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In addition, variables can be formatted into strings in script sections by placing the variable after a string with a printf-style format specifier:
In addition, variables can be formatted into strings in script sections by placing the variable after a string with a printf-style format specifier:
   "flags = %ld" flags
   "flags = %ld" flags
If a variable name is invalid, CC2 will search the substrings of the variable name to find a variable name:
  10 highspeed = ; Same as 10 speed =
=== Variables ===
In most cases, the way C2G scripts interact with gameplay is by writing values to variables.
C2G scrips have access to quite a few variables (see Reference), and some of them are for C2G scripters to use for custom data (reg1 through 4).
All variables are signed 32-bit integers.


=== Score ===
=== Score ===
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Replace "<#>" with the desired time limit for the set. This will ignore any time limits set for individual levels. Time limits will be carried over from one level to the next, and restarting the level does not reset the time limit. [[Time bonus]]es and [[time penalty|time penalties]] can still be used. After the time limit reaches 0, or if a level is skipped, all future levels will be untimed.
Replace "<#>" with the desired time limit for the set. This will ignore any time limits set for individual levels. Time limits will be carried over from one level to the next, and restarting the level does not reset the time limit. [[Time bonus]]es and [[time penalty|time penalties]] can still be used. After the time limit reaches 0, or if a level is skipped, all future levels will be untimed.


=== Conditional execution ===
=== Exit choices ===
If a level has several [[exit]]s, C2G scripting can be used to send the player to different levels depending on what exit is entered.


By default, all of the lines in a C2G script are executed, with the only condition of not being invalid. "do" statements can allow for directives to be executed under conditions.
In order to do this, each level must be given a label starting with a pound (#) character. For example:
 
  <nowiki>#bonuslevel
To do this, the directive which is supposed to be conditioned should be prefixed with:
  <nowiki> <condition> do </nowiki>
Replace <condition> with the expression which should be checked for being true.
  <nowiki>100000 score > do 13 tools =</nowiki>
 
The above example will give the player a secret eye going into the next level if their overall score is greater than 100000.
 
=== Goto ===
 
By default, C2G files are read linearly from top to bottom, but "goto" directives can allow level skipping or looping.
 
In order to do this, the end point of the jump must be given a label starting with a pound (#) character. For example:
  <nowiki>#loop
map "DejaVu.c2m"
map "StuckInALoop.c2m"</nowiki>
In the example above, the levels DejaVu.c2m and StuckInALoop.c2m are given the label "loop".
 
<nowiki>map "NormalProgression.c2m"
#loop
map "DejaVu.c2m"
map "StuckInALoop.c2m"
goto #loop</nowiki>
In the example above, completing StuckInALoop.c2m will always take you back by one level to DejaVu.c2m.
 
"goto" directives can be combined with "do" directives, for example:
<nowiki>map ManyKeys.c2m
keys 67306285 != do goto #normalPath
script
script
"you have found"
"Congratulations!"
"the secret key"
"You have reached"
"combination!"
"the secret level!"
"you should rest"
map "BonusLevel.c2m"</nowiki>
"a bit"
In the example above, the level BonusLevel.c2m as well as the preceding text are given the label "bonuslevel".
map RelaxingBeach.c2m
#normalPath
map ManyTools.c2m</nowiki>
 
In the above example, if after playing ManyKeys.c2m, the last exited player has exactly 1 red, 2 blue, 3 yelow and 4 green keys, they see the text message and play RelaxingBeach.c2m. After that, the secret and normal paths join and in both cases ManyTools.c2m is played next.
 
=== Entry choices ===
 
If a level has several [[Player character]]s, C2G scripting can be used to force only one player to appear, and set which player appears based on conditions.
 
Players are numbered in reading order, starting at 1; there does not appear to be any limit. In order to use the feature, before calling the "map" of the level containing the players, the "enter" variable must be set, for example:
<nowiki><#> enter =</nowiki>
Replace <#> with an expression (which must evaluate to a number) or a number. For example:
<nowiki>1 enter =
0 rand > do 2 enter =
map UltimatePain.c2m</nowiki>
 
In the above example, with about 50% chance, the second player will appear in the level UltimatePain.c2m instead of the first one.
 
CC2 crashes if "enter" is set to a value which does not lead to a player. Make sure to reset enter to 0 where necessary!
 
=== Exit choices ===
If a level has several [[exit]]s, C2G scripting can be used to send the player to different levels depending on what exit is entered.


Exits are numbered in reading order, starting at 1; there does not appear to be any limit. In order to use the feature, after calling the "map" of the level containing the exits, "do" and "goto" need to be combined in a similar manner:
Exits are numbered in reading order, starting at 1; there does not appear to be any limit. In order to use the feature, after calling the "map" of the level containing the exits, a line similar to this will be required:
  <nowiki> <#> exit == do goto #label</nowiki>
  <nowiki> <#> exit == do goto #label</nowiki>
Replace <#> with the exit number, and #label with the label name (including the #). For example:
Replace <#> with the exit number, and #label with the label name (including the #). For example:
Line 218: Line 158:
script
script
"This is the end."</nowiki>
"This is the end."</nowiki>
In the example above, the game will load the level stored in the file ChooseYourFuture.c2m; if the player exits using the first exit in reading order, the game will then display the THIS IS THE END message. If the player exits using the second exit, however, the game will load the level in the file SuperSecretFinalLevel.c2m instead, and the THIS IS THE END message will be displayed after the level has been solved.
In the example above, the game will load the level stored in the file ChooseYourFuture.c2m; if the player exits using the first exit in reading order, the game will then display the THIS IS THE END. message. If the player exits using the second exit, however, the game will load the level in the file SuperSecretFinalLevel.c2m instead, and the THIS IS THE END message will be displayed after the level has been solved.


If there are several players in the level, the exit used by the last player to finish the level will be the one used by the C2G script. If an invalid label is called, or no label is assigned for the exit that was used, the game will continue to work through the C2G file as it would normally.
If there are several players in the level, the exit used by the last player to finish the level will be the one used by the C2G script. If an invalid label is called, or no label is assigned for the exit that was used, the game will continue to work through the C2G file as it would normally.
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If there are several players in the level, the gender of the last one to finish the level will be the one used by the C2G script. If an invalid label is called, or no line is specified for a specific gender, the game will continue to work through the C2G file as it would normally.
If there are several players in the level, the gender of the last one to finish the level will be the one used by the C2G script. If an invalid label is called, or no line is specified for a specific gender, the game will continue to work through the C2G file as it would normally.
=== Goto ===
Goto can also be used in absence of a gender or exit check. For example:
<nowiki>map "NormalProgression.c2m"
#loop
map "DejaVu.c2m"
map "StuckInALoop.c2m"
goto #loop</nowiki>
In the example above, completing StuckInALoop.c2m will always take you back by one level to DejaVu.c2m.


=== Fake level numbers ===
=== Fake level numbers ===
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map "Normal.c2m"</nowiki>
map "Normal.c2m"</nowiki>
In the example above, Normal.c2m will be level 9.
In the example above, Normal.c2m will be level 9.
No matter how your level numbering is set up, completing a level will always briefly display the current level as being its previous value + 1. This is unavoidable.


=== Speed ===
=== Speed ===
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50 speed = continue replay | silent | flags =</nowiki>
50 speed = continue replay | silent | flags =</nowiki>
added to the beginning of the file (after the set name) will cause the game to automatically replay the recorded solutions for all levels in the set, in extremely high speed. This can be used to quickly verify that all levels are solvable and have recorded replays.
added to the beginning of the file (after the set name) will cause the game to automatically replay the recorded solutions for all levels in the set, in extremely high speed. This can be used to quickly verify that all levels are solvable and have recorded replays.
=== Chaining ===
Scripts can be "chained" using the chain directive; immediately stopping the parsing of the current script and starting again on the first line of the chained script. This can be useful for compartmentalizing long scripts associated with particular levels.
<nowiki>chain "anotherscript.c2g"</nowiki>
<nowiki>chdir "anotherdirectory\"
chain "scriptinanotherdirectory.c2g"</nowiki>
Note that if the first c2g file CC2 reads chains to another script but does not provide a map itself, CC2 will say the levelset is invalid. This is because it specifically checks the first c2g it reads for the use of "map" followed by a valid map. To avoid this, put a valid map ''after'' calling the chain, such that it will never be accessed since the parser will be chained away from the script before reaching it.
=== Level flags ===
Variables reg1 to reg4 can be used to store arbitrary flags, will be stored between chained scripts, and will be included in the player's save data. Here, a "switch palace" level includes two exits, the second of which sets the lowest bit in reg4 to 1, which the script then detects to swap out a later level for an alternate version:
<nowiki>map "SwitchPalace.c2m"
1 exit == do goto #afterpalace
script
"You touched the switch!"
"This will swap some"
"walls and floors in"
"a future level"
1 reg4 | reg4 =
#afterpalace
map "BoringLevel.c2m"
map "NormalLevel.c2m"
map "GreatLevel.c2m"
1 reg4 && do goto #switchon
#switchoff
map "AwesomeLevel.c2m"
goto #afterawesome
#switchon
map "AwesomeLevelAlt.c2m"
#afterawesome
map "OkayLevel.c2m"</nowiki>
Unused bits of the "flags" variable itself are also available, but flipping them is unadvised, as, theoretically, future updates to CC2 could add new purposes to unused flags at any moment.


== Comments box ==
== Comments box ==
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   <pre>2 exit == do goto #secret</pre>
   <pre>2 exit == do goto #secret</pre>
|-
|-
| ==<br />&lt;=<br />&gt;=<br />!=<br />&lt;<br />&gt;<br/>&&<br/>&#124;&#124;<br/>+<br/>-<br/>*<br/>/<br/>%<br/>&<br/>&#124;<br/>^
| ==<br />&lt;=<br />&gt;=<br />!=<br />&lt;<br />&gt;
| binary operator
| binary operator
| <pre>&lt;expressions...&gt; &lt;operator&gt;</pre>
| <pre>&lt;expressions...&gt; &lt;operator&gt;</pre>
Line 373: Line 280:
| variable
| variable
| <pre>enter</pre>
| <pre>enter</pre>
| Contains the used playable in the next level (see above).
| Use is currently unknown.
|-
|-
| SCORE
| SCORE
Line 458: Line 365:
reg3
reg3
reg4</pre>
reg4</pre>
| Variables intended for use for complex operations in scripts.
| Use is currently unknown.  Possibly used as scratch registers for more complex expression evaluation?
|-
|-
| FLAGS
| FLAGS
Line 473: Line 380:
| directive
| directive
| <pre>chain "&lt;filename&gt;"</pre>
| <pre>chain "&lt;filename&gt;"</pre>
| Stops the current script and starts the one specified in &lt;filename&gt;.
| Use is currently unknown.
|-
|-
| LINE
| LINE
| variable
| variable
| <pre>line</pre>
| <pre>line</pre>
| The currently processed line in the current C2G script.
| Use is currently unknown.
|-
|-
| CHDIR
| CHDIR
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| constant
| constant
| <pre>continue</pre>
| <pre>continue</pre>
| Value: 0x1<br />When set in flags, automatically continue to the next level. '''This only works if 0x2 (replay) is also set and the replays make it to the exit''', otherwise exiting a level will do nothing and you will not be able to continue to the next level. This also skips text interludes from the "script" directive.
| Value: 0x1<br />When set in flags, automatically continue to the next level.
|-
|-
| SILENT
| SILENT
| constant
| constant
| <pre>silent</pre>
| <pre>silent</pre>
| Value: 0x4<br />When set in flags, suppresses popup dialogs like the score improvement one.
| Value: 0x4<br />When set in flags, ?
|-
|-
| KTIME
| KTIME
Line 538: Line 445:
| directive
| directive
| <pre>art "..."</pre>
| <pre>art "..."</pre>
| Was supposed to replace a part of the tileset with custom art. Was removed due to being impossible to implement.
| Use is currently unknown.
|-
|-
| WAV
| WAV
| directive
| directive
| <pre>wav "..."</pre>
| <pre>wav "..."</pre>
| May have been inteded to load a custom set of sound effects from a path.
| Use is currently unknown.
|-
|-
| RAND
| RAND
| pseudo-variable
| pseudo-variable
| <pre>rand</pre>
| <pre>rand</pre>
| When read, generates a pseudo-random integer. (since all variables are signed 32-bit values, the minimal and maximum values are −2,147,483,648 and 2,147,483,647, respectively)
| When read, generates a pseudo-random integer.
|-
|-
| SPEED
| SPEED
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| unknown
| unknown
|
|
| Appears to be used. May have been used to debug [[swivel]] behavior.
| Appears to be unused.
|-
|-
| MAIN
| MAIN
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