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Bauxite, the scripting language for RPG in a Box, is a simple imperative language designed specifically for the engine. The syntax for Bauxite is useful to know for creating quick scripts for tiles and objects in the Map Editor or for script nodes in the Dialogue Editor.
Statements are the basic building blocks of Bauxite and represent a particular action to be taken. A statement can be either a function call, assignment of a value to a variable/property, or control statement (i.e. “If” statement, “While” loop, or “For” loop). Multiple statements must be separated from each other using semicolons (;). Whitespace between statements is ignored, although newlines and indentation are recommended for ease of reading.
Calling a function instructs the game to execute some piece of logic, for example to display a message to the player or to move the camera to a specific location. See Scripting Reference for a comprehensive list of built-in functions that can be called.
lock_camera(); move_camera("cam_position_01"); start_dialogue("cutscene_01");
Assignment statements allow you to assign values to variables, properties, stats, etc. You can use the “=” operator to place a value directly into a variable or, when working with numeric values, one of the four compound operators to first perform a calculation and then place the resulting value back into variable.
|=||Places the value on the right-hand side into the variable on the left-hand side.|
|+=||Adds the value on the right-hand side to the current value of the variable on the left-hand side, then places the resulting value back into the variable.|
|-=||Subtracts the value on the right-hand side from the current value of the variable on the left-hand side, then places the resulting value back into the variable.|
|*=||Multiplies the value on the right-hand side by the current value of the variable on the left-hand side, then places the resulting value back into the variable.|
|/=||Divides the value on the right-hand side by the current value of the variable on the left-hand side, then places the resulting value back into the variable.|
$rand_num = random(1, 20);
entity["sign_01"].property["message"] = "I am a sign!";
player.stat["max_hp"] += 5;
Control statements affect the flow of your script, either by branching or looping through a set of statements multiple times. These include “If” statements, “While” loops, and “For” loops.
If statements allow you to branch your logic according to the results of a condition being evaluated. In the order listed, it consists of the keyword “if”, a condition to check, the “then” keyword, any statements to execute if the condition is true, optionally one or more set of “elseif” conditions, optionally the “else” keyword followed by any statements to execute if none of the previous conditions were true, and lastly the “end” keyword. See Conditional Expression for more information and a list of valid comparison operators that can be used in the condition.
if global.property["gem_count"] > 5 then display_message("You've collected more than 5 gems!"); end;
if player.inventory contains "ITEM_0001" then remove_item("ITEM_0001"); display_message("The door is now unlocked!"); self.property["locked"] = false; else display_message("You need a gold key to unlock this door."); end;
$rand_num = random(1, 20); if $rand_num > 15 then give_item("ITEM_0001"); elseif $rand_num > 10 then give_item("ITEM_0002"); else give_item("ITEM_0003"); end;
While loops allow you to execute a set of statements repeatedly as long as a particular condition evaluates to true. In the order listed, it consists of the keyword “while”, a condition to check, the “do” keyword, any statements to execute if the condition is true, and lastly the “end” keyword. See Conditional Expression for more information and a list of valid comparison operators that can be used in the condition.
display_message("You entered a pool of regeneration!"); global.property["regen_hp"] = true; while global.property["regen_hp"] do player.stat["hp"] += 1; wait(2); end;
For loops allow you execute a set of statements a given number of times based on an iterable expression (e.g. an array of values). In the order listed, it consists of the keyword “for”, a variable name that the current value will be assigned to, the “in” keyword, an expression to iterate though, the “do” keyword, any number of statements to execute, and lastly the “end” keyword.
display_message("The explosion damages all of the enemies!"); for $slime_entity in group["slimes"] do damage_entity($slime_entity, 5); end;
$item_list = array["ITEM_0001", "ITEM_0002", "ITEM_0003"]; for $item_id in $item_list do give_item($item_id); end;
Gives one of every item in $item_list to the player by iterating over the entire array.
for $i in range(1, 4) do give_item("ITEM_000" + str($i), $i); end;
Gives the following items to the player: one of ITEM_0001, two of ITEM_0002, and three of ITEM_0003.
There are several data types available in the scripting language used to represent a value or, in the case of an array or codex, a collection/list of values. These values can be stored in variables or properties (see assignment statements above, or Set Global Property and Set Entity Property), and can be compared to another value of the same type using a conditional expression.
|String||“Hello, world!”, “This is a string.”|
|Coordinate||coord[1, 2, 3], entity[“slime_01”].coord|
|Color||color[255, 0, 255]|
|Entity||player, self, entity[“sign”]|
|Array||array[“A”, “B”, “C”], group[“room_01”], self.groups|
|Codex||codex[“id”: “ITEM_0001”, “count”: 5]|
An array is simply a list of values, such as the entities belonging to a group, the tags assigned to a model, or even a custom set of values defined directly within a script. Refer to the Array documentation for more examples, as well as information about the available functions that can be used to manipulate an array's values.
|User-Defined||List of custom values declared with the “array” syntax.||array[“A”, “B”, “C”]|
|Range||List of integers based on a set of parameters.||range(1, 5)|
|Entities in a Group||List of all entities assigned to a map group.||group[“slimes”], group[“trap_tiles”]|
|Groups for an Entity||List of all group to which an entity belongs.||self.groups, entity[“some_id”].groups|
|Tags for an Entity||List of tags assigned to an entity's model (see Model Properties).||player.tags, initiator.tags|
The values in an array can be iterated through using a “For” loop, or you can get the value at a specific position within the array using the index syntax my_array[x], where “my_array” is an array variable and “x” is an integer ranging from 0 to one less than the array size. See below for some example script usages.
for $slime_entity in group["slimes"] do damage_entity($slime_entity, 2); end;
Deals 2 damage to all entities in the “slimes” group.
if player.tags contains "human" then display_message("No humans allowed!"); end;
Displays the message if the player model's tag list contains the “human” tag.
$dungeon_map_list = array["room1", "room2", "room3", "room4"]; load_map($dungeon_map_list[random(0, 3)], coord[0, 0, 0]); $item_list = array["ITEM_0001", "ITEM_0005", "ITEM_0008"]; give_item($item_list[random(0, 2)], 5);
Loads a random map from the “dungeon_map_list” array variable (“room1” through “room4”), then gives the player 5 of a random item from the “item_list” array variable.
A codex is a data type with its data stored as key/value pairs. The key is a unique string and acts as a lookup for its corresponding value within the codex, similar to a dictionary. See Codex for more information and some scripting examples.
The “null” keyword represents the absence of a value. It can be used to check whether or not a variable has been assigned a value yet, or if a reference to an entity is valid.
if x == null then print("Variable x is not yet defined or has no value."); end;
if entity["some_id"] != null then remove_entity(entity["some_id"]); end;
set_player_movement_locked(true); $target_tile = tile[7, 8, 0]; if $target_tile == null then print("Target tile doesn't exist."); else move_player($target_tile); end;
Action functions are used to trigger certain actions or events in your game, such as loading a map, playing an animation, or healing a character. These functions allow you to control the flow of your game and help give life to its world! A full list of the available functions can be found on the scripting reference page.
The random number function generates an integer value within the given range (inclusive of the minimum and maximum value). It can be used in scripts anywhere a numeric value is expected or allowed.
Waits for a random amount of time between 1 and 5 seconds.
if random(0, 100) <= 25 then give_item("ITEM_0001"); else give_item("ITEM_0002"); end;
Gives either ITEM_0001 or ITEM_0002 to the player, with a 25% chance that the item will be ITEM_0001.
The range function generates an array of integers based on the supplied parameters. With one parameter, say “a”, it generates a list starting with 0 and ending with one less than “a”. With two parameters, say “a” and “b”, it generates a list starting with “a” and ending with one less than “b”. With three parameters, say “a”, “b”, and “c”, it generates a list starting with “a”, incrementing by “c”, and ending before “b” is reached. See below for some examples of each scenario.
List of integers from 0 to, but not including, 5 (i.e. 0, 1, 2, 3, 4).
List of integers from 12 to, but not including, 15 (i.e. 12, 13, 14).
range(0, 9, 2)
List of integers from 0 to, but not including, 9, with an increment of 2 (i.e. 0, 2, 4, 6, 8).
range(5, 0, -1)
List of integers from 5 to, but not including, 0, with an increment of -1 (i.e. 5, 4, 3, 2, 1).
The inverse function returns the inverse, or opposite, of a value. It can be used in scripts anywhere a value of the original type is expected or allowed. Refer to the table below for a list of the supported data types and examples of resulting values.
|Number||inverse(17) will return -17|
|Boolean||inverse(true) will return false|
|Coordinate||inverse(coord[-3, -4, 5] will return coord[3, 4, -5]|
|Color||inverse(color[128, 255, 0] will return color[127, 0, 255]|
|Cardinal Direction||inverse(NORTH) will return SOUTH|
|Navigation Type||inverse(WALK_AND_INTERACT) will return PENDING|
Rotates the player character to be facing in the opposite direction that the goblin is facing.
There are two functions available for converting between a string and a number: str and num. When a variable or property is known to contain a numeric value and you need to concatenate it with a string, you must first convert the number to a string using the str function. Similarly, if you have a string and you know it contains a valid numeric value, you can convert it to a number for use in arithmetic expressions using the num function.
$counter += 1; $new_tile_id = "tile" + str($counter);
$string_with_num = "17"; $new_value = num($string_with_num) + 1;
|round(x)||Rounds x to the nearest whole number.||round(16.8) will return 17|
|mod(x, y)||Gives the remainder of x divided by y.||mod(8, 3) will return 2|
|pow(x, y)||Gives the result of x raised to the power of y.||pow(2, 5) will return 32|
|sqrt(x)||Gives the square root of x.||sqrt(16) will return 4|
|abs(x)||Gives the absolute value of x.||abs(-17) will return 17|
|floor(x)||Rounds x downwards to the nearest whole number.||floor(17.7) will return 17|
|ceil(x)||Rounds x upwards to the nearest whole number.||ceil(16.2) will return 17|
Custom functions provide a way to define reusable logic that can be called later in the same script. Custom functions can optionally include input arguments that values are passed into (e.g. the way a map name is passed as a string into the built-in Load Map function). They can also optionally return a value to the calling code. Refer to the code below for an example of a custom function that takes two input arguments, adds them together, then returns the total.
function add_numbers($num1, $num2) begin $total = $num1 + $num2; return $total; end; $result = add_numbers(10, 7); display_message("Result: " + str($result));