if the latter stand behind them.
If {flip} is set to 1, enemies will face direction set by 'facing' (see below) or to direction given to them in
level texts(See 'flip' command in Level Objects below).
NOTE: Even if {flip} is set to 1, entity can still be flipped with flipframe or script.
jumpspeed {int}
This command determines entity's jump speed. This entity must be able to jump obviously.
This command doesn't support decimals though. For decimal value, use 'jumpspeedf' below.
jumpspeedf {float}
This command supports decimals. However its value is 10 times jumpspeed's value. For instance,
'jumpspeedf 1.5' equals to 'jumpspeed 15'.
jumpheight {int}
An entity's jumpheight also affects how far it flys when knocked down, and how high and far jumpframe
moves you.
For Bomb entities, this controls how high the bomb arcs into the air.
0 = (default) No effect.
2 = Left/Right changes jumping speed during jump (doesn't work with static jump).
3 = Combination of 1 and 2.
0 = (default) No effect.
2 = Up/Down changes jumping speed during jump (doesn't work with static jump).
3 = Combination of 1 and 2.
it works like jumpmove {fx} {fz} and params are the same meaning.
turndelay {int}
This sets how long the character performs BACKWALK before turning back.
facing {int}
This is for forcing the entity to face certain direction regardless where he/she is going.
0 = no force (default).
1 = force the entity to face right.
chargerate {int}
Determines how fast MP recharge with CHARGE animation would be. Default value is 2.
mprate {int}
This sets how many MP player recovers (by time and by hitting enemy)
mpset {mp} {stable type} {stable} {recover rate} {drop rate} {charge rate}
This command determines how MP works for this entity. It's combination of many existing features
actually but it has new features
3 = Entity recovers mp over time if below value defined by {stable}, and looses mp over time if above
defined {stable}
4 = Entity starts his/her mp at maximum value, then it will drop steadily to {stable}. After it's reached,
the cycle restarts.
{stable} sets stable MP value. Only usable if {stable type} is not set to 0
edelay {Mode} {Factor} {Cap Min} {Cap Max} {Range Min} {Range Max}
Adjusts entity's delay in all animations. Very useful if you want to make Haste or Slow effect ala Dungeon
& Dragons without making new models.
{Range Min} is the shortest original delay that will be adjusted. Useful to prevent short delays such as 1
centisecond delay to be shortened.
{Range Max} is the longest original delay that will be adjusted. Useful to prevent long delays such as 500
centiseconds delay to be extended.
nohithead {int}
set nohithead 1 in entity.txt and even if you set an height for the entity, if it hit a platform with nohithead
param set to 1, the entity will not block with head by a platform. But this platform will be walkable
however. default is 0
backpain {int}
summonkill {type}
Entity header command. Determines behavior of any sub entities on screen that consider this entity as a
Parent if this entity is killed.
{type}
Default: 0
Behavior type.
0: Do nothing.
This command allows animation change by inputting sequence of inputs to certain freespecial. In other
word, cancel. Obviously it's only for players.
{sequence of inputs} defines input sequence required to activate the freespecial. The accepted values
here is exactly same with 'com' command in Entity Files: Header Date above.
{freespecial#} defines the freespecial to be played after input sequence is valid. Don't forget to set
'maxfreespecials' (see models.txt above) if you need more freespecials to access.
Technically, the animation cancelling is like this: when valid sequence is accepted, this animation will
stop immediately and defined freespecial will be played.
a + a2
u+fa
u + f -> a
grabdistance {int}
How far away this entity will stand while holding an enemy.
How deep this character's attack range is in z axis. This is overriden by 'rangez' and 'attack' (see below).
How close this entity must get to be stopped by obstacles or pick up items.
grabback {bi}
If set to 1, when grabbing, this entity will be displayed behind the other entity being grabbed.
grabfinish {bi}
This command determines whether entity's GRAB animation is interruptible or not (see GRAB below).
0 = Interruption is possible (default). If enemies use this, they will skip the rest of animation after they
knockdown opponent. It's not recommended for enemies.
1 = Interruption is not possible. For players, they must wait their GRAB animation to finish before they
can perform any grabattacks. For enemies, they'll finish their GRAB animation.
Determines grabwalking speed. If not declared, entity's walking speed will be used instead.
grabturn {bi}
Determines whether entity can turn around or not when grabbing opponent.
1=turns around.
If you haven't figure it out, entity turns around if back is pressed while grabbing. Back is opposite of
facing direction.
cantgrab {bi}
{bi} determines whether or not an entity can be grabbed and held (or thrown).
If set to 1, opponent who stand close to this entity will simply pass through.
paingrab {bi}
For enemies.
Determines whether the enemy can be grabbed normally or only in pain animation.
0 (default) = enemy can be grabbed normally, if the enemy is grabbable that is.
1 = enemy can only be grabbed in pain animation, if the enemy is grabbable that is.
antigrab {value}
This command sets entity's resistance to grabbing attempt by opponent. To grab this entity, opponent's
'grabforce' must equal or more than {value}.
grabforce {value}
This command sets entity's power to grab an opponent. This entity will have success grab if opponent's
'antigrab' is equal or less than {value}.
grabflip {value}
throwdamage {int}
Defaults to 21.
throw {dist} {height}
Controls the angle at which this player or enemy flies if they get thrown.
{height} controls how high off the ground this entity will get before it starts falling back down.
throwframewait {frame}
Terrain Interaction
height {alt}
If the platform is higher off the ground than this entity's height, this entity can move under it. Otherwise,
it will get pushed out. However if somehow entity get stuck under platforms which are shorter, entity
can only change direction and slide (see Animation Types below).
This setting applies to all animation. If you want certain animations to have different heights use
'animheight' (see Animation Data).
antigravity {value}
Value is in percent so setting 100 makes the entity never fall after jumping.
bounce {bi}
Determines whether entity will bounce or not after touches ground after falling.
0 = No bounce effect
Determines whether or not the screen shakes if the entity hits the ground after being thrown.
0 = it shakes. Defaults to 0.
1 = it doesn't shake.
{b2} determine if the entity is affect by the shake. Useful to use entities as GUI (graphical user interface).
0 = it shakes. Defaults to 0.
1 = it doesn't shake.
no_adjust_base {bi}
subject_to_basemap {bi}
subject_to_wall {bi}
subject_to_hole {bi}
Aside from above, this command has more effect for enemies.
For your information, by default enemies can't walk to holes. It's as if holes are walls for enemies. They
can jump , fall or move to holes though.
subject_to_obstacle {bi}
subject_to_platform {bi}
subject_to_gravity {bi}
subject_to_screen {bi}
subject_to_minz {int}
0 = Entity can move beyond current zmin or minimum z. Default for panel type entities.
1 = Entity can't move beyond current zmin or minimum z. Default for most entities.
subject_to_maxz {int}
0 = Entity can move beyond current zmax or maximum z. Default for panel type entities.
1 = Entity can't move beyond current zmax or maximum z. Default for most entities.
offscreenkill {value}
Determines how far an entity could go offscreen before removed or killed instantly. For your information,
OpenBoR kills entities which are too far offscreen to reduce number of active entities.
For example, projectiles and arrows are removed automatically by OpenBoR when they are 200 pixels
offscreen. Doesn't matter which side they go offscreen to.
In levels which don't allow scrolling back, this is useful to remove unused entities which are left
offscreen. However, in levels which allow scrolling back, you might need to set this to avoid entities being
killed while you still need it.
{value} is distance in pixels measured from screen edges (left, right, up and down).
Default value for normal entities is 1000, for arrows and projectiles it's 200 and for bikers it's 300.
Entity Interaction
aggression {value}
For enemies, this command modifies pausetime for enemy before they attack after player is within
attack range.
If {canhit} is 1, this entity can hit other enemies, even if they threw this. Obviously, it still can hit players
as well.
If this entity is thrown as a bomb, it won't be able to hit the enemy who threw it until AFTER it explodes.
{alt} determines when this entity can hit other enemies: 0 means it can hit either while in air or on the
ground. 1 means the attack can only hit on the ground.
aimove {type}
This command sets enemy's walk AI. IOW it sets how enemy walks around in evels.
Chase = Enemy will always chase player and this allows enemy to use RUN and RUNATTACK if enemy has
it.
Chasex = Enemy will chase player but it only lines up enemy's X axis with player's.
Chasez = Enemy will chase player but it only lines up enemy's Z axis with player's.
Avoidx = Enemy will always avoid player but enemy only avoids lining up X axis with player's.
Avoidz = Enemy will always avoid player but enemy only avoids lining up Z axis with player's.
Can be declared more than once but combine proper ones. avoid and chase are bad combination but
avoidx and chasez are good one
Optional.
Specifies what types an AI controlled entity will attack and what entities a projectile with the chase
subtype will seek (this does not determine what the entity can hit, only what it will intentionally attack).
Accepted types are enemy, player, npc, obstacle, shot and you can use as many as you need. If you want
entity to be hostile to nothing, just set 'none' here.
Be aware if you use this setting, you must provide all types you wish this entity to be hostile towards.
That is to say, an enemy with ‘hostile npc obstacle’ will only attack npc and obstacle types, not players.
Also 'stealth' feature below affect if the entity will target certain other entities or not.
Optional.
Specifies what types this entity can hit (very similar to hostile, but determines what entity may hit, not
what it will intentionally target).
Available types are enemy, player, npc, obstacle, shot and you can use as many as you need. If you don't
want entity to hit anything, just set 'none' here.
Be aware if you use this setting, you must provide all types you wish this entity to be able to hit. That is
to say, an enemy with ‘candamage npc obstacle’ will be able to hit npc and obstacle types, not players.
projectilehit {type1} {type2} ...
Optional.
Do not let the name confuse you, this is not for projectiles. This
setting specifies what types this entity will hit when thrown from a grab. * Available types are enemy,
player, npc, obstacle, shot and you can use as many as you need. If you don't want entity to hit anything,
just set 'none' here.
Be aware if you use this setting, you must provide all types you wish this entity to be able to hit when
thrown. That is to say, an enemy with ‘projectilehit player’ will only hit players when thrown, not other
enemies.
{stealth} defines how 'invisible' the entity to hostile entities. Default value is 0
{perception} defines how well entity can see stealth entities. Default value is 0
For instance, entity with {stealth} 2 is only 'visible' to hostile entities with {perception} 2 or higher
This command doesn't affect visual at all IOW entity is still visible to players
time: in seconds, how long should this entity stay tame until next check, the engine will generate a
random number between 0 and this value.
note: some action will cancel the timer, for example, getting hit. Seeing the target block or attacking will
also affects the timer. A value of 0.5-0.75 should be OK.
the idea is to allow using high aggressive settings to give the AI super quick initial "reflexes" but still
enough delay between subsequent attacks to avoid unbeatable cheapness
horizontal_distance: the float value max distance from the spawner and boomerang
speed of boomerang you can set manually (write speed {float}) or by default is 2.0!!
Palette
{path1} is a sprite of an entity in their normal pallete. {path2} is a sprite of the entity in an alternate
pallete.
You should not change the file's pallete. The only changes should be to the pixels in the image, not the
pallete data.
Player 2 normally uses the first alternate pallete, but both players can select their color when choosing a
character with up and down if the colourselect option is on.
If your entity has sprites with incorrect colors in alternate palletes, the entity may use colors which are
not in {path1}. Check the frames with incorrect colors and compare them. Then just add the colors
somewhere in {path1} and the new colors in the same position in {path2}. If that sounds confusing, look
at K9999's remaps. That's what I mean.
fmap {int}
{int} determines which remap to use by the entity if it gets frozen by an freeze attack (See 'freeze' for
more info about freeze attack).
You have to declare that remap with 'remap' before using this obviously.
If hero has 'fmap' set, the respective remap can't be selected at select screen and continue option.
If enemy has 'fmap' set, the respective remap can be used in levels. You might want to avoid using the
remap unless you want to see Icemen on your levels.
palette {path}
This is to set default palette for this entity. ONLY compatible with truecolor mode (see video.txt above)!.
{path} is the location of the image whose palette will be used as default palette. The {path} is relative to
OpenBoR.
If truecolor mode is set but this command is not declared, the 1st image/frame of the entity will be used
instead.
Usually used in conjunction with 'alternatepal' below. But sometimes it can be used to change default
palette entity is using
If path is set to none, alternate palettes are ignored and allows each frame (see 'frame' in animation data
below) to use its own palette
Useful to create effect libraries without having to design public palette for all of those effects
alternatepal {path}
This is to set alternate palette for this entity. ONLY compatible with truecolor mode (see video.txt
above)!.
{path} is the location of the image whose palette will be used as alternate palette. The {path} is relative
to OpenBoR.
For example 'hmap 3 6', hides 3th, 4th, 5th and 6th remap.
globalmap {int}
This command sets independent palette use for mods with 16/32 bit colormode.
shadow {int}
This determines which shadow graphic will appear centered at this entity's offset point.
If set to 1, this character's shadow will only be visible when it is off the ground (jumping, falling, etc.)
1 = Use entity's current frame for the shadow. Yes, the shadow will be more realistic with this. The angle
and length of shadow is defined by 'light' (see below).
alpha {int}
If set to 2, this entity will use negative alpha transparency (the darker colors are stronger, like shadows).
If set to 3, this entity will overlay transparency. It's described in the engine as being a combination of
alpha and negative alpha, and the formula is "bg<128 ? multiply(bg*2,fg) : screen((bg-128)*2,fg)".
If set to 4, this entity will use hardlight transparency. Seems to be the opposite of overlay. The formula is
"fg<128 ? multiply(fg*2,bg) : screen((fg-128)*2,bg)".
If set to 5, this entity uses dodge transparency. Described in the code as being "Very nice for a colourful
boost of light."
If set to 6, this entity will use 50% transparency. The entire entity will be 50% transparent: every pixel will
be averaged with the pixel right behind it.
In 8bit colormode, this setting DOES NOT work with remaps. You need 16bit or 32bit color mode to use
this together with remaps.
When a player respawns, the image at {path} will flash over the player at {x},{y} compared to their offset.
The image will be visible for as long as the player is invincible after respawning (determined with
makeinv).
I use -48 -130 for mine. You'll probably want yours to be somewhere around there, but I doubt you're
using the exact same image and entity, so experiment.
If player 2 is playing, and respawns, this will appear instead of parrow. You could just use parrow over
again, or you could use something to mark that this is Player 2, not Player 1.
diesound {path}
setlayer {int}
This entity will be displayed as if it were at z position {int}, regardless of it's actual position.
Projectiles
load {name}
This forces engine to load other entity into memory so the entity can be used.
Normally it's used for projectiles but it can be used to load any 'known' entity especially if the entity is
never spawned anywhere in level. Useful to load entities which are spawned by commands such as
'throwframe' and 'spawnframe'.
Before using this, the entity must be declared with 'know' in models.txt.
playshot {name}
This does exactly the same thing as a specifying {name} as a knife. Note: As of version 2.0691, playshot is
no longer supported. Use knife instead.
playshotno {name}
Difference with 'playshot' is that the shot entity won't fly forward or in other word, it will stay on ground
and not moving. That means it can fall to holes.
You'll need to use "load {name} {path}" instead of "know {name} {path}" when declaring the projectile in
models.txt.
Knives can't be used by enemies during a jump. Stars are currently thrown instead.
boomerang {name}
You'll need to use "load {name} {path}" instead of "know {name} {path}" when declaring the projectile in
models.txt.
star {name}
Used like "load". {name} will be flung like a ninja star in a jump.
This command actually causes three stars to be thrown at three different angles.
You'll need to use "load {name} {path}" instead of "know {name} {path}" when declaring the projectile in
models.txt.
This command is different for players and enemies. Players should use "pbomb" and enemies should use
"bomb".
Bombs start off playing their IDLE animation until one of three things happens:
1: The bomb touches an entity
Bombs are thrown in an arc determined by their speed and their jumpheight.
You'll need to use "load {name} {path}" instead of "know {name} {path}" when declaring the projectile in
models.txt.
rider {name}
If the rider is only loaded with 'know' in models.txt, you should add 'load {name}' in this biker text to
ensure that the 'rider' will fall off.
Flash
flash {name}
{name} is the name of flash animation this entity will use. Defaults to "Flash".
This is played when this entity is hit, not when it hits another entity.
bflash {name}
{name} is the name of flash animation this entity will use. Defaults to "Flash".
This command defines what dust entity which will be dropped by this entity on certain conditions below.
Dust is another type of flash which falls instead of floating. To make one, simply make dust animation
and declare it in models.txt just like flashes.
{fall} is the dust dropped when entity landed on ground after being knocked down.
{land} is the dust dropped when entity landed after normal jump. Doesn't include animations with
'jumpframe' or script based jumping.
{jump} is the dust dropped when entity jumps with normal jump. Doesn't include animations with
'jumpframe' or script based jumping.
If {fall} is the only one defined, the dust will also be dropped while landing but not while jumping.
toflip {bi}
If {bi} is 0, this hitflash will always face the same direction when spawned. If set to 1, the hitflash will flip
when the attack comes from the other side.
noatflash {bi}
When {bi} is 1, this entity will always play it's personal 'flash' when hit, instead of the attacker's. Useful
for obstacles.
The {#} should be the number of the freespecial you want to change. You can leave it blank for 1 or use 2
though 8 for 2 through 8. There is no space between freespecial and {#}.
If you want to define this command for freespecial9 or higher, make sure
{input#} defines which key must be pressed. It can be direction or action keys
U: Up
D: Down
F: Forward
B: Back (The direction opposite your current direction. If used, the character will turn around.)
A: Attack button
J: Jump button
You can define same input multiple times if you want to, example: F F A
You can use either S or K for the special attack button commond. You can only use one or the other, so
pick one and stick with it. This was done so that modders who use the special key for blocking can
remember the key is used to blocK, not use Specials. (B would have been used, for Block, but B is already
used for Back.)
Make sure that you don't have any conflicts with other commands. RUN, DODGE, and the directional
ATTACKs all have inputs which can be the same as freespecials.
If you use B for {dir1}, flip the next input. The player changes direction, remember? So B, F, A would be
'turn around, move forward, attack', but since you turned around first, moving forward would mean
moving in the direction you just turned to. If you wanted to have an input like Street Fighter's Guile or
Charlie's Sonic Boom, you'd need to use B, B, A instead of B, F, A.
a + a2
u+fa
u + f -> a
Determines the attack chain order for player. The attack chain only starts if the first attack hits though.
Also if player takes too long before pressing attack to combo, the attack chain will reset to 1st.
The maximum length is 12. How they are used are determined by 'combostyle' below.
{number} can be anything from 1 to 12. 1 refers to ATTACK1, 2 to ATTACK2 and so on. Note: before using
number 5 to 12, set 'maxattacks' to 12 1st. See 'maxattacks' above.
You don't have to use all of them. Setting something like 'atchain 1 3 2' works.
combostyle {bi}
With 'combostyle 1', various attack chain can be set with this command. For instance, 'atchain 1 2 5 0 3 3
6 0 4 0' have 3 kinds of attack chain in it.
The attack chains are selected by 'range' specified in respective attack (excluding ATTACK1). In above
example, if ATTACK2 can't reach target, attack chain will switch to ATTACK3. If the latter hits, the attack
chain becomes '1 3 3 6'. If the latter misses, attack chain will switch to ATTACK4.
With 'combostyle 2', attack chain will be performed even if none of the attacks connects (Streets of Rage
3 style)
For example: "offense shock 0.5" will decrease shock attacks to 50%, whereas "offense burn 1.5" will
increase burn attacks to 150%.
{factor} could be negative and make the attack give HP instead. For example: -1 makes the attack to give
HP to opponent instead of damaging.
shock
burn
steal
blast
{factor} could be negative and make the damage restore HP instead. For example: -1 makes the entity
regains HP from the respective attack instead being damaged.
{pain} is for setting 'nopain' (see above) effect just for this {type}. If received damage (with same type) is
less than {pain}, entity won't be in PAIN (like nopain) however if damage is higher, entity will play PAIN
{knockdown} works with 'knockdowncount' (see above) and attackbox{#}'s {power} (see Animation Data
below). Incoming attack's (with same type) knockdown effect or {power} will be multiplied with
{knockdown} before it effects entity. For instance, with 'knockdown = 0.5', it would half knockdown
effect from attacks of this type.
{blockpower} works with attack{#}'s {unblockable} (see Animation Data below). If {blockpower} exceeds
the latter's value, this entity can block attacks of this type.
{blockthreshold} works just like 'thold' (see above) but just for this type. If received damage (with same
type) is higher than {blockthreshold}, entity can't block the attack.
{blockratio} works just like 'blockratio' (see above) but just for this type except that this sets ratio
instead. For instance, 'blockratio = 0.5' makes blocked attack (of this type) deals half damage.
{blocktype} works just like 'mpblock' (see above) but just for this type except that this sets which
resource will take the damage instead.
-1 = HP only
2 = Both MP and HP
blockodds {int}
{int} is a number from 1 to 2147483647. It determines how often an enemy will block an attack.
1 means they'll block almost all attacks. 2147483647 means they pretty much never, ever, ever block,
ever.
Enemies can't block during attacks so don't hesitate using this ;).
thold {int}
If the entity tries to block an attack with an attack power higher than {int}, they will not be able to do so
and will get hit anyway.
If {int} is 0, an entity will have infinite threshold. In other words, they can block any attacks.
blockpain {int}
If the attack's damage are lesser than {int}, entity continue blocking however if the damage is bigger or
same as {int}, entity plays BLOCKPAIN animation.
nopassiveblock {bi}
Normally when AI controlled entities block a string of attacks, the odds of blocking each incoming hit are
always treated separately. With nopassiveblock set to 1, the AI will behave more like a player and hold
the block position if hit while blocking a previous attack.
Previous versions of the manual state this property also causes the AI to block "actively", defending itself
from attacks that pass close by. This is not true. The AI will never attempt to block an attack that doesn't
actually hit.
holdblock {int}
Determines whether holding special button will make player play his/her block animation once or
continuously.
0 = (default) Once. Once the block animation is complete, entity returns to idle.
1 = Continuously until BLOCKPAIN. Holding special button makes player block continuously (block
animation holds at its last frame) until button is released or entity assumes a BLOCKPAIN animation (and
while in Blockpain,you are still considered blocking.). Once a BLOCKPAIN completes, entity returns to
idle.
2 = Continuously. Holding special button makes player block continuously until button is released. After a
BLOCKPAIN animation, entity continues to block.
Use this command with block ability of course. Work in conjunction with Blockpain animations.
guardpoints {int}
When this entity successfully blocks an attack, guardpoints will be subtracted by that attack's guardcost.
If guardpoints reaches 0, the next block attempt will fail and entity will be forced to play GUARDBREAK
animation. The received attack is still blocked though.
Guardpoints will autorecover over time whose recovery time is defined by 'guardrate' below.
This feature works with BLOCK animation and custom blocks with script.
guardrate {int}
offscreen_noatk_factor {bi}
This command determines the ability of an entity to be able to attack while off screen. Useful to prevent
entities that use ranged attacks like shots for example, they can attack without being in the visible area.
0 Means that the entity can attack outside the visible area (default)
1 Means that the entity CAN NOT attack outside the visible area.
Reaction
nopain {bi}
Used to make the character not playing his/her PAIN animation when hit by a non-knockdown attack. He
will continue what he is doing when attacked.
nodrop {int}
1 = Entity can't be knocked down. Can still be knocked down if hit in midair.
This entity will play corresponding PAIN animation if knockdown attack hits him/her/it. For instance,
attack3 will make this entity play PAIN3 even if it's a knockdown attack.
If this entity dies, he/she will play FALL animation or DEATH if it's available and set.
knockdowncount {int}
This setting makes entity more resistent to knockdown attacks. To knock down this entity, either 'attack'
with same or higher power than {int} or {int} consecutive knockdown attacks must hit this entity.
If the above requirements is not fulfilled, the entity will play PAIN animation instead if hit by an attack.
Played PAIN animation correspond to attacktype that hits the entity.
If {int} = -1, the entity will always be knocked down even if hit by non knockdown attack.
remove {bi}
escapehits {int}
For enemies
If you give this to an enemy, the enemy will perform SPECIAL2 when they get hit by int+1 hits. Don't
forget to give the enemy anim SPECIAL2 if you're using this.
In case you haven't figured out, this feature is to make enemy counter attacks after they get certain
number of consecutive hits.
The counter will reset if enemy plays any animation EXCEPT IDLE, FAINT and PAIN. The counter works
even with grabattacks.
nodieblink {int}
1 = entity won't blink until after the last frame of entity's FALL or DEATH animation when killed.
2 = entity won't blink at all during death, and entity will disappear after the last frame of their death
animation.
3 = entity will play it's death animation without blinking, and will not disappear until scrolled offscreen.
The enemy won't count towards 'group's after dying, even though they don't disappear. This setting
ONLY works for enemies.
makeinv {int} {bi}
Determines whether or not the character is briefly invincible after being respawned. Otherwise, traps
and enemies may be able to attack the player as they reappear- not nice.
0 = Blinking (default)
1 = No blinking
{int} also controls how long the parrow and parrow2 are visible.
You can also use makeinv in item type entities. This will create an item that gives the player {int} seconds
of invincibility , much like a star in Mario.
Determines how DEATH animation will be played when the character dies.
0 = fall, blink on ground then disappear without playing DEATH at all (default).
1 = No FALL animation, DEATH animation will be played right after final blow
MAKE SURE that the character have DEATH animation when using this!
Model header. Modifies default delay for entity getting up or performing RISEATTACK after being knocked
down. The default rise delay is 200, while a RISEATTACK has no delay at all.
{rise} is rising speed. Reduces time in centiseconds of the delay before rising. Use negative values to
increase the delay.
{riseattack} is rise attack speed. Reduces time in centiseconds of the delay before a RISEATTACK can be
performed. Use a negative value to increase rise time. Speeding up the already instant RISEATTACK may
seem pointless, but it can work to counteract a staydown effect.
riseattacktype {int}
0 = Only RISEATTACK will be used. Other RISEATTACK animations (see Animation Types below) won't be
used.
1 = RISEATTACK will be played based on received attacktype. For instance, if entity was knocked down
with attack5, entity will perform RISEATTACK5 if it's executed. If required animations aren't available,
RISEATTACK will be played instead.
3 = Like 1 but if required animations aren't available, RISE will be played instead (no riseattack).
0 = Blinking (default)
1 = No blinking
jugglepoints {int}
This command limits jugglability of this entity. IOW it controls how many times entity can be juggled.
Juggling means attacking falling opponents (assuming they are vulnerable while falling).
This command is used in conjunction with 'jugglecost' (see Animation Data below).
If attackbox hits opponent whose 'jugglepoints' is higher than or equal with 'jugglecost', the attack will
connect. At this condition, opponent's 'jugglepoints' will be subtracted by that 'jugglecost'. This drops
'jugglepoints' which limits juggling ability. If attackbox hits opponent whose 'jugglepoints' is lower than
'jugglecost', the attack will not connect. At this condition, opponent's 'jugglepoints' will remain the same.
instantitemdeath {int}
This command sets whether the pause when item suicides after being taken is removed or not.
1 = pause is removed.
Weapons
This command sets other model which will be used to replace this entity when a weapon is picked up.
{name#} is the name of the model which this character becomes when they pick up weapon #. # is
weapon's number. Don't forget to load the model in models.txt.
{original name} is the name of the character when it doesn't have any weapons equipped.
If {name#} is filled with none, this entity can't pick respective weapon.
project {name}
{name} is the name of the new projectile the player or enemy who grabs this can use.
shootnum {int}
counter {int}
This is the maximum number of times a weapon can be dropped before it dissapears forever.
To make weapons hang around basically forever, give them a high value like 100,000 or something. If
somebody can drop it that many times, they probably don't deserve to hold onto it!
reload {int}
For items.
If a player picks up an item that has this command, it will restore their ammunition by {int}.
typeshot {bi}
For weapons.
0 means a knife, and ammunition will not be displayed, since you can only throw knives once.
1 means a gun, so ammunition will be displayed. It will also appear on the ground if you run out of
ammunition while using it.
animal {bi}
Animals will run away if they are knocked down enough times.
Determines how weapon could be lost when the character is wielding a weapon.
{flag} 3 = weapon is lost only when level ends or character is changed during continue. This depends on
the level settings and whether players had weapons on start or not.
{weapnum} is optional. If set on, the entity set weapon to {weapnum} (see weapnum {int})
This setting can also be declared in weapon text. If you do so, the setting will override similar setting in
character's text and it will only be used for that weapon.
modelflag {int}
Determines how weapon model copies animation and weaponlist from original model.
weapnum {int}
Declaring this command is important so other command such as 'setweap' (see Level Designs below)
could work properly.
~*{bi} controls if the icon will use the entity current palette. Set to 1 to use the same palette.
You can use a longer image to change the appearence of your character's lifebar, but remember that the
box and shadow around it appear on top if you don't turn them off in LEVELS.txt.
Dimensions of the life bar relative to the icon in bbox format (if you haven't changed it in LEVELS.txt): 18
8 103 9
iconpain {path}
Same as icon, except this appears instead if the entity is being injured.
iconget {path}
Same as icon, except this appears instead if the entity is picking up an item.
This only works for players. Not like anything else has a GET animation.
iconw {path}
If a player has weapon with a limited number of uses, this icon will appear with a counter for the
remaining uses.
iconmphigh {path}
This only works for players. Other entities doesn't have MP.
iconmphalf {path}
This only works for players. Other entities doesn't have MP.
iconmplow {path}
This only works for players. Other entities don't have MP.
nolife {bi}
Determines whether or not the player can see the entity's life when they make contact.
lifebarstatus {w} {h} {noborder} {type} {orientation} {border} {shadow} {graph} {backfill}
This command makes entity's lifebar be displayed onscreen. Usually this is used by bosses but works for
any type.
If this is set, entity's lifebar, icon and name will be displayed immediately onscreen. This entity will still
shows normal lifebar, icon and name which appears under player's if it interacts with players though.
{w} is the maximum amount of health the bar can display. Defaults to 100.
{noborder} turns on or off the border and shadow around life bars. {0} means there is, {1} means no
outline or shadow.
{type} is a flag that sets how lifebar show health. 0 (default) means if an entity's health goes over width,
the life bar will wrap around and 'double up' on top of itself (1 unit of health is 1 pixel long.). 1 means
the lifebar is shown in percent based.
{orientation} is a flag that sets lifebar's orientation. 0 (default) means horizontal while 1 means vertical.
{border} sets layer adjustment of outer border. Default to 0.
The last 4 variables can be used to place lifebar behind player 'icon' or 'bgicon'. To do that you need to
give value like -300.
Miscellaneous
credit {int}
For items.
If an item has this set, it will give player credit when player take it.
Used to make a 'secret' character who must be unlocked before he/she can be played
1 = Can only be played in locked level set or level set with 'ifcomplete' in it (see levels.txt above)
{int} defines how many times game must be completed before the character is unlocked
Even though secret character is locked, you must load him/her with 'load' command instead of 'know'
(see models.txt above)
sleepwait {value}
Determines how long player must stand still in IDLE animation before SLEEP animation is played in
centiseconds. Default value is 10 seconds.
Changes the score earned by killing this entity. Both {onkill} and {multiplier} are {int}s.
When the entity dies, the player who killed him/her/it will get {onkill} bonus points to their score.
Any hits landed on this entity by a player which would increase the player's score is multiplied by
{multiplier}.
The default value is 5 for the multiplier. Setting {multiplier} to 0 makes it use default setting. Use -1 if you
want to set 0 multiplier.
When used with an item, {onkill} changes the amount of score added when the item is picked up and
{multiplier} is not used.
This is for players. Enemies use the 'bomb' command for something else. Don't mix the two up!
If this is present, the player's special will work differently: it will become a "smart bomb" which damages
all onscreen enemies, regardless of position.
4 = blast
5 = burn
6 = freeze
7 = shock
8 = steal
{pause} is a binary value which determines whether or not all action onscreen pauses when you use your
special. Used for a dramatic effect.
If {type} was set to 6 (freeze), {length} can be used to determine how long the enemies will remain
frozen.
This command can also be used for items. In this way you can make "smart bomb" items to clear the
screen. If you do use it with an item, {length} will replace {pause}
Exactly what is so smart about a bomb that just hits everything, anyway?
branch {name}
This is used to make endlevel entity warps players to certain level instead of the next level in a level set if
player touch it.
In case you haven't figure it out, this feature is to make branch for multiple paths.
lifespan {value}
Sets entity's lifespan after the entity is spawned. {value} is in seconds and it supports decimals.
After {value} expires, entity will die and will play entity's death animation if the entity has it.
Entity who uses this can die normally if {value} hasn't expired of course.
scroll {value}
Used to make non panel typed entities scroll like panel type.
{value} is in decimals.
Animation Types
Just to reiterate, this part is 2nd part of entity files section. This part is for animations types entity must
have and could have.
Also, all animation types below (mandatory or optional) can't be declared more than once. If there were
2 or more animations with same name, the last one would be used and the formers are ignored when
that animation is called.
Non Attack
Plays on the character select screen when a character is highlighted (that is, pressing an attack button
will select them).
An optional animation.
Played when you select a character on the character selection screen (that is, you've pressed an attack
button to indicate you want to use this character).
An optional animation.
Plays when an entity appears in a level, whether from the level's .txt file or being respawned after dying.
It also plays on the character select screen.
For players, this is only played when they are spawned to level for 1st time.
It generally beats having new enemies just fall from the sky. That looks kind of silly with most enemies.
An optional animation.
For enemies, this does the exact same thing as SPAWN. You can use them interchangeably.
For players, this is only played when they are respawned to level after losing life.
The animation for entity when he/she/it is just standing there. Well that's the easy way to describe it.
Technically, this animation is played when entity isn't doing anything and not in any condition (aside
from idle). Entity could move in this animation though.
If the SELECT and SPAWN graphics are not present, the IDLE animation will be used instead in select
screen.
For instance, IDLE2 has 'range 0 100'. Entity will play default IDLE when enemy is farther than 100 pixels
but once an enemy is within 100 pixels, IDLE2 will be played instead.
If there are multiple IDLE# animations, the one with lowest number has the highest priority.
Before using this, increase the maximum number of IDLE with 'maxidles' in models.txt (see Models.txt
above).
Optional.
If this animation is present, whenever this entity's health is 1/4 (one quarter) or less than it's maximum
health, it will use this animation instead of it's IDLE animation.
SLEEP {players}
Optional.
It will be played if player does not move at all for certain time. That certain time is set with 'sleepwait'
command.
If it is not looped, player will return to IDLE animation when it is finished. If it is looped, player will
continously play it until player moves.
Optional for non-moving enemies. They won't use it, so why give it to them?
If a character does not have UP and DOWN animations, they will use this instead when walking up or
down.
Projectiles only use this if they are homing projectiles. For this purpose, 'range' is supported.
WALK#
Before using this, increase the maximum number of WALK with 'maxwalks' in models.txt (see Models.txt
above).
Optional
WALK animation usually won't look good when entity is falling while walking so use this animation too to
make entity look better :)
BACKWALK {players, enemies}
Optional.
Enemies will play this if they move backwards while facing players.
BACKWALK#
Before using this, increase the maximum number of BACKWALK with 'maxbackwalks' in models.txt (see
Models.txt above).
TURN
Optional.
This animation will be played when players or enemies turn back after walking backwards with
BACKWALK.
UP {players, enemies}
Optional.
For this animation to work correctly, it must have the same number of frames as the WALK animation.
Entity can have more UP animations, see below.
UP#
Before using this, increase the maximum number of UP with 'maxups' in models.txt (see Models.txt
above).
Optional.
For this animation to work correctly, it must have the same number of frames as the WALK animation.
DOWN#
Before using this, increase the maximum number of DOWN with 'maxdowns' in models.txt (see
Models.txt above).
Optional.
This will only play in a stage whose max and min 'z' are the same (In other words, a 2-D stage).
Plays when a player presses down. They can use this to duck under high attacks.
This animation is also played if player is under platform which is shorter than his/her height. However in
this state, player is forced to play this animation instead. In this state, pressing left or right only changes
direction.
While ducking, player can perform either SLIDE or DUCKATTACK (see below).
If DUCKING is present (see below), this animation will play after it.
For enemy that use DUCK you can use "range {min} {max}" animation command for custom DUCK when
the entity is in that custom range.
Optional.
This animation occurs before the "DUCK" animation. In other words, it's a transition between the idle
and the duck animation.
After this animation ends, the entity will go to DUCK if the hold button is held.
Optional.
This animation occurs after the "DUCK" animation if the down button is not being held. In other words,
it's a transition between the DUCK and the IDLE animation.
LAND (players)
Optional, but players may still be able to land safely depending on the 'autoland'settings in MODELS.txt.
If a player is thrown by an enemy (Thrown, not knocked down), then they can press Up and Jump right
when they hit the ground to recover instantly and take no damage. This animation will be played instead
of the normal fall animation.
Optional.
If the player has their running speed specified, this is the animation they will use to run.
To perform this, tap forward twice then hold forward to keep running.
By setting loop to 0 and adding in the jumpframe command, you can turn this into a dash animation. The
player will leap forward.
This animation is only used by enemies with subtype chase. Their running speed is determined by
'running' or 'speed' if that's unavailable.
Optional.(4310+)
You don't need to draw the entity moving upward, since BoR moves them automatically.
Every jump animations including this will keep playing until the character lands regardless how long the
animations are.
JUMPDELAY {players, enemies}
Optional.
Played just before entity jumps with normal jump. Used to make delay animation before entity actually
jumps. That means when this animation is played, entity is still on ground.
Optional.
Optional.
RUNJUMP (players)
Optional.
Played when entity jumps forward while running with normal jump.
Optional.
Players with this animation can perform a 'depth' dodge up or down by pressing up or down twice.
The player will move along the z axis (closer to or farther from the screen).
The dodge will last as long as the animation does, and you can't cancel out of it by attacking. So don't set
it to loop.
This cannot be used with ATTACKUP, ATTACKDOWN, or freespecials with the input U, U or D, D.
Optional.
JUMPCANT {players}
Optional.
This animation is only played if player tried to perform jumpattack which costs energy without having
enough energy.
CHARGE {players}
Optional.
This animation is executed by holding special and jump together. As long the buttons are held, the
animation will play continuously.
While playing, player's MP will be recovered at specified rate. The recharge rate is specified with
'chargerate' (see Entity's Header data above).
CANT (players)
If a player has this animation, and they attempt to use an attack which costs more MP than they have at
the moment, they will play this animation and can't dodge or attack until it ends.
If the attack they were using had the Special button as input, they will block instead of playing this
animation.
When this entity moves close enough to another, this entity will grab hold of the other.
If a player grabs an enemy, they can hold the direction opposite the enemy for a few seconds to let go
and walk away.
If you don't want this entity to be able to grab, just don't give them this animation.
GRABWALK (players)
The grabwalk speed is determined by 'grabwalk' (see above). However, declaring this animation is
enough to enable grabwalking.
This animation is like WALK animation so setting 'loop 1' is recommended. However, this animation is
NOT performed in reverse while walking backwards. Use GRABBACKWALK below for that case.
GRABBACKWALK (players)
This animation is played when player walks backwards while grabbing enemy. Only played if player can't
turn around while grabbing.
GRABWALKUP (players)
Optional.
This animation is played when player walks upwards (in z axis that is) while grabbing enemy.
GRABWALKDOWN (players)
Optional.
This animation is played when player walks downwards (in z axis that is) while grabbing enemy.
GRABTURN (players)
Optional.
This animation is played when player turns around while grabbing enemy. Only usable if 'grabturn' is set
to 1.
During this animation, player is stationary even if player can perform GRABWALK. OTOH grabbed
opponent will be moved to opposite place with same grabdistance.
SLIDE {players}
Optional.
This animation is performed by pressing DOWN+JUMP while walking or idling or in WALK or IDLE
animation.
RUNSLIDE {players}
Optional.
Optional.
This animation is played when the player is on the edge of walls, platforms and holes, as if trying to
balance so as not to fall.
Optional.
Works like EDGE animation, but happens when the edge is behind of the player.
Optional.
Attack
By default, this animation is NOT optional for players. It is optional for enemies.
An attack. Players perform this by pressing attack (unless the chain order is changed).
Enemies perform this attack when a player is in range (range is specified with the 'range' command).
Enemy bombs play this animation if they touch the ground. If they don't have an ATTACK2 animation,
they'll use this instead, as well.
By default, this animation is NOT optional for players. It is optional for enemies.
Another attack. Players use this if they press attack after hitting with ATTACK1 twice (unless the chain
order is changed).
Enemy bombs play this animation if they touch another entity's bbox or attack box.
ATTACK3 {players, enemies}
By default, this animation is NOT optional for players. It is optional for enemies.
And another attack. Players use this if they press attack after hitting with ATTACK2 (unless the chain
order is changed)
This animation is also played instead if grab finishers and chargeattack are not available..
Optional.
ATTACK5,ATTACK6,... {player,enemies}
These animations are only usable if you have increased ATTACK animations limit. To increase the limit
use 'maxattacks' (see details above in Models.txt section).
After they are available, they work just like ATTACK1, ATTACK2, ATTACK3 and ATTACK4.
CHARGEATTACK {players}
Optional.
This attack is unleashed after holding attack button for about 3 seconds then let it go.
If this is not available, the last attack in player's attack chain will be played instead.
ATTACKBOTH {players}
Optional.
An attack. Players use this if they hold attack and then press jump.
This cannot be used if the player has a BLOCK animation. If MODELS.txt has 'ajspecial 1', this is replaced
by the special attack.
UPPER {enemies}
Optional.
If a player is on the same row as an enemy with an UPPER animation and jumps, the enemy will perform
this attack automatically.
Range command (see Animation Data below) can be used for this attack although it's not necessary.
RUNATTACK {players}
Optional.
Requires the character to be able to run. Otherwise, they can't really use it.
If the player presses attack while running, they will perform this attack.
Although player is running while attack is pressed, player won't be moving in this animation. If you want
them to move, insert 'move' here.
RUNJUMPATTACK {players}
Optional.
Requires the character has a RUN animation. Otherwise, they can't really use it.
If the player presses attack during a running jump, they will perform this attack.
An attack.
For players, this is the attack performed when a player jumps and presses attack.
The jump is automatic. You don't need to use the jumpframe command or draw the entity moving
forward.
JUMPFORWARD {players}
Optional.
If a player has this animation, they will only play their JUMPATTACK animation if they jump straight up
and attack. This attack will be used if they jump forward and attack.
An attack. Just like the normal JUMPATTACK, except that players perform this attack by jumping, then
holding the down button and pressing attack.
JUMPATTACK3 {players}
Optional.
An attack. Just like the normal JUMPATTACK, except that players perform this attack by jumping, then
holding the up button and pressing attack.
JUMPSPECIAL/SPECIAL3 {players}
Optional.
An attack. Just like the normal JUMPATTACK, except that players perform this attack by jumping, then
pressing special.
Unlike other jumpattack animations, players lost their momentum in this animation. IOW they won't
move up and forward at all even if they are running before jumping. They still fall normally of course. The
only exception is if 'dive' is present in the animation.
This animation can be disabled with 'type' in level texts. See 'Level files' below for more info
ATTACKUP {players}
Optional.
This attack overrides freespecials. If you use it, you will not be able to use a freespecial which has Up,
Up, {button} as it's input. You also can't use this attack if you use the DODGE animation.
ATTACKDOWN {players}
Optional.
This attack overrides freespecials. If you use it, you will not be able to use a freespecial which has Down,
Down, {button} as it's input. You also can't use this attack if you use the DODGE animation.
ATTACKFORWARD {players}
Optional.
This attack cannot be used with running. Also, if you use it, you will not be able to use a freespecial
which has Forward, Forward, {button} as it's input.
ATTACKBACKWARD {players}
Optional.
An attack. Players perform this by pressing backwards once, then quickly pressing attack.
Unlike most attacks which use the back button, this does not flip your direction.
FOLLOW{#} {players,enemies}
Optional.
{#} is number and its accepted values are 1, 2, 3 and 4. There's no space between FOLLOW and {#}.
It works just like any attack animation except that it is only played when followup condition is met or
entity is attacked in counter pose.
FOLLOW5,FOLLOW6,... {player,enemies}
These animations are only usable if you have increased FOLLOW animations limit. To increase the limit
use 'maxfollows' (see details above in Models.txt section).
After they are available, they work just like FOLLOW1, FOLLOW2, FOLLOW3 and FOLLOW4.
If {#} is not placed on the end of the name, it references FREESPECIAL1. If {#} is a number from 2 to 8, it
references that FREESPECIAL. Anything else is an error.
An attack. The input depends on the 'com {dir1} {dir2} {action} freespecial{#}' earlier in the .txt file.
FREESPECIAL defaults to F, F, A if you can't run and B, F, A if you can. FREESPECIAL2 defaults to D, D, A.
FREESPECIAL3 defaults to U, U, A. The other FREESPECIALs don't default to anything, and thus need to be
defined to be useable by command.
For enemies, this animation works just like normal attack animations.
FREESPECIAL9,FREESPECIAL10,... {player,enemies}
These animations are only usable if you have increased FREESPECIAL animations limit. To increase the
limit use 'maxfreespecials' (see details above in Models.txt section).
After they are available, they work just like other FREESPECIALs.
A breakout attack.
Players perform this by pressing special. They can use it while being held by an enemy to break free, or
while playing an injured animation (besides fall, shock, burn, and death) to counterattack.
For players to use this attack, they must have at least 6 life, which they will lose upon performing the
attack. You can change this with 'energycost' (see below).
Enemies perform this attack automatically if a player grabs and holds them for too long without throwing
them or knocking them down. However, they'd lose 6 health too after performing this move just like
players. Use 'energycost' to modify it.
For players, this animation can be disabled with 'type' in level texts. See 'Level files' below for more info
SPECIAL2 {players, enemies}
Optional.
Players perform this by pressing forward and special, or special while running.
Enemies perform this after they receive certain number of consecutive hits. Used together with
'escapehits'.
For players, this animation can be disabled with 'type' in level texts. See 'Level files' below for more info
Optional for enemies, can be made optional for players with cantgrab or notgrab.
When you've grabbed another character, you can press attack to use this attack up to two times.
When you've grabbed another character and used GRABATTACK twice, you can press attack to use this
attack.
GRABFORWARD {players}
Optional.
When you've grabbed another character, you can press forward and attack to use this attack up to two
times. Just like GRABATTACK except for the input.
GRABFORWARD2 {players}
Optional. If not defined, defaults to ATTACK3.
When you've grabbed another character and used GRABFORWARD twice, you can press forward and
attack to use this attack.
GRABUP {players}
Optional.
When you've grabbed another character, you can press up and attack to use this attack up to two times.
Just like GRABATTACK except for the input.
GRABUP2 {players}
When you've grabbed another character and used GRABUP twice, you can press up and attack to use
this attack.
GRABDOWN {players}
Optional.
When you've grabbed another character, you can press down and attack to use this attack up to two
times. Just like GRABATTACK except for the input.
GRABDOWN2 {players}
Optional. If not defined, defaults to ATTACK3.
When you've grabbed another character and used GRABDOWN twice, you can press down and attack to
use this attack.
Optional.
When you've grabbed another character, you can press back and attack to use this attack.
By default, this animation deals 21 damage to the thrown victim. You can change the height, distance,
and damage recieved for the throwee with the 'throwdamage' and 'throw' commands.
The normal score rules do not apply to throws: they always reward the thrower with a number of points
equal to the damage they dealt.
The damage from this attack is not dealt until the victim lands. If they are a player and have a LAND
animation, they can recover by pressing Up and Jump right when they land and avoid damage
completely!
GRABBACKWARD {players}
Optional.
When you've grabbed another character, you can press back and attack to use this attack up to two
times. Just like GRABATTACK except for the input.
Since it has same command as THROW, don't use them both to avoid confusion!
GRABBACKWARD2 {players}
Optional.
When you've grabbed another character and used GRABBACKWARD twice, you can press back and attack
to use this attack.
Since it has same command as THROW, don't use them both to avoid confusion!
DUCKATTACK {player}
Optional.
It can also be played when player is forced to duck like under platform.
Reaction
Played when an entity is hit by an attack which does not knock them down. Bikers play this as their death
animation.
{#} determines the number of PAIN animation. The possible numbers are 2 to 10 and empty. There's no
space between PAIN and {#}. Empty means just PAIN without number.
This animation is used in conjuction with attack{#}. Example: PAIN5 will be played if entity is hit by non
knockdown attack5.
This animation will also be played if entity is hit by knockdown attack but entity is immune to knockdown
attack with 'nodrop' or 'knockdowncount' (see them in Header Data above). Number of PAIN animation
will be determined by received attack number.
PAIN11,PAIN12,... {player,enemies}
These animations are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other PAINs.
Played when an entity is hit from behind by an attack which does not knock them down.
{#} determines the number of BACKPAIN animation. The possible numbers are 2 to 10 and empty.
There's no space between BACKPAIN and {#}. Empty means just BACKPAIN without number.
This animation is used in conjuction with attack{#}. Example: BACKPAIN5 will be played if entity is hit by
non knockdown attack5.
Played when an entity is hit by a shock attack which does not knock them down.
Played when an entity is hit by a burn attack which does not knock them down.
This animation is used in conjuction with attack{#}. Example: FALL3 will be played if entity is hit by
knockdown attack3.
This animation will also be played if entity is knocked down by non knock down attack such as hit while
in air or while frozen or entity uses 'knockdowncount -1' (see it in Header Data above). Number of FALL
animation will be determined by received attack number.
FALL11,FALL12,... {player,enemies}
These animations are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other FALLs.
Played when an entity is knocked down by a knock down attack from behind.
Played when an entity who has fallen down gets back up normally after being knocked down or thrown.
However, entities could play RISEATTACK instead of this if certain conditions are met (see RISEATTACK
below).
{#} determines the number of RISE animation. The accepted numbers are 2 to 10 and empty. There's no
space between RISE and {#}. Empty means just RISE without number.
This animation is used in conjuction with attack{#}. Example: RISE2 will be played if entity was falling in
FALL2 animation before.
RISE11,RISE12,... {player,enemies}
These animations are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other RISEs.
Optional.
Optional.
Optional.
Players play this instead of RISE if Up+Attack is pressed before they rise.
Enemies play this immediately if a player is in range of the attack while they are lying on ground.
{#} determines the number of RISEATTACK animation. The accepted numbers are 2 to 10 and empty.
There's no space between RISEATTACK and {#}. Empty means just RISEATTACK without number.
This animation is used in conjuction with attack{#}. Example: RISEATTACK2 will be played if entity was
knocked down with attack2 before.
Played when an entity is hit from behind by an attack with entity header with backpain 1 and attacked by
forcedirection 0 (default)
RISEATTACK11,RISEATTACK12,... {player,enemies}
These animations are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other RISEATTACKs.
RISEATTACKB {players, enemies}
Optional.
Played when an entity is riseattacking after knocked down with burn attack before.
Optional.
Played when an entity is riseattacking after knocked down with shock attack before.
Played when an entity is hit by a shock attack which knocks them down, or a shock attack while in air or
frozen.
BACKBPAIN, BACKSPAIN
Played when an entity is hit from behind by an attack with entity header with backpain 1 and attacked by
forcedirection 0 (default)
Played when an entity is hit from behind by an attack with entity header with backpain 1 and attacked by
forcedirection 0 (default)
Played when an entity is hit by a burn attack which knocks them down, or a burn attack while in air or
frozen.
Optional. Although it is optional, DEATH will be used as default if other DEATH{#} aren't available.
Played when an entity loses all it's life after hit by attack{#}. Example: DEATH8 will be played if entity is
killed by attack8.
How this animation will be played is controlled by 'falldie/death' (see Header Data above).
{#} determines the number of death animation. The accepted numbers are 2 to 10 and empty. There's no
space between DEATH and {#}. Empty means just DEATH without number.
If an entity is killed by being thrown, they will not use this animation.
DEATH11,DEATH12,... {player,enemies}
These animations are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other DEATHs.
Played when an entity loses all it's life after hit by attack{#}. Example: BACKDEATH8 will be played if
entity is killed by attack8.
Optional.
Optional.
CHIPDEATH {players}
Optional.
Played when players are killed by chip damage while blocking. 'blockratio' must be set before using this
and don't set 'nochipdeath' (see them in Models.txt section above).
~For your information, chip damage is reduced damage from attacks recieved while blocking.
Optional.
For players, this animation will only play if 'ajspecial 1' is in MODELS.txt. It will play when the player
presses the special attack button.
Enemies use this with 'blockodds {int}'. If an enemy blocks your attack, they will play this animation.
Enemies will only block an attack if it would otherwise hit them (i.e. they won't block an attack which
goes 10 feet over their heads).
Also, only attacks from front would be blocked. Attacks from behind won't be blocked even if they are
blockable.
BLOCKPAIN{#} {players,enemies}
Optional.
Used together with 'blockpain' (see Header Data above). Played if received damage exceeds 'blockpain'
while blocking.
{#} determines the number of BLOCKPAIN animation. The accepted numbers are 2 to 10 and empty.
There's no space between BLOCKPAIN and {#}. Empty means just BLOCKPAIN without number.
This animation is used in conjuction with attack{#}. Example: BLOCKPAIN7 will be played if entity is hit by
attack7.
If required BLOCKPAIN{#} is not available, BLOCKPAIN will be used instead. If BLOCKPAIN is also
unavailable, BLOCK animation will be replayed.
BLOCKPAIN11,BLOCKPAIN12,... {player,enemies}
These animations are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other BLOCKPAINs.
Optional.
Played when an entity received too much damage from 'burn' attack while blocking.
BLOCKPAINS {players, enemies}
Optional.
Played when an entity received too much damage from 'shock' attack while blocking.
Optional.
Played if entity blocks an attack but his/her 'guardpoints' is 0. See 'guardpoints' in Header Data above.
GRABBEDWALK (players,enemies)
Optional. Although only players who can perform GRABWALK, other players (aside from enemies) can be
grabbed too.
This animation is played when entity is being held and grabbing player is grabwalking.
GRABBEDBACKWALK (players,enemies)
This animation is played when entity is being held and grabbing player is grabbackwalking or walking
backwards while grabwalking.
GRABBEDWALKUP (players,enemies)
This animation is played when entity is being held and grabbing player is walking upwards (in z axis that
is) while grabwalking.
GRABBEDWALKDOWN (players,enemies)
This animation is played when entity is being held and grabbing player is walking downwards (in z axis
that is) while grabwalking.
GRABBEDTURN (players,enemies)
Optional.
This animation is played when entity is being held and grabbing player is grabturning.
HITWALL (players,enemies)
Optional.
HITPLATFORM (players,enemies)
Optional.
This animation is played when entity hits a platform while falling.
HITOBSTACLE (players,enemies)
Optional.
Animation Data
Just to reiterate, this part is 3rd part of entity files section. This part is for animation's settings. Animation
Headers are commands which can only be declared once per animation. Frame properties are
commands which can be declared more than once in animation. With the exception of 'frame', they
must be declared BEFORE respective 'frame' and can only be done once. "Frame" commands are
commands which can only be declared once per animation however they have frame parameter to
define at which frame they work. Related commands are here too. Attack supplement are commands
which should be declared together with 'attack{#}' and typed between 'attack{#}' and 'frame'. They also
work with 'blast', 'steal', 'burn', 'shock' and 'freeze'.
Animation Header
@include
With this tag, you can import another animation text file to the current animation (build 3842+).
anim walk
delay 5
bbox 0 0 20 60
frame data/chars/a/1
frame data/chars/a/2
frame data/chars/a/3
frame data/chars/a/4
frame data/chars/a/5
anim walk
@include data/chars/a/walk.txt
anim idle
@include data/chars/a/walk.txt
anim follow1
@include data/chars/a/walk.txt
0 = looping off
1 = looping on
{start} determines the number of frame the animation loops to. Defaults to 0 or 1st frame.
{end} determines the number of frame which starts the loop. If left blank, the animation will loop at the
end of animation.
Some animations should NOT be set to loop (loop temporary at least). Examples include most attacks
and injured animations.
fastattack {bi}
Normally, in order for an attack to hit entities multiple times, the attack boxes must be separated by at
least one frame with an empty attack box (one set to all 0) and must also be separated by a brief delay.
If this is set to 1, this animation's attack boxes are not restricted by the delay (it will still need an empty
attack box between frames, though).
blockfx {path}
If during this animation entity blocks an attack, this sound effect will be played. Normally used in BLOCK
animation but it works in any animation if entity is in blocking status (set by script).
Defaults to block.wav but if that sfx isn't exist, beat1.wav will be used instead.
blockflash {name}
If during this animation entity blocks an attack, this blockflash will be played instead of the normal
hitflash for this entity. Normally used in BLOCK animation but it works in any animation if entity is in
blocking status (set by script).
bflash {name}
Does the same of above. blockflash command is old and coded before bflash.
Used for AI controlled entities' attacks and jump. Usually used by enemy, NPC and homing projectile.
This command lets the entities know when to perform their attacks or to jump on platforms.
For the entity to use the attack, its opponent must be more than {min} away, but less than {max} away in
x axis.
For the enemy to jump on a platform, the enemy must be within {min} pixels of the platform, and the
platform must be less than {max} pixels high.
This is measured in pixels, starting at the entity's offset point and moving towards the opponent's offset.
If not included, the first number will default to -10, and the second to 20 times the entity's jumpheight
variable.
If this command is declared together with 'rangez' and/or 'rangea', opponent's location must be within
ALL of them before attack animation is performed.
Default 'range' for ATTACK{#} is 0 75, for JUMPATTACK and JUMPATTACK2 is 0 150, for UPPER -10 120 and
for BLOCK is 1 100. The last one only has effect if enemy uses 'nopassiveblock'.
This command works similar with 'range' (see above) except that it works in z axis instead.
Default values for {min} and {max} are '-grabdistance/3' and 'grabdistance/3' respectively.
If this command is declared together with 'range' and/or 'rangea', opponent's location must be within
ALL of them before attack animation is performed.
This command works similar with 'range' (see above) except that it works in y axis or altitude instead.
Default values for {min} and {max} are -1000 and 1000 respectively.
If this command is declared together with 'range' and/or 'rangez', opponent's location must be within
ALL of them before attack animation is performed.
This command works similar with 'range' (see above) except that it works in y axis and detects
opponent's base instead.
Unlike 'rangea', it only detects base instead of altitude. Opponent's altitude will be ignored.
Default values for {min} and {max} are -1000 and 1000 respectively.
If this command is declared together with other range commands above, opponent's location must be
within ALL of them before attack animation is performed.
Allows characters to dive while in air. So obviously, they need to be in the air for it to work.
Actually this command simply makes entity moves downwards so it works even on ground. However, it's
buggy cause entity will be stuck.
NOTE: Animations with this ALWAYS starts diving at the first frame. If you want to change starting frame,
you gonna need script.
{hori} controls how fast the diving entity will move forward, horizontally.
{vert} controls how fast the diving entity will move downward, vertically.
{mponly} controls where this attack drains it's energycost from. It works exactly same with 'mponly'
command below.
{disable} controls entities which can't use animation in which this command is declared. Useful to use
same weapon models for players, NPCs and enemies with special abilities limitation.
1 = All entities
When the attack is performed, (int) will be subtracted from one of the player's stats. Which one depends
on several factors:
If the player has enough MP to use the attack, it comes from their MP.
If they don't have enough MP, but have enough HP to make up the difference and the attack is not set to
'mponly', their MP will be drained and the anything left will be taken from HP.
If the player has 'mponly' set to 2 or simply don't have an MP bar, this will always come from the player's
health.
This command also work with enemies. Since enemies don't have MP, this command will only drain
health.
If the user does not have more than {int} life remaining, they can't perform the attack. If they have a
CANT animation, they will play that instead.
mponly {int}
0 = it will come first from MP, then from HP if there isn't enough.
mpcost {int}
When the attack is performed, (int) will be subtracted from the player's MP.
This command is outdated and supported only for the sake of modders who already were using it. If you
haven't use this, use "energycost" above!
followanim {value}
Determines which FOLLOW animation played when followup condition is met or when counter condition
is met.
followcond {value}
This command is to make the entity performs FOLLOW{#} if an attackbox in the animation hits.
2 = this animation will followup as long as it hits an enemy (Or player if an enemy uses it).
3 = this animation will followup as long as it hits an enemy and the target does not get killed or not block
the attack.
4 = this animation will followup as long as it hits an enemy, and the target is not killed, does not block
the attack, and is not set to be ungrabbable.
5 = this animation will followup as long as it hits an enemy and the target does not get killed or block the
attack.
attackone {bi}
This command sets attackboxes's ability in the animation to hit other opponent.
0 = attackboxes can hit all opponents. This is default setting for all animations but grabattacks
1 = attackboxes can only hit one opponent. This is default setting for all grabattacks.
counterattack {bi}
If set to 1, attackboxes in this animation will also hit opponent's attackbox. However, this only works if
opponent has active bbox when he/she is attacking.
bouncefactor {r}
This command determines bounce effect after touching ground while falling to ground. It works even if
entity is falling while playing non-FALL animation.
{r} is bounce ratio which controls bounce effect. If it's set to 1, entity will bounce forever. If it's set to 2, it
will bounce longer than normal. Any bigger value has slight difference.
Normally this is used in FALL animation however it also works with other animations.
This command won't have any effect if 'bounce' (see above) is set to 0.
animheight {alt}
This command sets entity's height just for this animation. It overrides 'height' (see Header Data above) if
it's declared.
This command can be declared in any attack animations, jump animations and grab animations. Also it
can be declared more than once in same animation for various cancels.
{start frame} and {end frame} defines frames where sequence of inputs is accepted. Inputs entered
before {start frame} and after {end frame} will be ignored.
{hits} defines how many hits attackboxes in this animation must hit before cancelling is allowed. It
doesn't matter whether the attacks are blocked or not. If you don't want to have this limit, just set it to 0.
{sequence of inputs} defines input sequence required to activate the freespecial. The accepted values
here is exactly same with 'com' command in Entity Files: Header Date above.
{freespecial#} defines the freespecial to be played after input sequence is valid. Don't forget to set
'maxfreespecials' (see models.txt above) if you need more freespecials to access.
Technically, the animation cancelling is like this: when valid sequence is accepted, this animation will
stop immediately and defined freespecial will be played.
If 'cancel' is declared in jump animation, the freespecial will subject to gravity and will end immediately
when player landed like any jump animations.
If 'cancel' is declared in grab animation, grabbed enemy will be freed IOW player is not in grabbing state
anymore.
If you declare 'cancel' in GRAB for player who also has GRABWALK, declare it in latter animation too so
the input is received even if player is grabwalking. Same goes with GRABBACKWALK.
Be careful in using single button input cause engine can easily accept the input when this animation is
played. For example, cancel with just attack button as input in GRABATTACK will make cancel activated
immediately as soon as it's played. To avoid this, set {start frame} late enough for engine to remove the
input which activated GRABATTACK.
a + a2
u+fa
u + f -> a
Determines how long player must hold attack button before releasing it to unleash CHARGEATTACK.
sync
Using sync {animation name} will make the two animation synchronize with each other. For exmpale, in a
horse riding stage, you can make idle and walk switch seamlessly, with delay timer inherited.
Example:
anim idle
sync walk
....
anim walk
"Frame" Commands
If this command is present, the player will fire it's 'pshot' once frame {frame} is reached.
The projectile will be spawned at altitude {a}. Since you can't use 0 for {a}, if you want to have the
projectile on the ground (and thus able to fall into pits it crosses) use -1 instead. It will spawn at 0, not -1.
This command is outdated since all entities including players can use throwframe for same purpose.
throwframe {frame} {a}
If this command is present, the entity will throw it's 'star' or 'knife' once frame {frame} is reached.
The projectile will be spawned at altitude {a}. Since you can't use 0 for {a}, if you want to have the
projectile on the ground (and thus able to fall into pits it crosses) use -1 instead. It will spawn at 0, not -1.
Actually putting 'load star' or 'load knife' in the .txt file works also but it's only loads projectile named
'star' and 'knife' respectively.
Knives will be used if the entity is on the ground. Three stars will be used if the entity is airborne.
If you want entity to throw knives while entity is airborne use 'shootframe' instead.
{a} defaults to 0.
This command won't throw stars if entity is airborne so it's ideal for shooting knives while airborne.
custknife {name}
If present, for this animation only, the entity's default 'knife' entity will be replaced with this entity.
You still need to fire the entity at some point in the animation for this to do anything.
If present, for this animation only, the entity's default 'boomerang' entity will be replaced with this
entity.
You still need to fire the entity at some point in the animation for this to do anything.
Use throwframe command to throw a boomerang with custboomerang command or just use subentity
{name} and spawnframe command
custstar {name}
If present, for this animation only, the enemy's default 'star' entity will be replaced with this entity.
You still need to fire the entity at some point in the animation for this to do anything.
These 2 commands have same function but only "tossframe" which works for players and enemies.
If this command is present, the entity will throw it's 'bomb' once frame {frame} is reached.
The projectile is defined by putting 'load bomb' in the .txt file, or using the 'bomb', 'pbomb', 'custbomb',
or 'custpbomb' command.
If present, for this animation only, the entity's default 'bomb' entity will be replaced with this entity.
You still need to fire the entity at some point in the animation for this to do anything.
If this command is present, the entity will perform a jump once frame {frame} is reached.
{speedy} is jumping velocity, {speedx} is x axis velocity and {speedz} is z axis velocity. Positive {speedy}
value moves entity up, positive {speedx} moves entity front while positive {speedz} moves entity down in
z axis. Negative value works the opposite.
{dust} defines which dust entity this entity will drop when entity jumps. See 'dust' command above for
more info about dust entity.
For reference, the speed is x1pixel/centisecond for all 3 speed. For instance, if speedx is set to 2, entity
will move 2 pixels/centisecond forward.
Despite its name, this command can be used to make entity moves straight instead of jumping by setting
{speedy} to 0. It can also be used to make entity dives by setting negative {speedy}.
With {speedy} set to 0 and {speedx}/{speedz} set, entity will stop automatically at the end of animation.
Only one jumpframe command counts. Entity can't jump more than once in an animation by putting
more in, even if the entity lands before the next jump starts. To set double or more jumps within same
animations, script is required.
Now this command gives same effect to all entities. However there are default setting left behind for
backwards compatibility. If {speedx} and {speedz} are not provided this is how the jump would be:
SpeedY is 0:
Player: The jump is very low, but the character moves forward.
SpeedY > 0:
Player: The jump is {speedy} high, and vertical.
If you don't want that effect, simply give the desired value for {speedx} or just 0.
Setting 'jumpframe' in any FALL animation will change the respective falling arc. Useful to make
launchers and custom throws.
dropframe {frame}
This is used to make entity switch to set {frame} when flight apex is reached while in air.
If this is set, entity will be forced to frame {frame} when entity lands after jumping with 'jumpframe' or
while falling no matter which frame entity currently is.
{dust} defines which dust entity this entity will drop when entity lands. See 'dust' command above for
more info about dust entity.
In order to get this to work properly, give long delay to frame right before landing frame. The former
frame will be played while 'waiting' to land.
Make sure the landing frame exists otherwise the entity will disappear right after landing!
flipframe {frame}
Management is not responsible for any damage caused of using this command in improper animation
such as WALK.
{loops} determines how many quake this animation will make after quake starts. Bear in mind that if the
animation ends, there won't be another quake. And you have to provide a frame for each quake.
{intensity} determines how strong the quake would be. Technically it is how far the panel would go down
in pixels.
Negative value works for this and the quake will be new style extreme quake.
This command is outdated and only included for backward compatibility. Use Counterrange instead (see
bellow).
This command is to make entity performs FOLLOW{#} if the entity is hit in set frame.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits
the user from the front, and was not a FREEZE attack.
damaged determines whether the entity will receive damage from the hit or not.
This command is to make entity performs FOLLOW{#} if the entity is hit in set frame.
2: The counter will be used as long as the attacker was an enemy (Or a player if an enemy uses it).
3: The counter will be used as long as the attacker was an enemy, the attack was not unblockable, hits
the user from the front, and was not a FREEZE attack.
4: The counter will always be used and if health - attack damage <= your health will be 1 (rage).
damaged determines whether the entity will receive damage from the hit or not.
ignoreattackid {int}
Animation header.
0, Default, you can't use consecutive attack frames. You need to alternate attack ... with attack 0
Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this
has no limit.
The spawned entity is determined by 'subentity' or 'custentity'.
0, count from the spawner. Spawned entity will face same direction with the spawner.
Regardless of spawned entities, 'group' settings (see below) in level texts won't prevent them from being
spawned at all. Though, after they are spawned, 'group' will still count them.
Used to make entity to spawn another entity. Normally it is used to spawn enemy. Spawning with this is
limited to 1 entity.
0, count from the spawner. Spawned entity will face same direction with the spawner.
Regardless of spawned entities, 'group' settings (see below) in level texts won't prevent them from being
spawned at all. Though, after they are spawned, 'group' will still count them.
Summonframe also populates a hidden value on the parent entity with the child entity. This does two
things - it allows you to later use the Unsummon command to kill the child entity, and also automatically
kills the child entity when parent entity dies. That's also why you can only "summon" one entity at a time
without script, but you can "spawn" as many as you want.
unsummonframe {frame}
Used to kill summoned entity which was summoned by 'summonframe'. Obviously you need to use
'summonframe' before.
{name} is the name of spawned entity declared in MODELS.txt. That means the entity must be loaded in
MODELS.txt before you can use this.
Or, if you don't want the spawned entity always be loaded, you can use 'load' command in Entity's
header data above so when this entity is loaded, the spawned entity will loaded too.
Obviously you need to provide weapon sets for the character first before using this.
Frame Properties
delay {int}
{int} is a number that tells how slowly the animation plays. 1 is extremely fast, past 25 will go very slow.
The center of the entity's "shadow" graphic is placed here if the player is on the ground. Also used by
enemies to find where you are.
'offset 0 0' would be the upper left corner. Larger {x} values move the {x} down. Larger {y} values move
the {y} right.
You can use negative numbers or numbers outside of the frame's edges.
Common symptoms of incorrect offsets are misplaced shadows, sudden "warps" to different positions
and back, and enemies/shadows who seem to think you're ten feet away.
{x} and {y} are the x and y coordinates of the top left corner of the box, starting from the top left corner
of the frame and moving right/down. {right} is how far to the right of {x} the box extends. {down} is how
far down from {y} the box extends.
{z} determines how wide the hit area in z axis. It extends to back and front. For instance, setting z to 20
means, the attackbox can hit 20 pixel away to back and front. NOTE: the axis of this z is not same with
levels' z axis.
You can use negative numbers or numbers outside of the frame's edges. This can save a bit of memory
by shaving a few excess rows or columns of pixels off an animation.
Can be used multiple times in one animation to change hittable areas mid-animation.
To give an entity frames where they cannot be hit, use 'bbox 0 0 0 0 0'. Be sure to add a new bbox when
the entity is vulnerable again.
For items, this determines where the object can be picked up from.
frame {path}
If You don't want any graphics for the frame , You can use frame NONE.
The frame will be displayed at the entity's position. It's about as simple as it sounds.
OpenBoR supports 256-color (or lower) .bmp, .gif, .pcx or .png files. However, .bmp is too big so choose
between the latter. .png is recommended.
If they were more than one images with same name but different extension and there's no specified
extension, OpenBoR will search in this order: .gif, .bmp, .pcx then .png
When the animation is played, OpenBoR will play from the 1st defined frame to the last. It will loop back
if 'loop' command is declared (see above)
For 'frame' based commands and scripts, the 1st frame is counted from 0, the 2nd is 1 and so on.
If you want to convert a lot of images which are already in the desired pallette into .gif files, you may
want to try Irfanview (at http://www.irfanview.us/).
alphamask {path}
{path}
Default: NA
Path to a grayscale image (usually in PNG format) to be used as the alpha mask for the following frame or
layer.
The usage of the alphamask command is exactly the same for both animations and
background/foreground layers of levels.
The requirements are as follows:
The mask must have exactly the same width and height as its corresponding sprite.
The transparent pixels in the sprite must match exactly with the fully transparent (grayscale value 0)
pixels in the mask. Any transparent pixels in one image that aren't transparent in the other will cause
undefined behavior - anything from the mask not working to a complete engine crash.
If you're trying to conserve memory, use alpha masks only where they are absolutely necessary. Masked
sprites take up twice as much memory as unmasked ones.
Each alpha mask is only applied to the frame immediately following the alphamask command. If you
want to use the same mask for multiple consecutive frames, you will have to use the alphamask
command before each frame. This is different from how most other animation parameter commands
work.
Alpha masking only works in 16-bit and 32-bit color modes. 8-bit mode is not supported.
Alpha masking can't be mixed with other alpha effects from the alpha or drawmethod commands. If
both are present, the alpha mask will override the other effect.
At the time of this writing, alpha masking doesn't work with drawmethod effects. If present,
drawmethod will override the alpha mask. This will be fixed in the future.
Animation Example:
alphamask data/chars/mr_iceblock/masks/right-0
frame data/chars/mr_iceblock/right-0
Alpha masks can also be used for background and foreground layers of levels.
alphamask data/bgs/level1layer-mask
bglayer data/bgs/level1layer
attack{#} {x} {y} {right} {down} {damage} {power} {block} {noflash} {pausetime} {z}
There are two ways to set an attack box, since build 4183: the old method, with multiple parameters on
the same line (above) and the new method, where all the parameters were broken in several lines, which
makes easier to read.
OpenBoR supports 10 different attack boxes by default and {#} determines which one the frame is using.
There's no space between 'attack' and {#} though.
You can only have one type of attack box per frame (that is, you can't have two attack boxes or an attack
and an attack4 box in the same frame). You can 'fake' an extra box or two by adding in extra frames with
different boxes and changing the delay accordingly, but this takes up more memory (for the extra frames)
and doesn't work perfectly, so try to do so sparingly.
{damage} determines how much damage the attack does. Setting it to 0 also works. Great for making
launchers, slams and paralyze attacks.
{power} is an integer value that determines how strong the knockdown effect of this attack. 0 means no
knockdown, 1 means knockdown level 1, etc. This is used in conjunction with 'knockdowncount' (see
above).
{noflash} is a binary value which controls whether the flash is displayed. 0 means flash, 1 means no flash.
{pausetime} is an integer which will cause the attacker and attackee to be paused for {pausetime} if the
attack hits something.
If you change or repeat an attack box's declaration later in the animation, you can create combos in
same animation. However, a certain amount of time must pass before targets can be hit again (This can
be avoided with 'fastattack'). Also, you must have at least one frame with a blank attack box (One set to
'attack 0') between the two frames or sets of frames which combo.
You can use negative numbers or numbers outside of the frame's edges.
Can be used multiple times in one animation to change hit areas mid-animation
When the attacking part of the animation is over, use 'attack 0'. Otherwise, the attack box will remain
and can continue hitting people for the rest of the animation!
Each 'attack{#}' has respective PAIN, FALL and DEATH animation. For instance, if attacker hits opponent
with attack2, the latter will play PAIN2 (if attack2 doesn't knock him/her down) or FALL2 (if attack2
knocks him/her down) or DEATH2 (if attack2 kills him/her).
The new method: Commands with multiple parameters are being broken down into single line items.
This will make text files more readable and easier to debug. It will also help to "future proof" commands
and avoid conflicts as we go forward.
attack.damage.lethal.disable - This attack cannot finish off the target - only reduce it to 1 HP.
attack.effect.block.sound.path - Path to sound that will play when this attack is blocked.
attack.index - Currently no effect. This is for future support of multiple attack boxes.
attack.size.z.2 - Depth of bbox toward player. When this is defined, z.1 becomes depth into screen.
attack.tag - Neutral integer value not utilized by engine in any way. Use this to add your own custom tags
or flags to an attack box for scripting. Protip: OpenBOR script supports bitwise logic - you can store a LOT
of information in a single integer if you are careful and plan ahead.
attack11,attack12,...
These attacks are only usable if you have increased attacktype limit. To increase the limit use
'maxattacktypes' (see details above in Models.txt section).
After they are available, they work just like other attacks. That also means respective PAIN,FALL and
DEATH animations are also available.
blast {x} {y} {right} {down} {damage} {block} {noflash} {pausetime} {z}
This command is DEPRECATED and should not be used thanks to some strange behaviors which can lead
to bugs in things like knockdowncount. A combination of attackbox, dropv and damageonlanding (see
Attackbox Supplement below) can replicate this command.
blast attacks always knock the enemy down, and sends them flying farther than normal. A 'blast'ed
enemy will also be able to hit other entities and knock them down.
shock {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}
If this attack hits an enemy or player, they will play their SPAIN or SHOCK animation.
burn {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}
A burn attack box which can hit bboxes.
If this attack hits an enemy or player, they will play their BPAIN or BURN animation.
freeze {x} {y} {right} {down} {damage} {time} {block} {noflash} {pausetime} {z}
The target will be frozen solid for {time}. They will be unable to attack, move, use specials, etc. If they
have an fmap, they will change to that pallete.
Any attacks to a frozen target will cause knockdown. Freeze attacks on their own do not knock enemies
down (Unless they were frozen to begin with).
steal {x} {y} {right} {down} {damage} {knockdown} {block} {noflash} {pausetime} {z}
If this box hits a player or enemy, it will drain life from the target and give it to the attacker.
move {x}
Starting with the next frame, the entity will move forward (x) pixels with every new frame.
This value must be set to 0 again to stop the entity from moving any further during the animation.
You can use a negative value for (x) to move the entity backwards (Or slow their movement if they move
automatically, like a jump attack).
Somewhere above 200, this value will allow an entity to run offscreen, out of play, and into oblivion. If
you want to get rid of an entity, this should fit the bill, but otherwise you'll have a suicidal entity. If you
ARE trying to kill something, use a value like 1000, just in case.
movea {a}
Starting with the next frame, the entity will move upward (a) pixels with every new frame.
This value must be set to 0 again to stop the entity from moving any further during the animation.
You can use a negative value for (a) to move the entity back down towards the ground (Or maybe a pit if
they aren't paying attention!).
This command doesn't work if entity has 'antigravity 100' set (see 'antigravity' in Header Data above).
movez {z}
Starting with the next frame, the entity will move (z) pixels towards the screen with every new frame.
This value must be set to 0 again to stop the entity from moving any further during the animation.
You can use a negative value for (z) to move the entity away from the screen, towards the background.
seta {a}
The entity will remain at this altitude until changed again with 'seta' or the animation ends.
If the animation ends and the entity is off the ground, they will fall back down while playing their IDLE
animation.
Setting a>0, allows entity to fly above holes or simply not fall to holes.
platform {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} *OR* platform {xpos} {zpos}
{upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt}
Turns an entity into a walkable platform.
There are 2 ways of setting this command but both works. The 1st is the old one while 2nd is new and
updated one. If you not sure which one to choose, just use 2nd one.
This is a bit complicated, so listen up! {xpos} and {zpos} are the x and z positions at which the platform
starts . For 1st form, {xpos} and {zpos} aren't required and they uses 'offset' (see above) instead. If you're
not sure what to set, just use 'offset' value for them.
{lowerleft}, {upperleft}, {lowerright}, and {upperright} determine the x position of the four corners of the
platform. These numbers are how far from the {xpos} the corners are.
{depth} is the z depth of the platform: how far it stretches from the {zpos} to the top of the screen.
{alt} is used to control the height of the platform. It's measured in pixels. So for a platform with 10 for it's
{alt} value would be 10 pixels high, any entity on the platform would be displayed 10 pixels off the
ground, and entities would need to jump at least 10 pixels off the ground to get on top of the platform.
This can be changed on a per-frame basis to make platforms move up and down or shift left and right (or
both, or neither).
If this entity moves with command or script, any entities on top of it will also move together with it.
You can stack multiple platforms on top of each other. If you do, seta commands will be cumulative (that
is, if you have a platform with seta 30 spawn on top of one with seta 50, it will be treated as being
50+30= 80 pixels off the ground, instead of 30 or 50.)
sound {path}
{path} points to a sound effect. The sound will be played as soon as the next frame is reached.
You can declare more than one, in different frames that is. Beware though, the previous played sound
will be immediately stopped when new one is played.
fshadow {int}
Adjust offset of entity's shadow for the current frame. Defaults to current frame's offset.
An item box which can hit bboxes. This can only be used by 'item' entities.
If another entity touches this itembox, the item will be picked up by that entity.
The entity who can touch or pick this item is determined by 'candamage'. See 'candamage' above.
drawmethod {scalex} {scaley} {flipx} {flipy} {shiftx} {alpha} {remap} {fillcolor} {rotate} {fliprotate}
This command defines how current frame will be drawn. There is a more user friendly/shortcut version
after the explanation.
{scalex} is integer value, when set to 256, the frame will be drawn in original width, use different values
to scale it. Negative value will flip the frame.
{scaley} is integer value, when set to 256, the frame will be drawn in original height, use different values
to scale it. Negative value will flip the frame.
{flipx} is integer value, when set to 1, the frame will be flipped leftright.
{flipy} is integer value, when set to 1, the frame will be flipped updown.
{shiftx} is integer value, use to lean the sprite. Might not be quite useful, it is used by gfxshadow, just add
it.
0 = No alpha effect.
0 = No remap.
1-n = Like a map command in spawn entry, give the entity a colormap.
{fillcolor} is integer value, from 0 to 255, specify a color index in your palette. It can be used with alpha,
fill current frame with this color.
{rotate} is integer value to specify rotation angle(clockwise), from 0 to 359. If you use a value out of the
range, it will be changed automatically, for example, 370 will be changed to 10, -20 will be changed to
340.
{fliprotate} is binary value. When it is set to 1(should be only 0 or 1, not other values), the entity will
change the rotate value when the direction is changed(entity's direction, if you use flipx for the frame, it
is not affected), the rotate value will be 360-original, so
This command affect all frames starting from current frame. If you want to stop it, use 'nodrawmethod'
below.
NOTE: Here are the new drawmethod commands, uTunnels changed some of the from the old logic (like
using 0~1.0 instead of 0~256 for scale to make it more user friendly)
If scaley is not specified, it is the same as scalex. For example, drawmethod scale 1.5 will scale the whole
sprite by 1.5.
Others may call that "shear" or "lean", but anyway, it is usually for gfxshadow, it is unlikely you need this.
A value of 1.0 is the same as 256 in old drawmethod command.
Like the old command. You can either use a raw integer value or in R_G_B format, the later has better
compatibility obviously.
Leave it alone or use -1 if you want to use current map. Don't use 0, because it means default palette.
For example the code below will grand the entity 25% opacity:
These 2 will tint the sprite with given tintcolor, in alpha mode tintmode. The color use same format as
fillcolor.
All values starts at the IMAGE EDGE, not from the image axis, so it will start at the top left position.
The easiest way to get those values would be using OpenBORstats or other editor and draw a
attackbox/body box where you want.
Openbor clip.png
Important info: Gfxshadow will still show the whole sprite, not only the cropped area. And Mirror won't
show the sprite at all.
nodrawmethod
hitfx {path}
If this animation has an attack box which makes contact with a victim, this sound will play instead of the
normal 'beat1.wav' sound.
Like the normal hitsfx, the higher the attack power, the slower this sound will play.
hitflash {name}
If this animation has an attack box which makes contact with a victim, this hitflash will play instead of the
normal hitflash for this character.
idle {flag}
Allows current frame to be interrupted by key inputs just like in IDLE animation.
For example, if this is set to 1 in ATTACK1 animation, player can cancel the animation by pressing Up and
plays WALK instead.
This command works from defined frame to last frame unless resetted.
@cmd {functionname} {parameter} ...
For the latter, make sure the animation script is defined before calling (see animation header above)
Available parameter is relative to the function, some functions have some while some don't have any at
all. Check animation script to see how many parameters function has
All parameters (if there are any) must be filled, no more & no less or there will be crash
Attackbox Supplement
If this command is declared, next nonknockdown attackbox makes entity grab opponent in same manor
as normal grab.
2 = Both entity and opponent are pulled each other splitting the distance
{distance} controls how far entity and opponent would be when grabbing starts.
forcedirection {dir}
If this command is declared, opponents hit by attackbox will face specific direction instead of facing
entity.
-1 = opposite of entity.
If this command is declared, opponents hit by knockdown attackboxes will get {value} extra damage
when they land. {type} determines whether attackbox in opponent's FALL is activated or not.
This command controls opponent's flight path during his/her FALL animation.
{height} controls falling speed in y axis. It works the same with {height} in 'jumpframe'.
{speedx} controls falling speed in x axis. It works the same with {speedx} in 'jumpframe'. Bear in mind,
that this setting is relative to this entity's facing direction not opponent's.
{speedz} controls falling speed in z axis. It works the same with {speedz} in 'jumpframe'.
Use this command with knockdown attackbox of course. However it must be declared AFTER that
attackbox.
Though, this also works with non knockdown attackbox if it manages to knock down other entity. Usually
happens against enemies with 'knockdowncount -1' or at least jumping or falling entities.
nokill {bool}
0 - (default) The attack will kill the target. Useful to turn NOKILL off.
1 - The attack won't kill the target but will leave 1 HP.
stun {int}
This command makes the attack freezes opponent for {int} seconds without remap change.
If there's no frozen remap at all, this command is not required cause 'freeze' can make same effect.
Use this command with non knockdown attackbox of course. However it must be declared AFTER that
attackbox.
This command makes the attack disables opponent's freespecials and specials which costs {energy}
HP/MP for {time} seconds. IOW the attack silences opponent.
That means if sealed entity can't perform freespecials and special which costs {energy} but can perform
ones which costs lesser HP/MP.
Usually used with slams and throws to prevent opponent to break free with special.
Use this command with attackbox of course. However it must be declared AFTER that attackbox.
This command makes the attack changes opponent's remap to {map} for {time} seconds.
Usually used with poison, fire or elemental attacks. Just for graphical effect.
Use this command with attackbox of course. However it must be declared AFTER that attackbox.
noreflect {bi}
This command makes the attackbox only damages target entity without changing target's animation to
PAIN or FALL if {bi} set to 1.
jugglecost {int}
Juggling means attacking falling opponents (assuming they are vulnerable while falling). It doesn't matter
if the attackbox knocks down or not cause juggling always knock down opponent.
This command is used in conjunction with 'jugglepoints' (see Header Data above).
If attackbox hits opponent whose 'jugglepoints' is higher than or equal with 'jugglecost', the attack will
connect. At this condition, opponent's 'jugglepoints' will be subtracted by that 'jugglecost'. This drops
'jugglepoints' which limits juggling ability. If attackbox hits opponent whose 'jugglepoints' is lower than
'jugglecost', the attack will not connect. At this condition, opponent's 'jugglepoints' will remain the same.
OTG {bi}
guardcost {int}
Defines how much 'guardpoints' will be subtracted from opponent if they block this attack.
Drain effect can't kill hit entity but DOT can. Also should DOT effect kill another entity, this entity will get
the credit for the kill.
{Index} defines DOT index. Entity may have up to 10 DOT effects at one time. An entity can be hit by
more than one DOT effect at once. If entity is hit by same indexed DOT effects, only the latest one will be
applied.
{Mode} defines how DOT effect is applied to hit entity. HP damage is same type as original attack and
affected by damage mitigation.
2 = MP.
4 = HP.
5 = MP and HP.
{rise} defines how much time in centiseconds to be added or subtracted from opponent's rise time for
next rise.
{riseattack} defines how much additional time in centiseconds before opponent's next riseattack.
Use this with knockdown attack of course. If this is used by non knockdown attack, the effect won't show
itself until hit entity is knockeddown by other attack.
Using Weapons
This section provides more info about setting weapons for use in OpenBoR.
Warning: Weapons require more memory! A new weapon is a new character, and it has to be loaded
into memory at all times! That also means you should load the player with weapon models with load,
not know, in MODELS.txt.
Limitations:
Weapons are dropped if you are hit while carrying them by default. You have to use 'weaploss' to change
this.
Weapons are lost if you drop them more times than their 'counter' value or go to a new level (even if you
don't go to a whole new stage).
Although you can change a player's max health when they pick up a weapon, doing so will not recover
thier current life.
Entities with a subtype "project" are similar to weapons. Consider both and decide which will work best
for you!
Add this line: weapons {name1} {name2} {name3} {name4} {name5} {original name}
{name#} is the name of the model loaded in MODELS.txt which this character becomes when they pick
up weapon #.
{original name} is the name of the character when it doesn't have any weapons equipped.
You do need a name, though. And it has to match the name used in the original player's {name#} field.
You also need to redefine freespecials which can still be used. If the animation hasn't changed, you only
need to specify the input commands. This way, you can make players lose some freespecials while
holding a bulky gun, whip, particle beam, etc.
This entity should have 'type none'. Do NOT give it 'type player', unless you want it to be selectable from
the player select menu.
Set it up like a normal item, but give it subtype weapon and weapnum {#} where {#} is the number of the
weapon which this item gives players (1-10).
Some other weapon-specific commands you may want in the weapon's file:
shootnum {int}
If you need more info about them, find them above or use your browser's Find function.
System Files
flash.txt
A standard .txt file for an entity, but the only animation it needs is IDLE.
It should have type none. It doesn't behave any different with any other type, though.
This graphic plays when an attack box of any kind hits a bbox.
I would strongly advise NOT setting this to loop, for reasons that will become obvious fairly fast if you do.
BoR doesn't have a default location for this, so it must be loaded in MODELS.txt.
Mods can have more flashes. Just make copies of this with different sprite and load them in models.txt.
Use 'hitflash' command (see Animation Data above) to use them.
data/pal.act
This is the ingame pallete for mods with 8bit colourdepth. Mods with 16bit or 32bit colourdepth don't
need this. See video.txt above for more info.
There are two ways to change or use this file. The first is to use Photoshop, which has built-in support for
this format. The second is to use Roel's free online .bmp/.png/.act conversion page. You can find this
page at
http://www.senileteam.com/boredit/act.php.
If you need the complete original BoR pallette, you can find a copy of the first 128 colors in the lobster
boss' alt5.gif frame. Most other frames are missing many colors past 100.
data/SPRITES/font.gif
Size of font depends on size of this file. To be exact, it's width/16 x height/16. For instance, if font.gif size
is 160x160 pixels, the font size would be 10x10 pixels. Make sure font.gif size is multiplies of 16x16!
data/SPRITES/font2.gif
The font used when a selection is highlighted, and for newly-added scores on the high score screen.
Size of font depends on size of this file. To be exact, it's width/16 x height/16. For instance, if font.gif size
is 160x160 pixels, the font size would be 10x10 pixels. Make sure font.gif size is multiplies of 16x16!
data/SPRITES/font3.gif
This font is used as a 'header' for most options list. It appears at the top of the difficulty selection menu
and the options menu, mostly.
Size of font depends on size of this file. To be exact, it's width/16 x height/16. For instance, if font.gif size
is 160x160 pixels, the font size would be 10x10 pixels. Make sure font.gif size is multiplies of 16x16!
data/SPRITES/font4.gif
The large font used for 'game over' and 'next' screens, the timer, and a few other places.
There is a copy of this font in the OpenBoR GUI folder. It's used there as the normal font.
Size of font depends on size of this file. To be exact, it's width/16 x height/16. For instance, if font.gif size
is 160x160 pixels, the font size would be 10x10 pixels. Make sure font.gif size is multiplies of 16x16!
These fonts are extra fonts and are not used anywhere by default.
To make these, simply make font image like other font images above and name it properly.
These extra fonts can be used for rush meter (see 'rush' in levels.txt above) or by script.
data/SPRITES/shadow{#}.gif
{#} is a number from 1 to 6.
You can make the shadows larger or smaller, but the shadow will not be recentered if you do, so you
must change the entity's offsets accordingly.
The shadows are only useful if you're not using 'gfxshadow' (see above).
data/SPRITES/arrow.gif
When a 'wait' is cleared, this graphic will flash on the right side of the screen for direction right levels (or
left side of screen for direction left levels) to tell players to move. It will also be shown if player has the
ability to continue moving in the level, but does not do so.
data/SPRITES/arrowl.gif
This works like the arrow.gif file, but it flashes on the left half in direction left levels.
data/bgs/hiscore.gif
data/scenes/gameover.txt
This is a cutscene file. If it exists, it will be played when all players lose all their lives and credits, or if a
player chooses to quit during a game.
If this file isn't found, OpenBoR displays the default game over screen: the letters "GAME OVER"
displayed in font 4.
data/bgs/complete.gif
This is a .gif file which will be displayed as the background of the stage complete screen.
If this file isn't found, OpenBoR displays the default stage complete screen: "STAGE # COMPLETE"
displayed in font4; "Clear Bonus", "Lives Bonus" and "Total Score" with their respective score in font2.
data/bgs/select.gif
select.gif must use the BOR palette. The interesting thing is that, just like the stages backgrounds, that
image can use its own palette, by using more than 128 colours. It means that your image can contain up
to 256 colours, where the 128 first colours must be the BOR palette, and the 1 to 128 next colours can be
custom colours specific to that image.
data/bgs/unlockbg.gif
Displays in the background of the player select screen, once you've completed the game at least once.
data/bgs/logo.gif
data/scenes/logo.txt
This is a cutscene file (see next section for info). If it exists, it will be played after logo.gif has been
played.
What's this cutscene for if logo.gif already shows logo? Well, the answer is to show more logo or intro
animation. You can set music and you can also set disclaimer and author logo here.
If this file isn't found, OpenBoR immediately goes to intro.txt (see below).
data/scenes/intro.txt
This is a cutscene file (see next section for info). If it exists, it will be played after cutscene from logo.txt
has been played.
Like the name says, it's used to show intro cutscene. Aside from that, this cutscene will be replayed if
there's no action in title screen for couple seconds.
If this file isn't found, OpenBoR immediately goes to title screen and there's no scene to replay.
data/scenes/howto.txt
This is a cutscene file (see next section for info) which has connection with Howtoplay option in main
menu.
Like the name says, it's used to show Howtoplay cutscene. If your mod have lots of moves, it's highly
recommended to set this.
If this file isn't found, Howtoplay option in main menu will be useless meaning nothing will happen if it is
clicked.
Cutscene Files
This text is for setting animated .gif and music to play in a cutscene in levels.txt. Aside for inbetween
levels cutscenes, it is also used for setting intro, gameover and howtoplay scene. It's optional but mod
would look better if you set some.
music {path} {loop}
0 = no looping.
1 = looping.
{x} and {y} are the x and y positions of the top left corner of the .gif.
{skip} is a flag that allows players to skip current animation. Set to 1 to enable it.
The size of animated gif should be same as mod's resolution (see video.txt above)
It is possible to use smaller gif but there will be black box in unused space when scene is played
{skip} is a flag that allows players to skip current animation. Set to 1 to enable it.
The size of animated video should be same as mod's resolution (see video.txt above)
It is possible to use smaller video but there will be black box in unused space when scene is played
silence {int}
This text is for setting custom select screen and allowed players in levels.txt. It's optional.
{path} points to a .bor music file which will be played during this select screen.
0 = no looping.
1 = looping.
background {path}
Set backgrounds for select screen. If it's not provided, default select.gif will be used instead.
Background graphic must be paletted like select.gif or select.png. The 1st 128 colors must be same with
pal.act your mod is using in 8bit colourdepth.
Defines allowed players in this select screen just for current level set.
{playername#} is the name of player. You can define more than one but no need to repeat same one.
Make sure the allowed players are loaded otherwise they won't be available. OTOH if a player is loaded
on a level, he/she is affected by this settings too.
The allowance or disallowance only works when playing the mod. If you load saved game, it defaults to
old one.
load {name}
This forces engine to load other entity into memory so the entity can be used.
Normally this is used to 'load' players which aren't loaded yet i.e only declared with 'know' in models.txt
so they can be selected in this select screen.
Before using this, the entity must be declared with 'know' in models.txt.
This text is for setting levels and spawned objects in them. It's not mandatory actually but if there's no
level where would players go to?
Due to lots of features, this is divided into 2 parts. This part is for level design and the 2nd part is for
setting spawned objects.
Graphics
bglayer {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat}
{transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio}
background {path} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat}
{transparency} {alpha}
These 2 command have same effect which is create a background layer with the image at {path}.
The image used must have a width which is a multiple of 4 (ex. 4, 200, 128, not 3, 202, 130).
The height could be any size but make sure it matches screen resolution to avoid void background areas.
Just like any image used by OpenBoR, background and bglayers must use paletted images. In 8 bit
colourdepth (default), it must use same palette as 'background' (see above). In 16/32 bit, it can use
different palette
Beware though, if bglayers use different palette than background, 'palette' command (see below) won't
work
The graphic automatically repeats if the stage is longer than the background.
Layers are drawn in the order they are defined; currently, up to 100 are supported. However
'background' sets the bottommost layer while 'bglayer' sets layers in front of it.
{xratio} and {zratio} determine how fast the layer will scroll; 1 = same scroll speed as panel, 0.5 = same as
background, any float value can be used for them. It works also in levels with direction up or down but
the layers will autoscroll just like background.
{xposition} and {zposition} determine where the top left corner of the first layer will be. {xposition} is
measured from left for direction right levels, from right for direction left, from bottom for direction up
and from top for direction down levels.
{xspacing} and {zspacing} determine how how much blank space there will be between repeated layers.
Only works if you set repeating layers (see below).
{xrepeat} and {zrepeat} determine how many times the image will repeat. Setting 0 will make layer not
drawn at all (it will become palette holder). Setting -1 will make it repeat forever
use 1 for {transparency} to have your transparency color not appear. Remember that this is more
processor intensive, so don't use it on images that won't benefit from it. And don't use it for
'background' too since it's the bottommost layer. In 16/32 bit mode, pure black color will be used
instead.
{alpha} will display the image using alpha transparency. It works just like for entities. Possible values are
0 to 6. Don't use it for background too.
3 = Mode 7 effect
{amplitude} determines the amplitude of sine wave for water effect. Only apply if {watermode} is not 3
(see below)
{wavelength} determines length of sine wave in pixels. It's repeated since it's sine wave. Only apply if
{watermode} is not 3 (see below)
{wavespeed} determines the moving speed of sine wave. Only apply if {watermode} is not 3 (see below)
When {watermode} is set to 3, the next 3 parameters ( {amplitude} {wavelength} {wavespeed} ) becomes
new ones: {beginsize} {endsize} {perspective}
{beginsize} and {endsize} defines size multiplier of upper and lower border
respectively. The upper border should be smaller than lower one cause the former is farther
0 = No effect (default)
{bgspeedratio} determines the moving ratio of this bglayer relative to main background. Defaults to 0 (no
movement).
{value} should be a number from 0 to 30 or so. 0 means no movement, 1 means slow movement, and
anything above that means faster movement.
{dir} controls the direction that the background moves in. 0 means right-to-left, 1 means left-to-right
{dir} controls the direction that the background moves in. 0 means up-to-down, 1 means down-to-up
Optional.
{path} points to a graphic file which will be used as a watery background. In 8 bit colourdepth (default), it
must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
the graphic appears at the {BGHeight}, which is defined with 'z' in LEVELS.txt. If no {BGHeight} is set, it
will appear right under background.
If you use 'rock 0' or do not include the rock command, the water will be warped by a sine wave (It will
slither back and forth). {warp} will determine how quickly the waving will occour.
If you use 'rock 1' in the same stage, the water will float past in parralax (The graphic gets larger as it
approaches the playing area). {warp} will determine the speed.
rock {int}
Optional.
0 means nothing.
2 will cause the stage to remain steady for a second or so, then quickly shake twice. Should resemble the
steady rocking on a train ride.
3 will cause the stage to shake with a constant, steady rumbling, with occasional 'hiccups'. This one looks
like what you might feel if you were riding in a moving van or on top of a moving eighteen wheeler.
mirror {bi}
Optional.
1 means that sprites will have a "mirror" image drawn between the background and panels.
{norm}, {neon}, and {scrn} are paths which point to the normal, neon, and screen graphics for a panel.
{neon} and {scrn} are optional fields. If you aren't using them, put the word 'none' in their place.
Just like any image used by OpenBoR, panels must use paletted images. In 8 bit colourdepth (default), it
must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
Beware though, if panels use different palette than background, 'palette' command (see below) won't
work
Panels are mostly used as the floor and walls of a screen. However, in pseudo travel levels where
background are autoscrolling (see bgspeed below), sometimes panels aren't used at all and replaced by
blank image
If a panel is declared in autoscrolling level, it won't autoscroll. Great for platforms or vehicles!
In default resolution, panels are normally 244 pixels high (which is 240 pixels from screen height + 4
extra pixels for quake effect) but should be 256 if the stage is set to rock up and down. It may also need
to be extended depending on the 'z' values set in LEVELS.txt
In alternate screen resolution (see video.txt above), panels are at least same with screen height + extra
pixels for quake effect. For instance, in 640x480 resolution, panels height is 488
You can use whatever width you want, but it's a good idea to use simple values like 100, 150, or 360. It
makes it much easier to add up the total length of the stage.
All panels in a stage should have the same length and height.
If you overlap part of the image used in one panel with another, the computer will still try to draw both.
Be nice to computers. Don't overlap panel layers.
Normal mode panel layers are just plain images. They have no visual effects.
Neon mode panel layers use 'pallete cycling': certain colors slowy change to different colors. To be more
specific, colors 128 through 135 in the pallete will be cycled by two steps three times each second.
Screen mode panel layers have alpha transparency. That means, they blend with the colors behind them,
darker colors are more transparent, and brighter colors will blend less.
You can have up to 26 panels in a stage. They are labelled by OpenBoR from a to z. This is how OpenBoR
thinks of them, don't actually put those letters in the panel declaration.
frontpanel {path}
{path} points to a panel layer which will be displayed on top of all other sprites and graphics except for
the HUD. This can be used to make foregrounds.
Just like any image used by OpenBoR, frontpanels must use paletted images. In 8 bit colourdepth
(default), it must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
Beware though, if frontpanels use different palette than background, 'palette' command (see below)
won't work
frontpanels display in the order they are declared and repeat when they run out. You don't need to
declare an order like with normal panels.
frontpanel has its own scroll speed ratio which can't be changed. If you don't like it, use 'fglayer' below
instead
order {panel#}{panel#}{panel#}...
{panel#} is a letter a through z which corresponds to a panel. There should not be spaces between the
panel declarations (ex. order abcabcada, not order a b c a b c a d a).
You can have up to 1000 panels ordered, but there's a catch: the engine can't read a line with 1000
characters in it (The max is somewhere around 100). To get around this, you can place the additional
panels on another line with a separate order declaration, like this:
If you use 'direction left', panels will be displayed from left to right, starting with the last order and
working up. In other words, the previous declaration would become 'eeabcdefijklabcdabcdefgh' instead
of 'abcdefghijklabcdeeabcdef'.
This command allows custom loading background to be displayed while the current level are being
loaded.
0 = no loading screen.
{bx} and {by} determines x and y coordinates of loading bar top left's location respectively.
{tx} and {ty} determines x and y coordinates of "LOADING" text location respectively.
This command loads new palette to be used by script or by 'setpalette' command (see below). However
it only works if panels, frontpanels, bglayers and fglayers use same palette as background
data/bgs/staage1/pal001.act}.
{a1}, {a2}, {a3}, {a4}, {a5} and {a6} are flags that determines usage of respective transparency. a1 means
alpha 1 transparency, a2 means alpha 2 and so on.
This transparency feature costs 384kb memory when palette is loaded so use with care.
This command can be declared more than once if more palettes are required.
cameratype {bi}
This sets camera's movement relative to player's movement. Camera means screen which shows level
we are playing. It is much easier to understand if level allows scrolling back since you can see how
camera moves if player goes back.
1 = Camera follows player's horizontal and vertical movement. Normally used in wide levels and vertical
levels (for 2D mods)
If set to 1, panel's height controls how far up or down camera can go (both in z and y).
fglayer {path} {z} {xratio} {zratio} {xposition} {zposition} {xspacing} {zspacing} {xrepeat} {zrepeat}
{transparency} {alpha} {watermode} {amplitude} {wavelength} {wavespeed} {bgspeedratio}
Just like any image used by OpenBoR, fglayers must use paletted images. In 8 bit colourdepth (default), it
must use same palette as 'background' (see above). In 16/32 bit, it can use different palette
Beware though, if bglayers use different palette than background, 'palette' command (see below) won't
work
{z} sets location of the layer. Give positive value to make it closer to screen or negative value to make it
farther from screen.
Other parameters ( {xratio}, {zratio}, {xposition}, {zposition}, {xspacing}, {zspacing}, {xrepeat}, {zrepeat},
{transparency}, {alpha} and {bgspeedratio} ) have same effect like in 'bglayer' above.
Currently {watermode}, {amplitude}, {wavelength} and {wavespeed} aren't working. Still, you need to fill
them if you want to set {bgspeedratio}.
Camera means view of game. You won't see any effect of this unless your levels are wide.
Positive value for {x} shifts camera right, for {z/y} shifts camera down.
Negative value for {x} shifts camera left, for {z/y} shifts camera up.
scrollspeed {int}
This command defines how fast screen scroll when player scroll the screen
Non-Graphics
Optional.
{type} is a binary value which determines if the stage is a normal stage (0) or a bonus stage (1).
Bonus stages end when all obstacles are destroyed, when there are no more items or when time runs
out. Players won't lose a life if time runs out.
0 = normal level
1 = Used for bonus levels so a life isn't taken away if time expires.level->type == 1 means bonus level,
else regular
Optional.
{path} points to a .bor music file which will be played during the stage.
{offset} is position in bytes music will return to when it loops. For instance, with a .bor file with 128000
byte size, setting offset to 64000 would make music loop from halfway of the music.
you can change the music during a stage using "at" and giving a new file path, like this:
music data/music/newmusic.ogg
at 600
Optional.
{path} points to a .bor music file which will be played when a boss appears. Boss is enemy who has 'boss
1' set when he/she appears.
Optional.
{x} is relative to the starting edge of the screen. {z} is relative to the stage's minimum z value. {a} is
relative to the ground.
{x} is measured from left for levels with direction right and both and it's measured from right for levels
with direction left.
Although {x} could be any value, its maximum value is 320. Value more than 320 will be deducted by
320. For instance, setting x = 540 will put player in x = 220 instead (220 = 540 - 320).
However, it's possible to give {x} negative value in direction both and right or big value in direction left
and leftright to put player1 offscreen when level start. Why would you want this though?
{z} could be any value but it can't put player 1 beyond maximum z value.
Setting {a} > 0 makes player falls down on respawn. Default value for a is 300. NOTE: {a} only effect
respawn not when level starts.
If there's a hole on player's spawn spot, the spawn spot will be shifted up or down to safe place
temporary.
Optional.
Works exactly like spawn1, except that it sets the respawn position for Player 2.
Optional.
Works exactly like spawn1, except that it sets the respawn position for Player 3.
Optional.
Works exactly like spawn1, except that it sets the respawn position for Player 4.
Defines allowed players in this select screen just for this level.
{playername#} is the name of player. You can define more than one but no need to repeat same one.
Make sure the allowed players are loaded otherwise they won't be available. OTOH if a player is loaded
on a level, he/she is affected by this settings too.
The allowance or disallowance only works when playing the level. If you are using a player which is not
allowed in this level (either because you selected him/her in previous select screen or that player is
allowed in previous level), you can still use that player. Beware though, once you continue, you can't
choose him/her again! At least in this level.
direction {dir}
{dir} can be right, left, both/rightleft, up, down, in, out, inout, outin, or leftright. Defaults to right if not
declared.
up and down scroll background up and down respectively and automatically. You cannot scroll left or
right in these stages. You must use groups to control enemy spawning. Wait doesn't work well here so
that means you have to watch the time here. Put time item or simply set time to 0. Panels, neons and
screens are not scrolled.
both or rightleft is pretty neat. It's like direction right but it allows you to freely scroll left or right. When
you reach a wait, you won't be able to move back past the previous wait until all spawned enemies prior
to wait are killed.
leftright is similar direction both but it's like direction left instead.
in and out is new scrolling system in which player scrolls in or out respectively. In means up in z axis
while out means down. Just like left and right, it must be scrolled manually.
inout and outin is similar to direction both but they are like direction in and out respectively.
Screen, neon, water, etc don't work well in direction in, out, inout and outin.
settime {int}
The timer resets every time a 'wait' group of enemies is cleared. Note that it doesn't reset in between
groups, only waits!
Using 'settime 1' isn't funny. Okay, it's a little funny the first time.
nofadeout {bi}
notime {bi}
Determines whether or not the player can see the game timer.
noreset {int}
Determines when clock resets aside from clearing wait, clearing level and time out.
0 = (default) Clock resets when another player joins mid-stage and when player respawns.
noslow {bi}
Determines whether or not the game slows down after beating a boss.
hole {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} {type}
A 4-sided invisible hole will be created at the specified point. OpenBoR won't draw a hole or anything
there. If you want hole to be visible, use panels or entity.
In Beats of Rage, a hole with default size and special sprite is used. That sprite is hole.gif located in
sprites folder. If you want to change the size and visual, you need to set this command AND replace that
hole.gif with blank gif.
This is a bit complicated, so listen up! {xpos} and {zpos} are the x and z positions at which the hole is
spawned (how far from the start of the stage, and how far from the top of the screen, respectively).
{lowerleft}, {upperleft}, {lowerright}, and {upperright} determine the x position of the four corners of the
hole. These numbers are how far from the {xpos} the corners are, not how far from the start of the
stage.
{depth} is the z depth of the hole: how far it stretches from the {zpos} to the top of the screen.
{type} the type is a param useful for decide what type of terrain is that hole.
As an example, if you wanted to create a 10x40 parrallelagram ( /_/ ) hole at the bottom of the screen
(256) at scroll position 500, you might put
If you create a hole which is not at the bottom of the screen, entities will be visible as they fall off the
stage. Probably bad. So place an entity with type none right below the bottom of the hole which
resembles the floor. This will cover up almost any entities which fall in the hole.
If used in a stage which scrolls left, the holes will start at the left edge of the starting screen and move
right from there. So only holes which would appear in the first 320 or so pixels of the screen will actually
be visible, and they'll be at the start of the stage.
The default values are 240, 12, 1, 200, 287, and 45, respectively.
wall {xpos} {zpos} {upperleft} {lowerleft} {upperright} {lowerright} {depth} {alt} {type}
Creates a 4-sided invisible wall or platform at the specified point. OpenBoR won't draw a wall or anything
there. If you want wall to be visible, use panels or entity.
All of the field except {alt} are the same as they are in holes.
{alt} is used to control the height of the platform. It's measured in pixels. So for a wall with 10 for it's {alt}
value would be 10 pixels high, any entity on the platform would be displayed 10 pixels off the ground,
and entities would need to jump at least 10 pixels off the ground to get on top of the wall.
{type} the type is a param useful for decide what type of terrain is that wall. Example I want to make a
wall splat JUST on walls of type 1 and not type 0. (4287+)
If you want to make a wall which can't be jumped on, simply give it a {alt} value somewhere in the lower
thousands. Very, very, VERY few entities should be able to jump on it.
In order for enemies to get on platforms higher than their current position, they need a JUMP animation
with a range set for it, and/or an animation which lifts them off the ground.
{type} is optional
If you need a graphical exemple, take a look at this example by Maxman. When using wall in the stage, it
should be on the z planes, not outside of it.
Wall tutorial2.png
Creates a 4-sided invisible ramp at the specified point. OpenBoR won't draw a ramp or anything there. If
you want ramp to be visible, use panels or entity. (4287+)
{amin} defines the lowest height while {amax} defines the highest height
Basemap.jpg
endhole {bi}
Optional.
Don't use this if your stage scrolls left. Trust me on this one.
This command is outdated and only left for backward compatibility sake. Use 'hole' above instead
blocked {bi}
Optional.
Determines if the edge of the stage is a solid wall. 1 means yes. 0 means no.
This always appears on the right side of the screen, and if you choose 'scroll left' players will start inside
the wall. They warp out when the player moves, but it still looks funny.
If you combine 'endhole' and 'blocked', you'll end up with a blocked exit with a pit behind it. You can
only reach the pit by starting behind it with 'direction left' (Which is a very bad idea).
This command is outdated and only left for backward compatibility sake. Use 'wall' above instead
gravity {value}
Setting -20 (2 pixels per centisecond) makes characters fall like in water.
If you want your character to fall faster, set it to -200 (20 pixels per centisecond).
maxtossspeed {value}
stagenumber {int}
Sets this level's stage number. Stage is calculated per 'next' executed in levels.txt (see levels.txt above).
Normally OpenBoR increments stage number automatically after 'next' is executed or bonus score
tallying. However, when the mod has branches, stage number becomes inconsistent to real progress,
meaning it only counts how many 'next' instead of how many 'next' which actually has been executed.
With this command, stage number will be more consistent.
noscreenshot {bi}
If this is set to 1, players can't make screenshot in current level. Screenshot key itself is still working
though.
Players can still access options menu while pausing by screenshot button with this command set 1.
nopause {bi}
If this is set to 1, players can't pause current level. Start key itself is still working and capturable by
keyscripts though
setweap {int}
Sets starting weapon in this level for players based on weapon's number.
Weapon number is based on 'weapnum' in weapon's text (see Entity Files: Header Data above).
levelscript {path}
This command defines which script is run when this level is played
Just to reiterate, this part is 2nd part of level files section. This part is setting spawn objects in the level.
Spawn Properties
{name} is the name of an entity defined in a .txt file which was loaded in MODELS.txt.
{bi} determines if model stays in memory or not after current level ends.
{name} will be spawned (created) in current level. Where and with what attributes are determined by
the next set of fields.
2pspawn
If this is declared, the entity is only spawned if there are 2 players playing.
3pspawn
If this is declared, the entity is only spawned if there are 3 players playing.
4pspawn
If this is declared, the entity is only spawned if there are 4 players playing.
alias {name}
The spawned entity will appear to have the name {name} in-game. For instance, if you used
spawn Rugal
alias Hotdog_Man
then when you reached Rugal in the stage, his name would be displayed as 'Hotdog Man'.
The rules from an entity's .txt file concerning names apply here, too. So use '_' instead of spaces if you
want to use spaces.
map {pal}
{pal} is a number from 0 to 14 which corresponds to an entity's 'remap' pallete. The entity will use that
pallete.
health {int}
{int} is a health value which will be used instead of the entity's normal health.
2phealth {int}
{int} is a health value which will be used instead of the entity's normal health, but only if there are 2
players playing.
3phealth {int}
{int} is a health value which will be used instead of the entity's normal health, but only if there are 3
players playing.
4phealth {int}
{int} is a health value which will be used instead of the entity's normal health, but only if there are 4
players playing.
mp {int}
When a player picks this item up, they'll regain {int} MP instead of it's normal value.
Optional.
When this entity dies, a {name} will instantly be spawned in it's place. If entity was in mid-air before
dying, {name} will start falling from that entity's last altitude.
{bi} determines if model stays in memory or not after current level ends.
itemhealth {int}
Optional.
itemmap {int}
Optional.
itemalias {name}
Optional.
Optional.
Works just like 'item', except that this will only be spawned if there are 2 people playing.
Optional.
Works just like 'item', except that this will only be spawned if there are 3 people playing.
Optional.
Works just like 'item', except that this will only be spawned if there are 4 people playing.
boss {bi}
Optional.
If set to 0, nothing. If set to 1, the character is a boss. When a boss appears, the music will change to the
boss music (if it was defined). Killing all the boss characters in a level will kill all other enemies and also
end the stage automatically (even if there are still unspawned entities)
flip {bi}
Optional.
If set to 0, nada. If set to 1, the entity will face the opposite direction. Used for obstacles and traps most
of the time, but it can also be used to make enemies who spawn on the left side of the screen face
towards players from the start.
Can also be used for entities with subtype arrow to make them fly from left to right.
Determines the x, z, and a positions on the screen where the entity will spawn.
{x} is relative to the screen's current position, NOT the actual position in terms of the level itself.
{z} is the position on the Z axis, which is counted from the top of the screen. NOT related to the screen's
current position.
{a} is how high off the ground the entity will spawn.
If {x} is between 0 and 320, and the entity is an enemy, it will magically fall out of the sky. Unless it has a
SPAWN animation, in which case it'll play that.
If {x} is between 0 and 320, and the entity is an obstacle or item, it will magically appear out of thin air.
Unless it has a SPAWN animation, in which case it'll play that.
In case you're wondering, the BoR playing field is, in bbox format, 0 320 160 230. Unless, of course,
you've changed the {min} and {max} values in LEVELS.txt with 'z'. You can also place enemies outside
those ranges, but they'll try to return to the playing field if you do.
Most projectiles will automatically die if their offset is more than 80 pixels offscreen left or right (their x
value must stay between -80 and 400). Knives are the only exception: they can go up to 180 either way (-
180 to 500). Other entities will also die if they move too far, but they have more leeway (Around 1000 in
either direction). Keep that in mind while spawning characters.
Bikers should normally be spawned further out than other enemies. You'll probably want around 400 or -
80 (But not more than -200 or 520, or they'll die).
aggression {value}
For enemy spawns.
Spawned enemy's aggression will use this {value} instead of the enemy's normal aggression.
min_noatk_chance {float}
max_noatk_chance {float}
if you want the enemies to attack every time they have a chance, you can do it like this:
min_noatk_chance 0
max_noatk_chance 0
noatk_duration {float}
noatk_duration affects how long the no attack period should last in seconds. * Usually you don't need to
change that (0.5-0.75 should be fine).
weapon {name} {bi} Give this spawned enemy {name} as a weapon to start with. The enemy will wield
this weapon and attack with it.
{bi} determines if model stays in memory or not after current level ends.
spawnscript {path}
This command defines which script to be run right after entity is spawned
In multiple spawnscripts case, script will be run from the 1st to the last
at {pos}
For an entity to be spawned, the player must have scrolled to {pos} in the level.
{pos} is scroll position in pixels measured from start of level. For direction both and right, it's measured
from left edge. For direction left, it's from right edge.
This must be declared together with other level objects. Normally typed after the latter.
blockade {pos}
{pos} is scroll position and it's similar to the one for 'at'. {pos} for 'blockade' and 'at' can be different
though.
This is to stop players scrolling backwards in levels with direction both at {pos}. If the level is long, you
may want to use this since it could be weird being able to scroll back to beginning of level.
Causes entities to be spawned in groups. When the number of enemies goes below {min} (not equal to,
below), entities will be spawned until there are {max} enemies onscreen or there aren't any more
enemies to spawn in the group.
Group size declarations remain in effect until changed. So use a large group size like 'group 100 100' to
"cancel" the grouping.
'wait' is also counted to 'group' so it's best to put 'wait' first to prevent it being limited by 'group'.
This only prevent enemies and other entities spawned with 'spawn' command above. Entities spawned
with 'spawnframe' and 'summonframe' (see above) won't be prevented even if max value has been
reached.
This command changes light direction to {x} {z} for gfxshadow's at defined scrollpos. This is used together
with 'gfxshadow' (see above).
If {x} is not 0, the shadow will lean left or right (256 means 45 degree, try use some values and see what
is the best value)
{z} can't be 0, because it is for the length of the shadow in z direction, 256 will make the shadow as long
as its owner's sprite, and 128 will be half length. If it is negative value, the shadow will be flipped head-
to-foot.
{bi} determines if model stays in memory or not after current level ends.
0 = Nothing. The model is left alone (IOW, remains loaded) and loop moves on. This is the default action.
1 = Unload model only. The model is unloaded, but the sprites are not. Pretty pointless unless the model
has a lot of script attached to it.
2 = Unload sprites only. The mode remains loaded, but its sprites are removed from memory.
3 = You'll notice there there is no third option, but because bitwise logic is in play, 3 effectively means "1
and 2" - model and sprites are unloaded.
This command is for loading weapons models or other entities which shouldn't be loaded until this
command is executed. It's useful for memory usage control.
Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
Changes current music with this one at specified scrollpos. The change will occur instantly.
If you want previous music to be faded out before playing this one, declare 'musicfade' BEFORE this
command (see below).
musicfade {float}
When music changes, this command determines fading out speed of previous music.
Higher value makes fading out faster while lower value makes fading out slower.
Used together with 'at' and 'music' command right above. Declare it BEFORE 'music'.
Scrollx defines how far to the left and right player can scroll (allows you to precisely set the X scrolling
limit within your panel area). To be detailed, parameters defines min scrollpos and max scrollpos. For
instance, scrollx 50 600 will allow player to scroll left to scrollpos 50 and scroll right to scrollpos 600. It's
easier to understand with direction both set.
Maximum X scroll area of a level is still limited by panels. You can set scrollX to whatever value you like,
but OpenBOR will not allow you to scroll beyond the panel area.
ScrollZ enables vertical scrolling in response to player movement along the Y or Z axis, and controls how
far. There's potential to make 3D scrolling stages, but the main use of this is to enable vertical scrolling
when players jump. Unlike ScrollX, ScrollZ does allow you to go scroll beyond the panel area, so if you
don't set up panels and layers to accommodate you can scroll yourself right out the visual design of a
level. Also note that entities are still confined to the level's Z boundaries. That's a good thing, since it
means you could set up large ScrollZ values for vertically oriented scrolling but still keep Z movement
limited within a defined area.
Obviously {min} is the minimum limit and {max} is the maximum limit.
Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
setpalette {palette}
Change palette in use to other palette which is loaded by 'palette' (see above).
{palette} correspond to the loaded palette number so if you want to use 2nd palette, set this to 2.
Like other level objects, this command must be followed by 'at' (see above) and also counted by 'group'.
shadowcolor {R_G_B}
This command changes gfxshadow's fill color to {R_G_B} at defined scrollpos. This is used together with
'gfxshadow' (see above).
{index} refers to current level palette's index.
shadowalpha {index}
This command changes gfxshadow's from black shadow to mirrored image at defined scrollpos. This is
used together with 'gfxshadow' (see above).
In case you don't understand, this is used to mirror image of entities appear on 'ground'. Useful if the
'ground' is actually water or mirror. Disable normal 'black shadow' 1st with 'shadowcolor' above before
using this.
shadowopacity {index}
This command changes gfxshadow's opacity to to {index} value at defined scrollpos. This is used together
with 'gfxshadow' (see above).
wait
This isn't part of an entity's spawn. It doesn't take any arguments either. It should be followed by an 'at',
though.
Screen scrolling will be stopped at {pos} in the 'at' command following the wait until all current enemies
are killed.
In direction up and down, background scrolling can be stopped also with 'wait' but there's no way to
make it auto scroll again.
Music Files
Recomendations:
Music files tend to be the largest portion of BoR mods, frequently larger than the rest of the mod
combined. Some good ways to cut file size are to delete unneeded segments of the song, like silence at
the start or end of the file or identical loops in video game tunes.
Chose some decent songs. If you've got different tastes in music, that's one thing, but just choosing
random noise is something else. Make sure the music fits.
How to Convert:
The wav specs are 16bit PCM, Stereo or Mono and 22KHz sampling rate.
NOTE: The old wav2bor.exe only support Mono. If you want stereo support, get new wav2bor.exe from
here
<http://lavalit.com:8080/index.php?action=tpmod;dl=item225>.
Once you've got the files, place them all in a folder called W2B in your C: drive. This step wasn't
neccessary, but if you're having trouble it might fix some problems.
Create a new .txt file, and give it a name with the .bat extension. Add the following line for each .wav you
want to convert, then double click on your .bat file to start the batch conversion of your .wav files to .bor
music files:
{wav} is the name of the .wav file to be converted (make sure it has .wav on the end). {bor} is the file that
will end up holding the .bor music. {artist} and {title} are optional fields which can be used for an artist
name and song title. Or a dog's name and your favorite food. It doesn't really matter. If you do use them,
remember that you must use underscores (_) instead of spaces ( ).
Sound Files
data/sounds/beat1.wav
Normally, this sound will be played slower depending on how much damage the attack deals. If this is a
problem, you can disable this with the 'noslowfx' command.
data/sounds/fall.wav
Played when an entity hits the floor after being knocked down.
data/sounds/get.wav
data/sounds/money.wav
data/sounds/jump.wav
Played when someone jumps.
data/sounds/indirect.wav
Played when an entity hits other entities while being thrown or blasted.
data/sounds/punch.wav
Played when a player uses an attack in their attack chain (Pressing attack from a standing position).
Normally only heard if the attack misses.
data/sounds/1up.wav
data/sounds/go.wav
Plays three times in a row when the player has beaten all enemies at a wait and can now move forward
again.
data/sounds/timeover.wav
Played if the timer hits zero. Also played if all credits are lost.
data/sounds/beep.wav
Played in menus (not in game) when you move up or down.
data/sounds/beep2.wav
data/sounds/bike.wav
data/sounds/block.wav
data/sounds/pause.wav
Optional (build 4183+). Played when pausing. If the file does not exist beep2.wav will play instead.
Translations
Since version 3959, it is possible to translate the texts used in the engine. The translation file is called
"translation.txt" and should be placed inside the "data" folder.
projectile {relative} {name} {x} {z} {y} {direction} {ptype} {type} {map}
Despite the name, it can be used to spawn any type of entity. Useful for using more than one
"spawnframe" or any other method as it offers much more control.
{x} - X spawn position, defaults to 0. Accept decimals. If relative is 0, the position will count from the
edge of the screen, while if 1, it will use the parent x position as a it's x value
{direction} - direction of the spawn. According to the source, defaults to DIRECTION_RIGHT. If relative is
0, if will default to DIRECTION_RIGHT, but if relative is 1, it will uses it's parent direction.
{ptype} - Defaults to 0. If it has any value other than 0, the projectile is given a default name of "shot"
and a model index of -1 as opposed to the parent model's predefined knife or pshot index. Best left
ignored.
{type} - "0" - will use "knife' behaviour. "1" will use "bomb" behaviour (and ignores the ptype above).
defaults to 0
Usage:
void main() {}
This is the main function for every script. main() is the main caller
void ondestroy() {}
This function is called when the entity is killed or if in update.c/updated.c when close the engine.
void oncreate() {}
This function is called when the entity is created or if in update.c/updated.c when start the engine.
Event Scripts
The following is a list of event scripts. An event is essentially what it sounds like; an event that occurs
while the OpenBOR engine is running. Pressing the attack key for example, is an event. OpenBOR
includes the ability to define a specific script for many of these events. Careful use of this feature enables
scripting extremely powerful features that use the bare minimum of resources.
Global Events
The following events are as the name implies, global. The scripts are therefore predefined. To use a
global script, simply create the relevant script file and place it in data/scripts.
endlevel.c
join#.c
keyall.c
level.c
loading.c
Any loading bar appears on the screen. Useful to make custom loading bars.
pdie#.c
respawn#.c
score#.c
timetick.c
update.c
updated.c
Level Events
Level events are tied to a specific level. To define a level script, add the desired event into the level.txt,
followed by a path to the script file.
keyscript#
spawnscript
Entity is spawned into play. This script is defined on a spawn by spawn basis (similar to Alias or Health),
and a single spawn may have multiple spawnscripts if desired.
self: Caller.
updatescript
Works in the same way of engine updatescript, but tied to a specific level. Runs in every tick, so use with
caution.
Entity Events
The following events are all entity specific. To define an entity event script, add the desired event name
into the model header, followed a path to the script file.
animationscript {path}
At least one function should be called if an animation script is declared (why bother declaring if it's not
used)
self: Caller.
Animation scripts are a bit unique in that there is no need to include a main() function. Instead, you may
add functions to be executed on call, or insert code directly into model files as shown below:
@script ... @end_script - These two commands are used in tandem; by placing them directly within a
model's animations you can insert script. You cannot define functions within the script insert as it is
parsed to part of a function main(), but you can execute functions already defined. Note that regardless
of which frame in the animation @script/@end_script tags are placed, the code will be evaluated on
every frame.
@cmd {name} {argument1} {argument2}... - This command will parse the expression into a function call,
like name(argument1, argument2, ....). The function can either be a system function or user defined
function. This means you can define functions in the animation script file, and then execute it here.
@cmd is evaluated once when the animation frame immediately following the tag is reached. Multiple
@cmd tags may be used.
Notice: Arguments may not have spaces, use _ instead. If it is a string, enclose it with quotes: "thevalue".
didblockscript {path}
This command defines which script is run when entity successfully blocked an attackdidhitscript {path}
This command defines which script is run when entity successfully attack
self: Caller.
didhitscript {path}
Entity's hits another entity normally, or entity is an item type being retrieved.
self: Caller.
blocked: Receiving entity did (1) or did not (0) block attack.
keyscript {path}
self: Caller.
inholescript {path}
self: Caller.
onblockascript {path}
This command defines which script is run when entity is blocked by ceiling or IOW hitting head
Must have 'height' (see above) set before entity could hit his/her/its head on platform or ceiling
self: Caller.
onblockpscript {path}
Works identically to onblockwscript, but for platforms. Provides the following local vars: self, plane,
platform entity.
onblocksscript {path}
This command defines which script is run when entity is blocked by screen edge
self: Caller.
onblockoscript {path}
This command defines which script is run when entity is blocked by obstacles
self: Caller.
onblockWscript {path}
This command defines which script is run when entity is blocked by walls
self: Caller.
1=X
2=Z
index: wall ID
onblockzscript {path}
self: Caller.
ondeathscript {path}
self: Caller.
ondoattack {path}
Engine confirms an attack hit. Runs on both Attacker AND Defender (Defender is called first, then
Attacker). Takes place after engine performs hit confirmation, but before hit handling (pain, blocking,
etc.) takes place. By setting variant lasthitc to 0, you can cancel engine's hit handling.
self: Caller.
other: When called on attacker, this recipient of attack. When called on defender, this is the attacker.
which:
0 = Caller is defender.
1 = Caller is attacker.
Entity is put into fall state. Fires immediately after engine applies normal fall values.
self: Caller.
onkillscript {path}
onmodelcopyscript {path}
This command defines which script is run when entity change its model (weapon). This should be used in
weapon models whenever you have spawn scripts since there is no spawn in weapon models.
onmovexscript {path}
This command defines which script is run when entity is moving in X axis
onmovezscript {path}
This command defines which script is run when entity is moving in Z axis
onmoveascript {path}
This command defines which script is run when entity is moving in Y axis (there's no A axis BTW :) )
onpainscript {path}
self: Caller.
onspawnscript {path}
This command defines which script is run when entity is spawned and respawned (for players)
If there is spawnscript (see 'Level Objects' below) declared for this entity, onspawnscript will be run first.
ondrawscript {path}
this command define which scrip runs when the entity's sprite is drawn to screen.
script {path}
This command defines which update script is run when entity is active
takedamagescript {path}
This command defines which script is run when entity receives attack. It doesn't matter how much
damage entity takes though.
thinkscript {path}
self: Caller.
Key Scripts
Key scripts can be extremely powerful, but if not used properly will prove equally frustrating. Keep in
mind the following when creating your key scripts:
First, it is important to remember that key scripts fire both on press AND release of a key. This means a
single key press actually runs a given keyscript twice; once when a player presses the key and again when
he/she lets go. Make sure to account for this in your scripts or you will receive unexpected results. The
playerkeys() function allows easy differentiation between press or release.
Another consideration is to know the order in which key events run. If you have multiple key scripts
overlapping each other, it is vital to know and account for the order in which the engine will process
each. From first to last:
Level keyscript#
Entity keyscript
Global key#.c
Global keyall.c
Another facet to keep in mind is the use of AI Flags and the takeaction() function. Without them the
engine may override your scripted command milliseconds before it has a chance to occur. A common
example would be trying to execute a custom attack while walking. Simply setting your desired
animation won't be enough because the engine will set the walk animation right back. But by including
the correct caveat functions in your script, the engine will "wait" and execute the desired actions
properly.
While fairly obvious, you should keep in mind the key event itself should be canceled when you are
finished with it. Otherwise the engine will still run the key's default action immediately after all key
scripts are complete. While in rare cases this might be useful, in most it will at best override your
intended action and at worse produce a bug or crash.
Script Reference
By uTunnels
A script contains an interpreter to parse from text and execute the code. It can be loaded from a text file.
A script also contains a local variant list. If the script is executed, the immediate code(those outside any
functions) will be executed and function main will be called one time. The script will be reseted before
next executation, so all script variants will lost, but the variants in local variant list will not been deleted,
they are useful to store values.
Syntax
Ignore types. int long char void ... will be treated as the same thing, they only tell the engine it is a data
type. And a function can return a value no matter you set void type before it.
#include is available, and #define is available in builds after 2936 and #import. No other preprocessor
directives are supported.
String concatenation. You can use + operator to strings, "string1" + "string2" returns "string1string2".
Assignment. The right variant's value and type will be copied to the left variant. No type checking, so be
careful. From r4403 are valid multiple assignment like: x = y = 1;
Available operators:
+=
-=
/=
*=
%=
||
&&
!=
>
<
>=
<=
~ (from r4316+)
&
<<
>>
|= (from r4316+)
^= (from r4316+)
Available identifiers:
do
while
for
break
if
else
switch
case
Math Functions:
pow({double}, {double})
asin({double})
acos({double})
atan({double})
sin({double}) // approximated.
cos({double}) // approximated.
trunc({double})
round({double})
Script Variants
They contain values that can be used by script. They have 5 data types, but the script engine dont check
them when they are defined, until they are used by any functions. ~Empty type: If a variants is defined
but not initialized, it is an empty variant. So functions return an empty variant, so you can check if the
function returns a valid value. ~Integer type: These variants can be initialized from integer constants,
e.g., 123, -20 ..., 0x986AD3 ~Decimal type: These variants can be initialized from decimal constants, e.g.,
0.3, -2.6666 ... ~String type: These variants can be initialized from string constants(limited to 63
characters), e.g., "hello", "__abcd.efg\n", 'c'... ~Pointer type: These variants can not be initialized from
constants, they are used to store handles returned from function calls.
Notice: string + string = string, integer +-*/% decimal = decimal,
Local variants
Each script can define its own variants by give it a unique name and a value. They wont be deleted when
the script finishes executing and they live as long as the script itself. These variants cant be used by other
scripts.
Global variants
The engine also has global variants. These variants can be used by all scripts. Each variant still must have
a unique name, so you can retrieve it by name later.
Functions
function body
....
....
[return value]
....
{
if(a>b) {
return a;
} else {
return b;
Arrays
OpenBOR Script has a array support. There are 2 types. Numeric and Literal arrays. Numeric is
set(array,0,value). Literal is set(array,"label",value). Here all functions.
array(size)
size(array)
get(array,index)
set(array,index,value)
delete(array, index)
delete the value in the index and resize the array
you can use set(array,index,NULL()) to delete the value without resizing the array
you can use set(array,index,value) but add() func is useful to add an element betwewn existent indexes
next(array)
previous(array)
reset(array)
reset the pointer incremented by next (in literal arrays) to first position
value(array)
key(array)
islast(array)
in literal arrays, it returns 1 if current pointer is on last element of literal array, otherwise it returns 0
isfirst(array)
in literal arrays, it returns 1 if current pointer is on first element of literal array, otherwise it returns 0
free(array)
Filestream
Filestreams are functions to write/read a file. A filestream is an indexed file so when you open a file the
file is saved in a index.
openfilestream(path,location)
location is an optional value (default 0). if location is 1, openfilestream open a file with base the openbor
saves path
it returns filestreamindex
closefilestream(filestreamindex)
getfilestreamline(filestreamindex)
it returns the string line in current position of the indexed opened file
getfilestreamargument(filestreamindex,argument,type)
it returns the value from file, at the position
argument: is a int. if the returned string contains spaces or tabs it retuns the argument number x.
type: this is the argument type. Types are: "int", "float", "string", "byte"
filestreamnextline(filestreamindex)
getfilestreamposition(filestreamindex)
setfilestreamposition(filestreamindex,position)
filestreamappend(filestreamindex,value,write_type,value_type)
write_type: is set 0, it appends a NULL char and "\r\n", 1 it appends a NULL char, otherwise it appends
just the value
createfilestream()
savefilestream(filestreamindex,filename,pathname,type)
pathname: optional, if set use pathname otherwise use saves openbor path
isempty(variant)
NULL()
Return an empty value. You can use expression "variant == NULL()" to test if the variant is an empty
value, it has the same effect with "isempty(variant)".
getglobalvar(varname)
Return a global variant by name. If the value is not found, will return an empty value.
setglobalvar(varname, value)
Set a persistent global variant's value by name. If the value is empty, the variant will be deleted.
Notice: It is important to remove unused global variants since there's a limit in amount (see above).
getlocalvar(varname)
Return a local variant by name. If the value is not found, will return an empty value.
setlocalvar(varname, value)
Set a persistent local variant's value by name. If the value is empty, the variant will be deleted.
Notice: It is important to remove unused local variants since there's a limit in amount (see above).
clearglobalvar()
Return: none
clearlocalvar()
Clear up local variants. Only affect current script, though.
Return: none
getindexedvar(int index)
getscriptvar(int index)
openborvariant(varname)
Names available:
"branchname", - Gets level branch name. Works ONLY if you touch the item to branch and gets reseted
once you leave the stage.
changeopenborvariant(“game_time”, game_time);
Acceptable range is 0-99. Any value exceeding range in either direction will be overwritten to nearest
acceptable value on the next engine cycle.
"gfx_x_offset", - Enable X offset adjustment by modders. X coords of the screen.
"in_level", Whether you are in a level (e.g., select screen is not a level).
"in_enginecreditsscreen", detects if the engine's credits is displayed, but placed the variables for it in the
shutdown command so that it can be called for even if the credits is not displayed.
"levelwidth", - Gets the total level width (how long is the level)
"maxentityvars", - gets maximum number of variables in each entity which is accessible by index
"maxscriptvars", - gets maximum number of variables in each script which is accessible by index.
"nofadeout", - controls if the the screens fades out when you finish the current level
"noscreenshot", - controls of you can take snapshots or not inside the game
"player_max_z", - gets the maximum z position of the stage (how much "downward" on the stage an
entity can go to).
"player_min_z", - gets the minimum z position of the stage (how much "upward" on the stage an entity
can go to).
"sample_play_id", - is the last sound ID played (useful to stop the last sound played for example)
"scrollmaxx", - max scroll size that a level can scroll when you walk in X axis
"scrollmaxz", - max scroll size that a level can scroll when you walk in Z axis
"scrollminx", - min scroll size that a level can scroll when you walk in X axis. Example "scrollmaxx-
scrollminx = 0" if you level has the same length of the game resolution (the level doesn't scroll)
"scrollminz", - min scroll size that a level can scroll when you walk in Z axis.
"self", - DEPRECATED. Is a global pointer in the engine code that refers to entity currently being updated.
It's used by several internal functions and is essential to the engine.
"slowmotion", - detects it the slowmotion is active. Useful to detect boss kill (if the slowmotion isn't
disabled)
"smartbomber", - detects if the player's special is a "smart bomb" which damages all onscreen enemies,
regardless of position.
"ticks", - is the MAIN time count like "elapsed_time" but is the elapsed time from engine run. Ticks is the
time passed from engine run.
"xpos", - Level coords in x position, count from the left side of panels.
rand()
srand(seed)
set a seed for random number generator
This method is costy, because each character is a sprite. And to prevent blinking, have to put this
function in an update script (a script that runs each game loop).
'playerindex' is an integer count from 0, that is, 0 means 1p, 2 means 3p, etc.
Property names:
"combokey" - This is the key pressed to make a combo, you need a supplementar param to use it:
"combostep". Example: getplayerproperty(0, "combokey", getplayerproperty(0, "combostep"))
"combostep" - This is the step (integer number) from 0 to x that define the step move in a combo
"disablekeys" - This is a flag. these are the keys that you can disable from input.
"hasplayed" - This variable assumes 1 s the player has played at least once. useful for the custom HUD
"hmapl" - This is the start index of hidden map. You can retrieve this when you joining too!
"hmapu" - This is the end index of hidden map. You can retrieve this when you joining too!
"inputtime" - The time when you press a key to make a combo, you need a supplementar param to use
it: "combostep". Example: getplayerproperty(0, "inputtime", getplayerproperty(0, "combostep"))
"joining" - This is 1 if tha player joining to play. Useful for custom HUD
"mapcount" - Map number of the player. You can retrieve this when you joining too!
"newkeys" - This is a flag. These are the new keys pressed in current frame
"numweapons" - It retrieves the number of weapon of the player. You can retrieve this when you joining
too!
"playkeys" - This is a flag. These are the keys to move the character in the level
"releasekeys" - This is a flag. These are the keys released in the current frame
"weapon" - This is a write only value. This is the weapon index. you need a supplementar param to use
it: anim_flag. Example: changeplayerproperty(0, "weapon", 2, 0) to change to weapon 2 and anim_flag 0
Property names:
"model" - Change the model by name, follow the name is another argument, 0 means keep current
animation, 1 means reset to default.
"velocity" - Follow by speed in x, z, a direction, entity will move in this speed each A.I. loop. These values
can be modified by A.I. functions, so it is almost useless until it is a non-AI controlled character,e.g., type
none.
"defense" - Change one of the defense factors of this entity. Follow by an integer specifies the attack
type(see 'openborconstant'), and a decimal value specifies the defense factor, e.g. 1.0 means reduce
damage of this type by 100%.
"offense" - Change one of the offense factors of this entity. Follow by an integer specifies the attack
type(see 'openborconstant'), and a decimal value specifies the offense factor, e.g. 1.0 means increase
attack power of this type by 100%.
"nograb" - An integer, whether this entity can be grabbed, see nograb/cantgrab property of entity.
"map" - Integer that sets color remap of entity. 0 = default, 1 = first remap, and so on. Icons are not
affected.
"damage_on_landing" - Damage that will be applied at end of a fall. If -1, entity will instantly recover at
end of fall and play "land" animation if it has one.
"attacking" - Enttiy's attack box status. When 0, attack box will not hit other entities.
"seal" - Entity's seal property. Entity cannot perform any special with an energy cost >= seal property.
"sealtime" - The elapsed gametime when engine will reset seal property to 0.
"blockpain" - Entity blockpain property. If intended damage from blocked attack >= blockpain, entity will
briefly twitch or play Blockpain animation if it has one.
"drain" - Follow with {drain}, {draintime}, {drainamt}, {drainrate} to change drain properties.
"rush_time" - how much time you have before rush has ended.
setspawnentry(propname, values)
Set a property of the spawn entry. These's a global spawn entry, you can change its properties so you can
use it to spawn an entity.
clearspawnentry()
spawn()
openborconstant(name)
Return the value or just an empty variant if the name is not supported.
Names
Types and subtypes for entity. Not all are listed, and not all listed are useful right now.
Type
"TYPE_NONE"
"TYPE_PLAYER"
"TYPE_ENEMY"
"TYPE_ITEM"
"TYPE_OBSTACLE"
"TYPE_STEAMER"
"TYPE_SHOT"
"TYPE_TRAP"
"TYPE_TEXTBOX"
"TYPE_ENDLEVEL"
"TYPE_NPC"
Subtype
"SUBTYPE_NONE"
"SUBTYPE_BIKER"
"SUBTYPE_BOOMERANG"
"SUBTYPE_NOTGRAB"
"SUBTYPE_ARROW"
"SUBTYPE_TOUCH"
"SUBTYPE_WEAPON"
"SUBTYPE_NOSKIP"
"SUBTYPE_FLYDIE"
"SUBTYPE_BOTH"
"SUBTYPE_PROJECTILE"
"SUBTYPE_FOLLOW"
"SUBTYPE_CHASE"
Attack types
"ATK_NORMAL"
"ATK_NORMAL2"
"ATK_NORMAL3"
"ATK_NORMAL4"
"ATK_BLAST"
"ATK_BURN"
"ATK_FREEZE"
"ATK_SHOCK"
"ATK_STEAL"
"ATK_NORMAL5"
"ATK_NORMAL6"
"ATK_NORMAL7"
"ATK_NORMAL8"
"ATK_NORMAL9"
"ATK_NORMAL10"
"ATK_LAND" = is for damage taken when damage_on_landing is applied, or from the engine's default
Throw system.
"ATK_LIFESPAN = attack type which happens when the LIFESPAN value is reached
"ATK_PIT" = its an attack type which happens when you fall on a hole
"ATK_TIMEOVER = attack type which happens when you got a time over
Level directions.
"SCROLL_RIGHT"
"SCROLL_DOWN"
"SCROLL_LEFT"
"SCROLL_UP"
"SCROLL_BOTH"
DIRECTION_LEFT
DIRECTION_RIGHT
DIRECTION_ADJUST_LEFT
DIRECTION_ADJUST_NONE
DIRECTION_ADJUST_RIGHT
Animation id.
"ANI_IDLE"
"ANI_WALK"
"ANI_JUMP"
"ANI_LAND"
"ANI_PAIN"
"ANI_FALL"
"ANI_RISE"
"ANI_ATTACK1"
"ANI_ATTACK2"
"ANI_ATTACK3"
"ANI_ATTACK4"
"ANI_UPPER"
"ANI_BLOCK"
"ANI_JUMPATTACK"
"ANI_JUMPATTACK2"
"ANI_GET"
"ANI_GRAB"
"ANI_GRABATTACK"
"ANI_GRABATTACK2"
"ANI_THROW"
"ANI_SPECIAL"
"ANI_FREESPECIAL"
"ANI_SPAWN"
"ANI_DIE"
"ANI_PICK"
"ANI_FREESPECIAL2"
"ANI_JUMPATTACK3"
"ANI_FREESPECIAL3"
"ANI_UP"
"ANI_DOWN"
"ANI_SHOCK"
"ANI_BURN"
"ANI_SHOCKPAIN"
"ANI_BURNPAIN"
"ANI_GRABBED"
"ANI_SPECIAL2"
"ANI_RUN"
"ANI_RUNATTACK"
"ANI_RUNJUMPATTACK"
"ANI_ATTACKUP"
"ANI_ATTACKDOWN"
"ANI_ATTACKFORWARD"
"ANI_ATTACKBACKWARD"
"ANI_FREESPECIAL4"
"ANI_FREESPECIAL5"
"ANI_FREESPECIAL6"
"ANI_FREESPECIAL7"
"ANI_FREESPECIAL8"
"ANI_RISEATTACK"
"ANI_DODGE"
"ANI_ATTACKBOTH"
"ANI_GRABFORWARD"
"ANI_GRABFORWARD2"
"ANI_JUMPFORWARD"
"ANI_GRABDOWN"
"ANI_GRABDOWN2"
"ANI_GRABUP"
"ANI_GRABUP2"
"ANI_SELECT"
"ANI_DUCK"
"ANI_FAINT"
"ANI_CANT"
"ANI_THROWATTACK"
"ANI_CHARGEATTACK"
"ANI_VAULT"
"ANI_JUMPCANT"
"ANI_JUMPSPECIAL"
"ANI_BURNDIE"
"ANI_SHOCKDIE"
"ANI_PAIN2"
"ANI_PAIN3"
"ANI_PAIN4"
"ANI_FALL2"
"ANI_FALL3"
"ANI_FALL4"
"ANI_DIE2"
"ANI_DIE3"
"ANI_DIE4"
"ANI_CHARGE"
"ANI_BACKWALK"
"ANI_SLEEP"
"ANI_FOLLOW1"
"ANI_FOLLOW2"
"ANI_FOLLOW3"
"ANI_FOLLOW4"
"ANI_PAIN5"
"ANI_PAIN6"
"ANI_PAIN7"
"ANI_PAIN8"
"ANI_PAIN9"
"ANI_PAIN10"
"ANI_FALL5"
"ANI_FALL6"
"ANI_FALL7"
"ANI_FALL8"
"ANI_FALL9"
"ANI_FALL10"
"ANI_DIE5"
"ANI_DIE6"
"ANI_DIE7"
"ANI_DIE8"
"ANI_DIE9"
"ANI_DIE10"
"ANI_TURN"
"ANI_RESPAWN"
"PLAYER_MIN_Z"
"PLAYER_MAX_Z"
"BGHEIGHT"
"MAX_WALL_HEIGHT"
These are the sound effects defined by the module and loaded at startup.
"SAMPLE_GO"
"SAMPLE_BEAT"
SAMPLE_BLOCK"
"SAMPLE_INDIRECT"
"SAMPLE_GET"
"SAMPLE_GET2"
"SAMPLE_FALL"
"SAMPLE_JUMP"
"SAMPLE_PUNCH"
"SAMPLE_1UP"
"SAMPLE_TIMEOVER"
"SAMPLE_BEEP"
"SAMPLE_BEEP2"
"SAMPLE_BIKE"
'playerindex' is an integer count from 0, that is, 0 means 1p, 2 means 3p, etc.
key names:
"jump"
"attack"
"special"
"esc"
"start"
"moveleft"
"moveright"
"moveup"
"movedown"
"screenshot"
"anybutton"
Return 1 only when all buttons in list are pressed, keep in mind.
NOTE* This method call is a bit buggy as of 8/8/2007. If not used in "key#.c" it will always return 0 unless
newkey? = 0. If used to detect multiple keys, 1 will be returned if ANY of the specified keys are pressed.
playmusic(name, loop)
To play a sound with normal defaults used by the engine, use the following settings (this will play the
beat sound): 'playsample(openborconstant("SAMPLE_BEAT"), 0, 120, 120, 100, 0);'
changepalette(index)
'index' is an integer, 0 means default palette, 1-? can be any palette you loaded with command palette in
level's .txt. If it is out of range, default will be used.
Only the onscreen entity's palette will change. Its icon (if any) will not.
killentity(entity)
This method wont display the entity's death animation, or any animation for that matter; the entity is
removed instantly. If you want to kill an entity with death animation, use damageentity().
'other' who damage this entity, can be itself, if you specify a player's entity, score will be added. Default
to the entity itself.
'type' attack type, e.g., a shock attack or attack1-10, see openborconstant, the constants starts with
'ATK_'
animnum - Animation id. Optional. If it is given, the range values of the animation will be used to test if
the target is in range.
Among other things, this is very useful for making range based or "guided" attacks.
drawbox(x,y,width,height,z,color,alpha)
return: none
drawline(x1,y1,x2,y2,z,color,alpha)
return: none
drawdot(x, y, z,color,alpha)
draw a dot at (x, y)
rgbcolor(value1,value2,value3)
the colors in computer are represented by 3 bytes in hexadecimal encoding (in form RGB).
ex. 0xFF0000 which is the color red. 0xFF is the red gradient R 0x00 is the green gradient G (empty) and
the last 0x00 is the blue gradient B. This is the RGB form.
some devices read the color from left to right and the others on the contrary.
for example the Wii reads 0xFF0000 as 0x0000FF that is blue instead.
allocscreen(width, height)
Create a screen, return the handle. Basically you should call it in levelscript, but it is up to you. Be sure to
store the handle or if you lose it you will not be able to free it, so it will take up memory until shut down.
You can exit the engine normally and check the log to see if you forget to releas some of them.
Similar to drawline, use the screen instead of the sprite queue. And also:
free(handle) Release a object created by script engine, it is now only available for the handle created by
allocscreen, until we add some other dynamic alloc methods. Basically you should call it in
endlevelscript, but it is up to you.
drawscreen(screen, x, y, z,alpha)
jumptobranch(name, immediate)
Go to branch by name. Branches is defined in levels.txt, check the manual for details.
immediate: when set to 1, you will go to that level immediately if you are currently in a level, or else, you
will still need to beat current level.
bindentity(entity, target, int x, int z, int a, int direction, int bindanimation, int sortid)
x, z, a: relative to target.
direction: 0 no change 1 same direction as target -1 opposite direction as target 2 always right -2 always
left
bindanimation: 0 No effect. 1 Keep same animation as the target. 2 Also keep same frame as the target.
4 Kill the entity if the animation doesn't match.
sortid: -1 by default. -1 means that the binded entity is on back the target. you can set 1 to show binded
entity in front of target or you can use what-you-want value.
Notice: You can combine those values for bindanimation, so it can be 6 which means 2 and 4.
changelight(int x, int z)
x, z: direction value, a positive x will make the shadow lean to the right, a positive z will make the
shadow upward, or else they will be flipped.
Give 256 or -256 to z will make the shadow as long as its owner.
changeshadowcolor(int colorindex)
changelevelproperty(name, propertyvalue)
Change a property value of current level, this function is not quite completed.
You need to provide at least two values (name and property value)
Some properties like "basemap", "wall" and "hole" needs more values.
"basemap",
"bgspeed"{float},
"cameraxoffset" {integer},
"camerazoffset"{integer},
"gravity" {float},
"hole",
"maxfallspeed" {float},
"maxtossspeed" {float},
"quake" {integer},
"rocking" {integer},
"scrollspeed"{float},
"type"{string},
"vbgspeed",
"wall",
Basemap has additional values (refer the manual for more information about Basemap):
"map" {integer},
"x" {float},
"xsize" {float},
"z" {float},
"zsize" {float},
"depth" {float},
"height" {float},
"lowerleft" {float},
"lowerright" {float},
"type" {integer},
"upperleft" {float},
"upperright" {float},
"x" {float},
"z" {float},
loadmodel(name)
"Load" a model that is currently set as "know" in models.txt.
loadsprite(path)
Load a single sprite from the path specified and return the handle for later use.
Notice, the sprite will never be free automatically by the engine until the engine is about to shutdown so
you have to keep the handle and free it manually later.
Notice, the offset of the sprite will be always (0,0) like any regular icon and panel.
Notice, the sprite is completely new, so if the path is used by an entity, there's not side effects if the
entity model is unloaded.
Draw a sprite.
z is depth, sprite with a greater z value will appear above those with smaller z values.
If more than one sprites use same z value, you need sortid to sort them, also, a greater value makes the
sprite appear above others. In most situations, just use 0.
See function setdrawmethod if you want to use special effects for the sprite.
Notice: the sprite handle must be valid, that means if the sprite is removed already, an error might
happen.
See function setdrawmethod if you want to use special effects for the sprite.
setdrawmethod(entity, int flag, int scalex, int scaley, int flipx, int flipy, int shiftx, int alpha, int colourmap,
int fillcolour, int rotate, int rotateflip, int transparencybg)
Set drawmethod for an entity or define a global drawmethod for other script functions.
flag defines whether the drawmethod is active, when set to 0, the drawmethod will not take effect.
scalex defines how the sprite will be stretch in x direction: sizex = original_sizex * scalex / 256
scaley defines how the sprite will be stretch in y direction: sizey = original_sizey * scaley / 256
flipx defines whether the sprite will be flipped left/right. 0 means don't flip and 1 means flip.
flipy defines whether the sprite will be flipped top/bottom. 0 means don't flip and 1 means flip.
shiftx defines how the sprite leans, like lightx in gfxshadow feature, in most situations you don't need
this.
alpha defines which alpha blending effect will be used. 0 means no alpha effect. -1 means the entity(if
given) will use its own alpha value.
colourmap(entity only) defines which colourmap will be used. 0 means no colourmap. -1 means the
entity(if given) will use its current colourmap.
fillcolour is the colour used by the entire sprite. 0 means don't fill the sprites.
rotateflip(entity only) means whether the entity will flip its rotate direction if the facing is changed.
transparencybg(screen only) means whether the screen will use transparency colour.
Notice: In 8bit mode, fillcolour is the index in palette, otherwise, it will be a RGB value which needs to be
calculate first(no system functions available now).
Notice: For screen, transparency colour is the first colour in palette(8bit) or pure black colour(which is
also 0).
Notice: If the entity parameter is an empty value, it will change the global drawmethod, and can be used
by other script functions like drawsprite or drawscreen.
Change drawmethod for an entity or define a global drawmethod for other script functions.
alpha, // Defines which alpha blending effect will be used. 0 means no alpha effect. -1 means the
entity(if given) will use its own alpha value.
beginsize, // Sets size multiplier of upper border. The upper border should be smaller than lower one
cause the former is farther
centerx, // Sprite's X offset. For an entity's animations this is initially the same as the frame offset.
Otherwise both is 0.
centery, // Sprite's X offset. For an entity's animations this is initially the same as the frame offset.
Otherwise both is 0.
clip, // Accepts all clipping attributes at once. Leave it alone and use the individual clip attributes instead.
fillcolor, // Is the colour used by the entire sprite. 0 means don't fill the sprites. An integer value, from 0
to 255, specify a color index in your palette. It can be used with alpha, fill current frame with this color.
You can either use a raw integer value or in R_G_B format, the later has better compatibility obviously.
flag, // defines whether the drawmethod is active, when set to 0, the drawmethod will not take effect.
fliprotate, // is binary value. When it is set to 1(should be only 0 or 1, not other values), the entity will
change the rotate value when the direction is changed(entity's direction, if you use flipx for the frame, it
is not affected), the rotate value will be 360-original, so
flipx, // defines whether the sprite will be flipped left/right. 0 means don't flip and 1 means flip. An
integer value, when set to 1, the frame will be flipped leftright.
flipy, // defines whether the sprite will be flipped top/bottom. 0 means don't flip and 1 means flip. An
integer value, when set to 1, the frame will be flipped updown.
remap, // Defines which colourmap will be used. 0 means no colourmap. -1 means the entity(if given)
will use its current colourmap.
scalex, // Defines how the sprite will be stretch in x direction: sizex = original_sizex * scalex / 256
scaley, // Defines how the sprite will be stretch in y direction: sizey = original_sizey * scaley / 256
shiftx, // defines how the sprite leans, like lightx in gfxshadow feature
table, // Pointer to color table in use by sprite. As always, if you apply a color table with cells that don't
line up with the sprite's original table, you'll get Rainbow Dash with a hangover.
tintcolor, // Will tint the sprite with given tintcolor, in alpha mode tintmode
transbg, // Behavior of the transparent color. 0 = Display the transparent color. 1 = Do not display
transparent color. It's more efficient to display the transparent color, so use this option where your
module design permits. Good candidates are the last layer in backgrounds, certain panels, signs, and so
on.
wavelength, // Determines length of sine wave in pixels. It's repeated since it's sine wave. Only apply if
{watermode} is not 3 (see below)
wavespeed, // Determines the moving speed of sine wave. Only apply if {watermode} is not 3 (see
below)
wavetime, // (elapsed_time + text_time) * wavespeed each time a layer in the level is drawn. Has no
functionality, it's mostly a debugging tool.
xrepeat, // Determine how many times the image will repeat in X axis. Setting 0 will make layer not
drawn at all (it will become palette holder). Setting -1 will make it repeat forever
yrepeat, // Determine how many times the image will repeat in Y axis. Setting 0 will make layer not
drawn at all (it will become palette holder). Setting -1 will make it repeat forever
Notice: In 8bit mode, fillcolour is the index in palette, otherwise, it will be a RGB value which needs to be
calculate first(no system functions available now).
Notice: For screen, transparency colour is the first colour in palette(8bit) or pure black colour(which is
also 0).
Notice: If the entity parameter is an empty value, it will change the global drawmethod, and can be used
by other script functions like drawsprite or drawscreen.
path, the gif file path, like first parameter of command animation in scene txt.
x, y position of the gif animation, like 2nd and 3rd parameters of command animation in scene txt.
Notice: path is required. All other parameters are optional, and default value is 0.
Notice: it needs some extra memory to play a gif file, about 75kb if the screen is 320x240/8bit.
path, the gif file path, like first parameter of command animation in scene txt.
Notice: path is required. All other parameters are optional, and default value is 0.
Notice: a webm is played ONLY if the device has the webm support.
checkrange(entity, target, int animid)
Check if the given target is in range. Range, rangez, rangea of the specified animation will be used for
checking.
animid - animation id. Optional. If it is not given, current animation will be used.
This method allow the entity to do an attack, not just give it attack animation.
resetable - Optional. If current animation number is same as this one, and resetable is 1, current
animation will be reset or else, the anim will be ignored.
Notice: If you provide anim parameter, and this function is called in an animation script, you probably
need to add a return behind it because the animation might be changed and the animation script will be
re-called.
it works like performattack() but just you play an animation without animation loop.
stalltime - how long will current idle status last, in game tick. 200 will be about 1 second. Optional.
Notice, idle status means the entity can change to other status automatically by the engine. So
walk/run/idle can all be treated as idle.
Also notice, you can set velocity for the entity later to simulate walk/run.
getentity(int index)
If this method succeeds it will return the entity handle, but be sure to check "exist" property by
getentityproperty because it might be a dead one. If index is out of range, this function will return an
empty value, make sure you check it if you are not sure.
Notice, the entities are not always in same order, if you call it during a gameloop, it is safe, but if you use
same index next time, the result might be different.
MAX_ENTS is a large number, but most mods only have few entities on screen, so you should use
openborvariant("ent_max") instead, it is a variable, so make sure you get it in different game loop.
recordinputs(value,pathname,filename)
This function allow you to rec/play your gameplay. It's a replay! Useful for attract mode for example.
pathname: is the pathname string. if set "" value (empty string) default pathname will be saves openbor
path
value:
1 to rec
2 to play
3 to free (dont worry when you use 0 you free the buffer too). the 3 param is not really useful.
usage:
to rec: recordinputs(1,"","myrec.inp");
to play: recordinputs(2,"","myrec.inp");
to stop: recordinputs(0);
to free: recordinputs(3);
note: you need for a deterministic game and so is not allowed a custom seed. If you change anything in
your mod or change the engine version you need to re-record the gameplay!! I raccomanded you to
disable all keys during the gameplay with new playerproperty(pindex,"disablekeys") excluded keys to
stop the gameplay. then reactivate the Keys. to disable keys just
changeplayerproperty(pindex,"disablekeys",openborconstant("FLAG_START")
+openborconstant("FLAG_ATTACK")); for example to re-enable keys just:
changeplayerproperty(pindex,"disablekeys",0);
getrecordingstatus()
Entityproperty
"aggression" -
"aiattack" -
"aiflag" -
"aimove" -
"animal" -
"animating" - In return 0 if the entity isn't in animation (static frame), 1 if animation forward (from 0 to
X) and -1 if animating backward (from X to 0). Example AI enemies when walking back have "animating"
== -1.
"animation.handle" -
"animheight" -
"antigrab" -
"antigravity" -
"attackid" -
"attacking" - Entity's attack box status. When 0, attack box will not hit other entities.
"attackthrottle" -
"attackthrottletime" -
"autokill" -
"base" - Altitude base where is the entity on, if a equals base, this entity is in air.
"bbox" -
"blink" -
"blockback" -
"blockodds" -
"blockpain" - Entity blockpain property. If intended damage from blocked attack >= blockpain, entity will
briefly twitch or play Blockpain animation if it has one.
"boss" -
"bounce" -
"bound" -
"candamage" -
"chargerate" -
"colourmap" -
"colourtable" -
"combostep" -
"combotime" -
"damage_on_landing" - Damage that will be applied at end of a fall. If -1, entity will instantly recover at
end of fall and play "land" animation if it has one.
"dead" -
"defense" - Return one of the defense factors of this entity. Follow by an integer specifies the attack
type(see 'openborconstant', and also 'changeentityproperty').
"dot" -
"dropframe" -
"edelay" -
"energycost" -
"escapecount" -
"escapehits" -
"facing" -
"falldie" -
"flash" -
"freezetime" -
"frozen" -
"grabbing" - Entity currently held in a grab (if any). Only returns currently held entity.
"grabforce" -
"guardpoints" -
"hasplatforms" - It returns 1 if the entity you set is has a platform in current animation
"height" - Height of a entity. If not set, you can't hit the latform with head.
"hitbyid" -
"hitheadplatform" - It returns the platform handler if the entity hit the platform with head and set the
entity height > 0
"hmapu" - End index of hidden maps that you set with hmap X Y.
"hostile" -
"icon" -
"iconposition" -
"invincible" -
"invinctime" -
"jugglepoints" -
"jumpheight" -
"jumpmovex" -
"jumpmovez" -
"jumpspeed" -
"knockdowncount" -
"komap" -
"landedplatform" - It returns the platform handler where the entity is on if entity is on, otherwise it
returns NULL()
"landframe" -
"lifeposition" -
"lifespancountdown" -
"link" -
"map" - Current color remap in use. 0 = default, 1 = first remap, and so on.
"mapdefault" -
"maps" -
"maptime" -
"maxguardpoints" -
"maxhealth" - Max health.
"maxjugglepoints" -
"mpdroprate" -
"mprate" -
"mpset" -
"mpstable" -
"mpstableval" -
"nameposition" -
"nextanim" -
"nextmove" -
"nextthink" -
"no_adjust_base" -
"noaicontrol" -
"nodieblink" -
"nodrop" -
"nograb" -
"nohithead" - set nohithead 1 in entity.txt and even if you set an height for the entity, if it hit a platform
with nohithead param set to 1, the entity will not block with head by a platform. But this platform will be
walkable however. default is 0
"nolife" -
"nopain" -
"offscreen_noatk_factor" - set the chance (you need 1.0) has the enemy to attack offscreen. if you set
1.0 (NO ATK FACTOR) the enemy will not attack offscreen
"offscreenkill" - set after how many pixels offscreen the enemy can die
"opponent" - Last entity interacted with (damaged, damaged by, grabbed, etc.). Essentially this returns
whoever would be showing up on a player's enemy life meter, but works for all entities.
"owner" -
"pain_time" -
"parent" -
"path" -
"pathfindstep" -
"playerindex" -
"position" -
"projectilehit" -
"range" -
"releasetime" -
"running" -
"rush_time" - how much time you have before rush has ended.
"score" -
"scroll" -
"seal" - Entity's seal property. Entity cannot perform any special with an energy cost >= seal property.
"sealtime" - The elapsed gametime when engine will reset seal property to 0.
"setlayer" -
"shadowbase" -
"sortid" -
"spawntype" -
"speed" -
"sprite" -
"spritea" -
"stalltime" -
"stats" -
"staydown" -
"staydownatk" -
"subentity" -
"subject_to_basemap" -
"subject_to_gravity" -
"subject_to_hole" -
"subject_to_maxz" -
"subject_to_minz" -
"subject_to_obstacle" -
"subject_to_platform" -
"subject_to_screen" -
"subject_to_wall" -
"takeaction" -
"think" -
"thold" -
"throwdamage" -
"throwdist" -
"throwframewait" -
"throwheight" -
"tosstime" -
"trymove" -
"vulnerable" -
"walkoffmovex" -
"walkoffmovez" -
"weapent" -
"weapon" - Set/get the weapon index but it accepts a second param, anim_flag: if set to 1 for scripted
midair weapon changing, default 0
loadgamefile()
loadgamefile(): reload saved level file from saves (example bor.sav)
getsaveinfo(set_index, prop)
if a game has 3 SETS (ex ARCADE, VERSUS, TRAINING), set_index will be 0 (ARCADE) or 1 (VERSUS) or 2
(TRAINING).
"level"
"stage"
"times_completed"
"score"
"lives"
"credits"
"name"
"playername"
"health"
"mp"
getsaveinfo(0, "SCORE") returns the score in ARCADE set (if the set 0 is ARCADE for example) in the last
playing.
playgame(set_index, usesave)
set_index like getsaveinfo and usesave == 1 if you want continue your game from a loaded file, else use
2.
Example: playgame(0,1) to continue the ARCADE mode or playgame(0,2) to start an ARCADE mode.
options()
shutdown()
gotomainmenu(flag)
to go to main menu
allocscript(name, comment)
loadscript(handle, path)
it loads a script in the handle created by allocscript() from the specified path.
executescript(handle)
it executes a script.
loadscript(handle,"data/scripts/script.c");
compilescript(handle);
executescript(handle);
NOTE: if you want you can create a script file with filestream functions. then you can load and execute
your script on fly!
String Functions
strinfirst(string, substring)
it search SUBSTRING in STRING and if the substring is in string returns the substring, else it returns -1;
that is the func search in the string from right (not from left)
strleft(string, index)
strright(string, index)
like strleft() nut it return the right part from INDEX to END_OF_STRING
strlength(string)
strwidth(string)
useful to align a string in the screen specially if you use multi-byte strings.
EXAMPLE: strwidth("HELLO");
EXAMPLE of substr() and getchar():
if ( strlength(str) > 0 ) {
if ( strlength(str) > 1 ) {
index = 1;
return str;
return str;
checkhole(x,z,y)
y is optional but if you use it, then you can detect an hole just if hole height (default 0) >= y
checkholeindex(x,z,y)
it works like checkhole() but it returns the index of hole in the level, otherwise it returns -1
y is optional
checkwall(x,z,y)
it returns the height of wall from 0 (not wall or height 0) to... X height
y is optional but if you use it, then you can detect walls from height y, otherwise with just 2 params (x,z)
it uses the default value (y = 100000)
checkwallindex(x,z,y)
it works like checkwall() but it returns the index of wall in the level, otherwise it returns -1
y is optional
checkbasemap(x,z)
it returns the base height in X,Z coords.
checkbasemapindex(x,z)
it works like checkbasemap() but it returns the index of basemap in the level, otherwise it returns -1
checkplatformbelow(x,z,y)
it returns the platform handler (entity) in X,Z coords below y height, otherwise it returns NULL()
checkplatformabove(x,z,y)
it returns the platform handler (entity) in X,Z coords above y height, otherwise it returns NULL()
checkplatformbetween(x,z,y_min,y_max)
it returns the platform handler (entity) in X,Z coords and bewteen y_min and y_max, otherwise it returns
NULL()
generatebasemap(map_index,rx,rz,x_size,z_size,min_y,max_y,x_cont)
map_index: is the index of basemap. the new basemap must have last_index + 1 -> last_index + 1 ==
openborvariant("numbasempas")
x_cont: is an optional parameter. yif you set it you generate a basemap from x to x_cont as you set from
min_y,max_y param, but from x_cont to x_size
the basemap will have max_y height. Example: generate_basemap(index, rx, rz, x_size, z_size, min_y,
max_y, x_cont); from x_cont to x_size basemap will have the max_y height.
you can handle basemap via get/change levelproperty too to create custom basemap. For example
generatebasemap() is the hardcoded version of:
void change_basemap(int map_index, float rx, float rz, float x_size, float z_size, float min_y, float max_y,
int x_cont) {
float x,z;
float delta,y,tmp;
int dir = 0;
else
dir = 0;
tmp = min_y;
min_y = max_y;
max_y = tmp;
if ( x == x_size-1 ) y = max_y;
if ( x_cont != NULL() ) {
if ( x+rx >= x_cont ) y = max_y; // connect with the wall more smoothly
} else {
}
Sound Functions
Pauses the music abruptly. technically, it toggles the variable 'sound_pause_music', commonly used for
the pause menu to stop the music while the pause menu is present.
name: pathname
With only fade as parameter, it fades the music in or out. Adding parameters, it will replace the current
music.
name: pathname
setmusicvolume(left, right)
setmusictempo(ratio)
{ratio} is tempo. Normal ratio is 100. Higher the value, higher the tempo and vice versa.
pausemusic(toggle)
toggle: 1 or 0. 1 to pause music
pausesamples(toggle)
pausesample(toggle,channel)
isactivesample(int channel)
sampleid(channel)
querychannel(sound_id)
query a channel to search is a sound is active. it returns the channel where sound_id is active.
loadsample(filename, log)
filename: filename to load
unloadsample(id)
NOTE: to get last sound played use openborvariant("sample_play_id") and to get the max number of
channels use: openborvariant("maxsoundchannels")
int channel;
if ( playid ) {
channel = querychannel(playid);
//drawstring(20,50,0,channel);
}
return playid;
Troubleshooting
==NONFATAL==: If your mod isn't crashing, but it's still acting funny, check this list:
Q: After downloading a new version of OpenBoR, my HUD (life bar, time, etc.) appear at the bottom of
the screen and my options and controls are messed up!
Sometimes, the format of the file SETTINGS.SAV will be changed. When this happens, you'll need to
delete the SETTINGS.SAV file you currently have in the same folder as OpenBoR and re-open OpenBoR.
OpenBoR uses a pallete system. Make sure the entities have the correct pallete.
Are you sure you have given attackboxes in their attack animation?
Q: I'm using latest version of OpenBoR but something doesn't work like before!
You probably found a bug or something has been changed in the engine.
Before reporting, double check your find to ensure that it's true. Also please give details for your report.
==FATAL==: If your mod is crashing, OpenBoR will store a little error message in "OpenBoRlog.txt" inside
the Logs folder. That's for the Windows version, in DOS the log file is "OpenBoRl.txt". The last line is the
error message.
Check the path, is the path typed correctly? If it is look for the file, is it placed in right folder or not?
Something is wrong with the file at {path}. Some possible known causes:
One of the file or folder names in the path is too long. OpenBoR can read from files and folders whose
names are longer than 8 letters (excluding the extension) but the old packer can't compile those files or
folders. To solve this either shorten file/folder name or download newest packer from www.lavalit.com.
Another possible reason is the file is corrupted. Try remaking the file.
The game tried to make an alternate pallete (remap) of {path1} using the data in {path2}, but couldn't.
Some possible known causes:
{path1} and/or {path2} do not exist. They may actually exist and just have the wrong name, so check
your spelling if the files are there.
{path1} and {path2} are not based on the same image. They should be the exact same pictures EXCEPT
that certain colors in one file have been replaced with another.
The line {com} is somewhere in {path}. However, OpenBoR does not have any code for handling {com},
and doesn't know what to do.
Make sure you have the latest version of OpenBoR. New features won't work in older versions.
Q: Unable to load file (may be out of memory)
This is a real sneaky error. It means that one of your .txt files which was just loaded doesn't end with a
blank line.
To fix this, just go to the last line in the offending .txt file(s) and press enter once.
This will only crash OpenBoR when the problem file is actually loaded, not when it is 'known' while
loading files at the start.
Q: DOS/32A warning (9003): real mode interrupt vector had been modified: INT 43h
Roel (creator of the original BoR) finally found out some more about this. It's a Windows/DOS video
mode emulation thing. Don't worry about it. It won't damage anything. We think.
Other Stuff
OpenBoR adds a lot to an already powerful, simple engine. But you can take things even further with a
little thought.
Just because they're called SHOCK, FREEZE and BURN doesn't mean they need to be bolts, icicles and
flares. They could be other elements, or not even elements at all- ever noticed that most fighting games
have separate graphics for low, mid, and high-level attacks? Or ever wanted a character to just sit still for
a second or two? Among other things...
Related to above, various attackboxes, SHOCK and BURN can be used to make custom slams and custom
throws. There are many commands that also helps making them.
Text objects pause the game and can play an animation. You can use it for cutscenes which don't end the
level. - Use them wisely as they have to be stored in RAM, while cutscenes are streamed in real-time.
Enemies can drop other enemies. That means you can create enemies with second forms.
An entity's offset, bbox, attack box, platform box, etc. don't need to overlap. Or even be close to one
another.
Cutscenes:
There is a difference in the format for animated .gif files and not-animated .gif files. In other words, if
you have a single-frame animated .gif, it would be read by OpenBoR differently than an identical non-
animated .gif.
data/scenes/logo.txt
data/scenes/gameover.txt
data/scenes/title.txt
data/scenes/titleb.txt
Score:
When you hit an enemy, you get 5x the attack's damage in points.
THROWing an enemy will earn you the attack's damage in points (you don't get any multipliers).
You get 5x the attack's power in the player's .txt file, not the damage dealt. So an attack with 1000 power
would always give 5000 points.
Time:
Try to keep in mind how long it might take a player to beat a group of enemies or a boss. It feels kind of
dissapointing to last 99 seconds against a high-health boss or endless stream of enemies, only to die
from time over.
To create an item which recovers a player's time, name it Time in it's .txt file and in MODELS.txt and give
it a 'health' and 'score' value of 0.
Projectiles:
Knives fly straight forward. They can fly over pits unless they are on the ground.
Stars can only be thrown during jumps. Three fly out at downward angles.
Player Swapping:
'load'ing a player character in a level's .txt file will cause the player's character to become the loaded
character. You can't bring the character select screen back up, though.
You can allow players to "unlock" characters in-game by only "know"ing the player in MODELS.txt, but
putting an item which "load"s the entity in it's header. If a player grabs the item, they will be able to
select the new character whenever they run out of lives or go to the select screen. This isn't saved when
you close the game, though.
Other notes:
Both OpenBoR.exe and WAV2BOR.exe only work with short file names. If you put them in directories
with a file or folder name longer than 8 characters, they won't work.
Fun:
Try to keep your mod interesting. The original BoR engine had a lot of neat tricks and fun potential which
was never realized, and OpenBoR increases those possibilities exponentially. Think carefully about what
you do with them.
The little things make a difference. The secret enemy in the original BoR's elevator, the wacky names, the
entire hidden stage...
There are more fighting styles than just the standard Hadoken fireball/uppercut/spin kick. Try different
attacks out. There are some interesting styles and attacks out there. Variety is the spice of life, right?
It's possible to make 2D levels like ones in Mario Bros. If you set 'zmin' and 'zmax' (see above) the same,
levels will turn to 2D.
Animations: NA**
Models: NA**
Panels: 52 (26) - This is the number of individual panels that may be used in a single level. Although the
actual limit is 52, you may only use 26 as panels are ordered by letter and no method has been set to
move beyond this number.
Panel Use: 100 - This is the number of panel definitions you may use in a single level.
Weapons: NA** (31)- The actual number of weapon models is NA**, but the weapon list in a single
model text is limited to 31 items. Switching models directly via script can bypass this limitation for an
infinite number of alternates.
Remaps: 30 - Total number of color maps (including the default) available for each model.
Name length: 40 - Number of characters you may use for each entity's name. Remember spaces also
count as characters.
Level Spawns: 600 - Maximum number of spawns in each level.txt. Projectiles, scripted spawns, and use
of the spawnframe/summonframe commands do not count toward this limit.
Hole: 40 - Number of uses you have for the Hole command per level.
Levels: 100
Difficulty levels: 10
Rush Count: 65,535 - Highest value displayable by the Rush Count (combo meter).
- NA means this particular caveat is no longer limited by source code. In other words, if you want to
create a mod with 10,000 models, 5000 animations or an animation with 500,000 frames, that's your
business. Keep in mind however that with great power comes great responsibility; it is up to you to
properly manage hardware resources (in particular memory), especially if you intend for your module to
play on consoles.
FAQ
It's anything you load in Models.txt. It's basically a .txt file which tells the game how to display and use a
player, an enemy, a barrel, an apple, etc...
Q: What's a "hud?"
HUD: Heads-Up Display. It's what shows you life, your score, your player, etc. It's a display which gives
you a heads-up as to what's going on.
Nope, sorry.
Q: I can't find any info about scripting in OpenBoR here! Where is it?
I am really sorry about that. Scripts are more complex than usual commands listed above and they
require more explanation. Also scripting basics are required for using scripts.
Q: Help! My settings are all wrong/My controls have randomly changed/My high scores were replaced by
gibberish!
The settings file format may have changed. Try deleting or moving your settings.sav file in the same
directory as OpenBoR and reopening OpenBoR.
This is a known issue. It seems the Dreamcast VMU (which is the only way to save on the DC) doesn't get
along very well with OpenBoR, and getting them to work together would require too many major
changes to be possible.
Windows, DOS, Dreamcast, PSP, GP2X and X-Box binaries/executables are vailable in in the recent
releases by SumolX. The PS2 and GP32 ports of the original BoR were all done by separate coders, none
of whom have expressed interest in porting OpenBoR. Without skilled coders for those platforms, those
ports will not be possible. As of this time, I don't think the NDS version by GPF is done yet.
BoR is the original Beats of Rage. It is a free game made by Senile Team [1]. It doesn't have most of the
features found in OpenBoR, but it is the original.
OpenBoR was an upgraded version of BoR which has been worked on by many coders. DarkBoR was an
alternate version of BoR which has several unique features such as an MP bar and enhanced weapons
support. It was developed by Tails, but it is now merged with OpenBoR to make a single engine.
BoRHed is an edit of BoR with new features similar to OpenBoR. It is developed by Lord_Ball and
hopefully will be merged soon with OpenBoR.
Age of the Beast (AotB) is a "sequel" of sorts to the original BoR. The storyline, characters and music are
original work made from scratch, but some basic gameplay elements will be similar to the original BoR.
It's being developed by Senile Team, creators of the original BoR.
OpenBoR is by far the best choice as of this moment. Each version has its advantage though:
The original BoR is the only version with certain ports (such as PS2 or GP32) so it has the greatest
compatability.
OpenBoR has many new features and backwards compatability to the original BoR or DarkBoR. It also is
the most optimized version.
HoR was designed for overhead/sideview shooters, so that's something of a different situation.
Age of the Beast isn't out yet. So, um, it's not really a choice at the moment. You may be able to create
multiple versions compatabile with the
different versions of BoR, like how game companies release cross-platform games. That's extra work,
though.
Q: I'm amazed to see 10 different attackboxes. Why would someone need that many?
You should be amazed on the effects you could make with them. With many attackboxes, modders can
make an attack that push an opponent backwards, pull him/her, launchers and other cool effects.
When it's done. Coding games is actually a difficult and annoying not-tons-of-fun task. Especially when
you don't get paid. And even more so if people ask for demo versions or release dates. It's being worked
on. It'll come when it's ready. Asking will at best do nothing and more often just slow things down.
[2].
Report bugs at the OpenBoR Sourceforge site to allow to track them easier.
http://sourceforge.net/projects/openbor/ (==Select Tracker[=*=]Bugs==)
5 - Medium = Something is just not working correctly and effects the engine in a strange way.
If you do want to ask for new features, think first. How many people besides you would use the feature?
Would it be possible to program? Would it make problems with older versions? Has someone else asked
for something similar? If you still want to ask, be sure to do so nicely. The people in the BoR scene are
nice, and they are not getting paid for this, so they deserve some little thanks, right?
Also try making them with scripts. If they are doable with scripts, your request for them will be rejected.
Awesome! Head to LavaLit forums and let SamuraiX know. As a warning, even if your addition is really
good, it may not be added. Backwards compatability, speed, memory, and Dreamcast/PSP compatability
are all important factors in what gets added or not.
Of course. If you're only making small, mod-specific changes (like changing the design of system menus),
go ahead. If you're making larger changes (like new features or options), it would be nice if you
mentioned it on the OpenBoR forums, but that's still not enforced or anything.
Information on how to compile the code for PC, PSP, Dreamcast, GP2X and other platforms can be found
at LavaLit.com
[3].
Links
Credits
Beats of Rage
Senile Team:
Roel (Opla):
Original BoR source code and engine, major improvements in OpenBoR code, some original BoR
graphics.
Neill Corlett:
OpenBoR
L@Cible:
Kirby2000:
OpenBoR Maintainer 2004-2005, 4 player support.
CGRemakes:
SumolX:
uTunnels:
OpenBoR Coder
Tails:
Lord_Ball:
BoRHed, HoR.
Drikobruschi:
Kbandressen:
OpenBoR Coder
Orochi_X:
OpenBoR Coder
White Dragon:
OpenBoR Coder
Fugue:
O Ilusionista:
OpenBoR Manual contributions: Bloodbane, bWWd, Zamuel, Christuserloeser, Damon Caskey, White
Dragon.
Sega:
SNK: