BSL:BFW Scripting Language: Difference between revisions

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'''[[Modding_Oni#Introduction_to_the_Oni_engine|BFW]] Scripting Language (or BSL)''' is what Oni scripts are written in. Being a scripting language, it is far more limited in scope and usage than a "real" programming language, as it was designed only to move events forward in the game, not to build programs.
'''BungieFrameWork Scripting Language''' (simply called '''BSL''') is what Oni's level scripts are written in. Being a game scripting language, BSL is far more limited in scope and usage than a full programming language, as it was designed only to move events forward in the game, not to build complete programs. Specifically, BSL scripts are responsible for managing the player's objectives, directing AIs, creating environmental effects and choreographing cutscenes.


==What Are Scripts?==
Physically speaking, they are the .bsl files inside the [[IGMD|Oni/GameDataFolder/IGMD/]] folder. Being in plain-text format, scripts can be edited with any word-processing program, such as the built-in Notepad (Windows) or TextEdit (Mac); the only requirement is that you must use the suffix ".bsl" for scripts instead of ".txt" (in Windows, you may have to turn on the displaying of file extensions to see the suffix).
Scripts are the files that drive level logic, environment effects, and cutscenes. Physically speaking, they are the .bsl files inside the folder [[IGMD|Oni/GameDataFolder/IGMD/]]. By editing scripts, you can alter how the game plays.
__NOTOC__
==Getting started==
*You may wish to first read either the Introduction or the Manual page under "Knowledge database" below. The Introduction is a quick reference, whereas the Manual includes an introductory lesson on programming concepts. It also documents known bugs in BSL and fixes/workarounds when available.
*To learn BSL by example, you can read the .bsl files in the IGMD folder or look at some of the mods linked below and draw connections between the scripting commands and the resulting events in the game.
*For a primer in writing BSL, see the "Tutorials" section below.


==Editing Scripts==
==Script mods==
Scripts can be edited with the simplest of word-processing programs, such as the built-in WordPad (Windows) or TextEdit (Mac). They can be edited simply by typing inside the file. When saving, you must either ensure that the suffix is .bsl or that you use the suffix .txt and afterwards change it to .bsl. In Windows, you may have to turn on the displaying of file extensions to see the suffix.
Script mods are great examples of what can be achieved simply by editing text files. They replace or add to Oni's .bsl files to spice up the gameplay and provide a more exciting experience to those who have finished the game. However, they can only change the way that game data is used; adding new characters or changing the layout of a level, for instance, would require editing the actual [[OBD|game data]]. When new levels are created, these naturally require new scripts to be written from scratch to work with the assets and drive events in them.


- To learn BSL by example, you can read the .bsl files in Oni's IGMD folder and draw connections to the events in the game that were produced by those scripts.<br>
One ambitious example of a script mod is [[AE:OTA|Oni Team Arena]]. Based on the desire for a [[multiplayer]] mode in Oni and inspired by Unreal Tournament, OTA creates a single-player "multiplayer experience" by adding bots and a scoring system. Other script mods range from free-for-all arenas to objective-based missions and enhancements of the original levels.
- For a primer in writing BSL, see the Tutorials section below.<br>
- For a thorough listing of what's possible in BSL (a reference, not a primer), see the Knowledge Database below.<br>
- Typing '''''dump_docs''''' in the game console will generate the file '''script_commands.txt''' listing all BSL commands & variables.


==Scripted Mods==
Script mods packaged for use with the [[Anniversary Edition]] are [http://mods.oni2.net/mods/Script listed here], and totally new levels with their own BSL files can be [http://mods.oni2.net/mods/New%20Level found here] (these mods are meant to be installed through the AE Installer). Older scripts, which need to be placed manually in IGMD, can be found [http://your-mom.oni2.net/Downloads.htm here] and [[User:Script_10k#Incomplete_.2F_ancient_scripts|here]].
Scripted mods are great examples of what can be accomplished by editing scripts. They replace or add to Oni's .bsl files to create interesting and often amusing results. They can change everything from the fog to how the characters and level interact. However, they cannot add new characters or change the level layout, as that data is fixed by the [[OBD|Binaries]]. They are great examples of what can be achieved simply by typing into a text file. The possibilities are simply endless.  
 
Probably the best specimens of scripted mods are the [[AE:OTA|Oni Team Arena]] scripts. Based on the desire for a multi-player mode in Oni, and inspired by Unreal Tournament, they augment Oni's hand-to-hand combat and gunplay with a scoring system much like Unreal Tournament's DeathMatch.
 
Other scripted mods range from free-for-all arenas to objective-based missions and enhancements of the original levels. They can spice up the gameplay and provide a more exciting experience to those who have finished the game. They keep the game alive, outside of its original levels.
 
===Downloads===
Downloads of OTA Mods are available at the [[AE:OTA|Oni Team Arena page]].
 
Downloads for other scripted mods can be gathered [http://mods.oni2.net/mods/Script here], [http://your-mom.oni2.net/Downloads.htm here] and [http://script10000.oni2.net/scripts.html here.]


==Tutorials==
==Tutorials==
For the practical minds who don't care (too much) about theory, the [[BSL:Tutorial]] page offers the following paths for you to explore:
;[[BSL:Tutorial/Console|Playing with the developer console]]
*Wanna make minor (yet cool-looking) changes to the original level logic? [[BSL:Tutorial/Modification|Read this]].
:The fastest way to start learning BSL is to load the first level and open the dev console.
*Wanna script a "patch" that's effective in every level but doesn't change the original logic? [[IGMD/global|Then go here]].
*Wanna create completely new level logic from scratch? [[BSL:Tutorial/Scratch|Here you are.]]
 
==Knowledge Database==
*[[BSL:Statements|Statements]]
*[[BSL:Variables|Variables]]
*[[BSL:Functions|Functions]]
*[[BSL:Operators|Operators]]
*[[BSL:Data|Data types]]
*[[BSL:Inventory|Inventory management]]
 
Documentation that describes the locations that BSL scripts reside in:
*[[IGMD|IGMD folder]]
 
==Syntax Overview==
{| border="1" cellpadding="5" cellspacing="0" style="margin-left:auto; margin-right:auto;" align="center"
|+'''BSL syntax overview table'''
|-
| style="border-bottom:3px solid grey;"|
{| border="0"
|+''BSL separators''
|-
| width="100px" | [[BSL:Statements|<tt>;</tt>]]
| width="100px" | [[BSL:Functions|<tt>,</tt>]]
| width="100px" | [[BSL:Comments|<tt>#</tt>]]
| width="100px" | [[BSL:Data|<tt>"</tt>]]
|-
| width="100px" | [[BSL:Statements|<tt>{</tt>]]
| width="100px" | [[BSL:Statements|<tt>}</tt>]]
| width="100px" | [[BSL:Functions|<tt>(</tt>]]
| width="100px" | [[BSL:Functions|<tt>)</tt>]]
|-
| colspan="4" style="border-top:1px solid red; border-right:1px solid red; border-bottom:2px solid red; border-left:1px solid red;" |
Click on a separator for details
|}
|-
| style="border-bottom:3px solid grey;"|
{| border="0"
|+''BSL operators''
|-
| width="100px" | [[BSL:Operators|<tt>+</tt>]]
| width="100px" | [[BSL:Operators|<tt>-</tt>]]
| width="100px" | [[BSL:Variables|<tt>=</tt>]]
| width="100px" | [[BSL:Operators|<tt>!</tt>]]
|-
| width="100px" | [[BSL:Operators|<tt>and</tt>]]
| width="100px" | [[BSL:Operators|<tt>or</tt>]]
| width="100px" | [[BSL:Operators|<tt>eq</tt>]]
| width="100px" | [[BSL:Operators|<tt>ne</tt>]]
|-
| width="100px" | [[BSL:Operators|<tt><</tt>]]
| width="100px" | [[BSL:Operators|<tt>></tt>]]
| width="100px" | [[BSL:Operators|<tt><=</tt>]]
| width="100px" | [[BSL:Operators|<tt>>=</tt>]]
|-
| colspan="4" style="border-top:1px solid red; border-right:1px solid red; border-bottom:2px solid red; border-left:1px solid red;" |
Click on an operator for details
|}
|-
| style="border-bottom:3px solid grey;"|
{| border="0"
|+''BSL keywords''
|-
| width="75px" | [[BSL:Keywords|<tt>at</tt>]]
| width="75px" | [[BSL:Data|<tt>float</tt>]]
| width="75px" | [[BSL:Statements|<tt>if</tt>]]
| width="75px" | [[BSL:Keywords|<tt>repeat</tt>]]
| width="75px" | [[BSL:Data|<tt>string</tt>]]
|-
| width="75px" | [[BSL:Data|<tt>bool</tt>]]
| width="75px" | [[BSL:Keywords|<tt>for</tt>]]
| width="75px" | [[BSL:Data|<tt>int</tt>]]
| width="75px" | [[BSL:Functions|<tt>return</tt>]]
| width="75px" | [[BSL:Keywords|<tt>using</tt>]]
|-
| width="75px" | [[BSL:Statements|<tt>else</tt>]]
| width="75px" | [[BSL:Functions|<tt>fork</tt>]]
| width="75px" | [[BSL:Keywords|<tt>iterate</tt>]]
| width="75px" | [[BSL:Keywords|<tt>schedule</tt>]]
| width="75px" | [[BSL:Variables|<tt>var</tt>]]
|-
| width="75px" | [[BSL:Keywords|<tt>every</tt>]]
| width="75px" | [[BSL:Functions|<tt>func</tt>]]
| width="75px" | [[BSL:Keywords|<tt>over</tt>]]
| width="75px" | [[BSL:Keywords|<tt>sleep</tt>]]
| width="75px" | [[BSL:Data|<tt>void</tt>]]
|-
| colspan="5" style="border-top:1px solid red; border-right:1px solid red; border-bottom:2px solid red; border-left:1px solid red;" |
Click on a keyword for details
|}
|}
 
==Code pieces==
===Character setup===
# an old but useful character setup function by geyser
func '''SpawnNameFlagHealthReset'''(string n, int f, int h, int r){
    ai2_spawn(n); chr_teleport(n, f)
    if(h) chr_set_health(n, h)
    if(r) chr_inv_reset(n)
}
# can be like this ...
func wave_setup {
    # note that missing arguments are taken to be 0
    SpawnNameFlagHealthReset Griffin 23 600
    SpawnNameFlagHealthReset Muro 22 2500
    SpawnNameFlagHealthReset F_Er89 22 80 1
    SpawnNameFlagHealthReset A_S1 24
}
 


===Follow me===
;[[BSL:Tutorial/Scratch|New logic from scratch]]
var bool follow_me = 1;
:Create completely new level logic from scratch.
### begin of the journey
func follow_me_TV
{
# ai2_spawn charname # or somewhere else
chr_lock_active charname
fork follow
}
func follow
{
if (follow_me eq 1)
{
ai2_followme charname
ai2_setmovementmode charname run
sleep 180
fork follow
}
}
### events
func dont_follow_me_TV_enter
{
follow_me = 0
}
func dont_follow_me_TV_extit
{
follow_me = 1
fork follow
}
### player orders
func main
{
# ...
fork do_follow_me
fork dont_follow_me
}
func do_follow_me
{
chr_wait_animation 0 ORDERbk_fw_kick
follow_me = 1
follow
# for the case he/she is passive right now
ai2_passive charname 0
# sleep until anim finished
sleep 60
fork do_follow_me
}
func dont_follow_me
{
chr_wait_animation 0 ORDERbk_fw_punch
follow_me = 0
ai2_idle charname
# sleep until anim finished
sleep 60
fork dont_follow_me
}


==Knowledge database==
*[[BSL:Introduction|Introduction]]: A quick language reference, ideal for those with programming experience.
*[[BSL:Manual|Manual]]: The complete language reference on BSL, with more explanations for newbies and details for power users.
*[[BSL:Functions]] & [[BSL:Variables]]: All built-in functions and variables.
*[[BSL:Defunct]]: Apparently-obsolete commands.
*In-game IDs of [http://ssg.oni2.net/subfold/charas/charas.htm characters], [http://ssg.oni2.net/subfold/consoles/consoles.htm consoles] and [http://ssg.oni2.net/subfold/doors/doors.htm doors] (for use in scripts).
*[[IGMD|IGMD/]]: The directory structure of the game scripts.
*[[BSL:Snippets]]: Useful snippets of code.
*[[IGMD/global|IGMD/global/]]: A global scripting folder which can be used for patching.
*[[:Category:Scripting tasks]]: Scripting commands grouped by subject (work in progress).
*[[BSL:List]]: List of all scripting commands (work in progress).


[[Category:BSL docs]]
[[Category:BSL docs]]

Latest revision as of 02:38, 6 May 2023

BungieFrameWork Scripting Language (simply called BSL) is what Oni's level scripts are written in. Being a game scripting language, BSL is far more limited in scope and usage than a full programming language, as it was designed only to move events forward in the game, not to build complete programs. Specifically, BSL scripts are responsible for managing the player's objectives, directing AIs, creating environmental effects and choreographing cutscenes.

Physically speaking, they are the .bsl files inside the Oni/GameDataFolder/IGMD/ folder. Being in plain-text format, scripts can be edited with any word-processing program, such as the built-in Notepad (Windows) or TextEdit (Mac); the only requirement is that you must use the suffix ".bsl" for scripts instead of ".txt" (in Windows, you may have to turn on the displaying of file extensions to see the suffix).

Getting started

  • You may wish to first read either the Introduction or the Manual page under "Knowledge database" below. The Introduction is a quick reference, whereas the Manual includes an introductory lesson on programming concepts. It also documents known bugs in BSL and fixes/workarounds when available.
  • To learn BSL by example, you can read the .bsl files in the IGMD folder or look at some of the mods linked below and draw connections between the scripting commands and the resulting events in the game.
  • For a primer in writing BSL, see the "Tutorials" section below.

Script mods

Script mods are great examples of what can be achieved simply by editing text files. They replace or add to Oni's .bsl files to spice up the gameplay and provide a more exciting experience to those who have finished the game. However, they can only change the way that game data is used; adding new characters or changing the layout of a level, for instance, would require editing the actual game data. When new levels are created, these naturally require new scripts to be written from scratch to work with the assets and drive events in them.

One ambitious example of a script mod is Oni Team Arena. Based on the desire for a multiplayer mode in Oni and inspired by Unreal Tournament, OTA creates a single-player "multiplayer experience" by adding bots and a scoring system. Other script mods range from free-for-all arenas to objective-based missions and enhancements of the original levels.

Script mods packaged for use with the Anniversary Edition are listed here, and totally new levels with their own BSL files can be found here (these mods are meant to be installed through the AE Installer). Older scripts, which need to be placed manually in IGMD, can be found here and here.

Tutorials

Playing with the developer console
The fastest way to start learning BSL is to load the first level and open the dev console.
New logic from scratch
Create completely new level logic from scratch.

Knowledge database