Scripting Reference

Type Descriptors

Events are ScriptTriggers
Properties are for ScriptConditions (operators not included)
Operations are ScriptActions

Events

EntityIdentifier TriggerName RestrictedToActorTypes Description
ArtObjects[id] TreasureOpened    
ArtObjects[id] Open EightBitDoor When it's opened
Camera Rotated   When the viewpoint changed
ArtObjects[id] Activated Rumbler, CodeMachine, QrCode When the right pattern is input
Gomez EnteredDoor    
Gomez Jumped    
Gomez ClimbedLadder    
Gomez ClimbedVine    
Gomez LookedAround    
Gomez LiftedObject    
Gomez ThrewObject    
Gomez OpenedMenuCube    
Gomez ReadSign    
Gomez GrabbedLedge    
Gomez DropObject    
Gomez DroppedLedge    
Gomez Hoisted    
Gomez ClimbedOverLadder    
Gomez DroppedFromLadder    
Gomez ReadMail    
Gomez CollectedSplitUpCube    
Gomez CollectedShard    
Gomez CollectedAnti    
Gomez CollectedGlobalAnti    
Gomez CollectedPieceOfHeart    
Gomez OpenedTreasure    
Gomez Landed    
ArtObjects[id] Activate LaserReceiver When a receiver receives a laser
Level Start   When the level starts
Owl OwlCollected    
Owl OwlLanded    
ArtObjects[id] RotatedRight PivotHandle When it's been rotated right
ArtObjects[id] RotatedLeft PivotHandle When it's been rotated left
Scripts[id] Complete   When the script timeouts or terminates
Groups[id] Sucked SuckBlock When it's completely inside its host volume
Groups[id] Explode PushSwitch, ExploSwitch, PushSwitchPermanent When a bomb explodes near this switch
Groups[id] Push PushSwitch, ExploSwitch, PushSwitchPermanent When this switch is pushed completely
Groups[id] Lift PushSwitch, ExploSwitch, PushSwitchPermanent When this switch is lifted back up
ArtObjects[id] ScrewedOut Timeswitch When the screw minimally sticks out from the base (it's been screwed out)
ArtObjects[id] HitBase Timeswitch When it stop winding back in (hits the base)
Tombstone MoreThanOneAligned   When more than one tombstones are aligned
ArtObjects[id] Screwed Valve, BoltHandle When it's unscrewed
ArtObjects[id] Unscrewed Valve, BoltHandle When it's screwed in
Volumes[id] Enter   When the player enters this volume
Volumes[id] Exit   When the player exits this volume
Volumes[id] GoHigher   When the player goes higher than the volume/height-marker
Volumes[id] GoLower   When the player goes lower than the volume/height-marker
Volumes[id] CodeAccepted   If the input code was accepted

Properties

EntityIdentifier Type PropertyName RestrictedToActorTypes Description
Game bool IsScrollOpen   Is there an open scroll?
Game String GetGlobalState    
Game String GetLevelState    
Game bool IsMapQrResolved    
Game bool IsSewerQrResolved    
Game bool IsZuQrResolved    
Gomez int CollectedCubes   The number of small golden cubes the player's collected
Gomez bool Grounded   Is he standing on solid ground?
Gomez bool CanControl   Is Gomez controllable by the player?
Gomez bool Visible   Is Gomez visible?
Gomez bool IsOnLadder    
Gomez bool Alive    
Gomez int CollectedSplits    
Level bool FirstVisit    
Owl int OwlsCollected   Number of owls collected up to now
ArtObjects[id] int Turns PivotHandle Gets the number of turns it's relative to the original state
Groups[id] bool IsSucked SuckBlock  
Time int Hour   The hour of day (0-23)
Tombstone int AlignedCount    
Volumes[id] bool RegisterNeeded    
Volumes[id] bool GomezInside   Tests if Gomez is inside a certain volume
Volumes[id] bool IsEnabled   Tests if volume is enabled

Operations

Note

If an operation has less than the required amount of parameters, the remaining parameters will be set to the default value for that type. (i.e., Strings will be empty strings, numbers will be 0, bool will be false, etc.)

EntityIdentifier ActionName Parameters RestrictedToActorTypes Description
ArtObjects[id] SetRotation float x, float y, float z   Replaces the rotation angles (in degrees)
ArtObjects[id] Rotate float dX, float dY, float dZ   Rotates over time (in rotations per second)
ArtObjects[id] RotateIncrementally float initPitch, float initYaw, float initRoll, float secondsUntilDouble   Rotates incrementally over time (in time before doubling)
ArtObjects[id] TiltOnVertex float durationSeconds   Tilts the art object on its bottom vertex
ArtObjects[id] Move float dX, float dY, float dZ, float easeInFor, float easeOutAfter, float easeOutFor   Moves incrementally over time (in units per second)
ArtObjects[id] HoverFloat float height, float cyclesPerSecond   Makes the object hover vertically
ArtObjects[id] StartEldersSequence     Does the whole hex-room sequence
ArtObjects[id] MoveNutToEnd     Moves a nut&bolt to its end
ArtObjects[id] MoveNutToHeight float height   Moves a nut&bolt to a certain height, and gradually
ArtObjects[id] GlitchOut bool permanent, String spawnedActor   Glitches and removes art object (and associated group if any)
ArtObjects[id] BeamGomez     For the hexahedron
ArtObjects[id] Pulse String textureName   For the glow blocks
ArtObjects[id] Say String text, bool zuish   For the zuish speech
BackgroundPlanes[id] Open   BigWaterfall  
Camera SetPixelsPerTrixel int triles   Set the number of pixels per trixel (default is 4)
Camera SetCanRotate bool canRotate   Changes whether Gomez can rotate the camera
Camera Rotate int distance   Forces camera rotation, left (-1 to -3) or right (1 to 3)
Camera RotateTo String viewName   Rotates to any view orientation (Left, Right, Front, Back)
Camera FadeTo String colorName   Fades to the chosen color (Black, White, etc.)
Camera FadeFrom String colorName   Fades from the chosen color (Black, White, etc.)
Camera Flash String colorName   Flashes the chosen color once (Black, White, etc.)
Camera Shake float distance, float durationSeconds   Shakes the camera and vibrates controller
Camera SetDescending bool descending   Sets the camera offset as descending (true) or ascending (false)
Camera Unconstrain     Remove the constraints (volume focus etc.)
Dot Say String line, bool nearGomez, bool hideAfter   Makes Dot say a custom text line
Dot ComeBackAndHide bool withCamera   Hides Dot in Gomez's hat
Dot SpiralAround bool withCamera, bool hideDot   Spiral around the level, yo
Game EndTrial bool forceRestart   Stops the trial EXPERIENCE and requires that the game is bought to continue
Game Wait float seconds   Pauses the script for some time
Game GlitchUp     Glitch up
Game Reboot String toLevel   Reboots
Game SetGravity bool inverted, float factor   Changes gravity
Game ShowScroll String localizedString, float forSeconds, bool onTop, bool onVolume   Show scroll with localized string, for some time or indefinitely (0 or less), at the top or the bottom of the screen
Game CloseScroll String key   Hides the current scroll immediately
Game SetGlobalState String state   Sets a state string that is kept between levels
Game SetLevelState String state   Sets a state string that is local to that level
Game AllowMapUsage      
Game Start32BitCutscene      
Game Start64BitCutscene      
Game Checkpoint      
Game ResolveMapQR      
Game ResolveSewerQR      
Game ResolveZuQR      
Game ShowCapsuleLetter      
Gomez SetCanControl bool controllable   Sets whether Gomez can be controlled by the player
Gomez SetAction String actionName   Sets the current action (animation) for Gomez
Gomez AllowEnterTunnel     Allows Gomez to enter that tunnel/passageway by pressing up
Gomez SetFezVisible bool visible   Shows/Hides gomez's fez
Gomez SetGomezVisible bool visible   Shows/Hides gomez
Groups[id] StartPath bool backwards   Starts the group's moving path (must be set ‘Needs Trigger')
Groups[id] RunPathOnce bool backwards   Runs the group's moving path, but only once (must be set ‘Needs Trigger')
Groups[id] RunSingleSegment bool backwards   Runs a single segment of the group's moving path (must be set ‘Needs Trigger')
Groups[id] Stop     Stops or pauses a moving group
Groups[id] Move float dX, float dY, float dZ   Moves a group incrementally over time (units per second)
Groups[id] SetEnabled bool enabled   Enables or disables all of a group's triles
Groups[id] MovePathToEnd     Moves a moving group to the end of its path
Groups[id] GlitchyDespawn bool permanent   Moves a moving group to the end of its path
ArtObjects[id] SetEnabled bool enabled LaserEmitter Starts or stops an emitter
Level AllowPipeChangeLevel String levelName   Changes the level MARIO-STYLE
Level ChangeLevel String levelName, bool asDoor, bool spin, bool trialEnding   Changes the level; if ‘asDoor' is true, the level change occurs if gomez enters the door, else it's done immediately
Level ReturnToLastLevel bool asDoor, bool spin   Returns to the last accessed level; if ‘asDoor' is true, the level change occurs if gomez enters the door, else it's done immediately
Level ChangeToFarAwayLevel String levelName, int toVolume, bool trialEnding   Changes the faraway level to a specific volume in the destination level; if ‘asDoor' is true, the level change occurs if gomez enters the door, else it's done immediately
Level ChangeLevelToVolume String levelName, int toVolume, bool asDoor, bool spin, bool trialEnding   Changes the level to a specific volume in the destination level; if ‘asDoor' is true, the level change occurs if gomez enters the door, else it's done immediately
Level ExploChangeLevel String levelName   Produces an epic explosion and changes level when it's done.
Level SetWaterHeight float height   Smoothly changes to a new water height
Level RaiseWater float unitsPerSecond, float stopAtHeight   Makes water rise to a certain threshold
Level StopWater     Makes water stop raising immediately
Level ResolvePuzzle     Marks a puzzle as solved, and plays the chime
Level ResolvePuzzleSilent     Silently resolves a puzzle
Level ResolvePuzzleSoundOnly      
NonPlayerCharacters[id] Say String line, String customSound, String customAnimation   Makes the NPC say a custom text line
NonPlayerCharacters[id] CarryGeezerLetter     CarryGeezerLetter
Paths[id] Start bool inTransition, bool outTransition   Applies the whole path to the camera
ArtObjects[id] SetEnabled bool enabled PivotHandle Enables or disables a pivot handle's rotatability
ArtObjects[id] RotateTo int turns PivotHandle Enables or disables a pivot handle's rotatability
BackgroundPlanes[id] FadeIn float seconds    
BackgroundPlanes[id] FadeOut float seconds    
BackgroundPlanes[id] Flicker float factor    
Groups[id] Rotate bool clockwise, int turns RotatingGroup  
Groups[id] SetEnabled bool enabled RotatingGroup  
Scripts[id] SetEnabled bool enabled   Enables or disables a script
Scripts[id] Evaluate     Evaluates a script
Sound Play String soundName   Plays a sound by its filename
Sound PlayNext String soundPrefix   Plays a sound by its prefix and an auto-incremented index (starts at 1)
Sound SetMusicVolume float volume   Changes the volume of BGM
Sound ResetIndices String soundPrefix   Resets the indices for a sound
Sound ChangeMusic String newMusic   Changes the music track and plays it
Sound UnmuteTrack String trackName, float fadeDuration   Enables a track by its name
Sound MuteTrack String trackName, float fadeDuration   Disables a track by its name
Sound UnmuteAmbience String trackName, float fadeDuration    
Sound MuteAmbience String trackName, float fadeDuration    
Sound FadeMusicOut float overSeconds   Fades the music out
Sound FadeMusicTo float to, float overSeconds    
Sound ChangePhases String trackName, bool dawn, bool day, bool dusk, bool night    
ArtObjects[id] SetEnabled bool enabled SpinBlock Enables or disables a spinblock (which ceases or resumes its spinning)
Groups[id] Activate   PushSwitch, ExploSwitch, PushSwitchPermanent Activates this switch
Groups[id] ChangeTrile int newTrileId PushSwitch, ExploSwitch, PushSwitchPermanent Changes the visual of this switch's triles
Time SetHour int hour, bool immediate   Changes the hour of day (0-23), gradually or immediately
Time SetTimeFactor int factor   Sets the speed of time passage (0 = paused)
Time IncrementTimeFactor float secondsUntilDouble   Increments the time factor (specifying how much time before it doubles up)
Tombstone UpdateAlignCount int count    
ArtObjects[id] SetEnabled bool enabled Valve, BoltHandle Enables or disables a valve's rotatability
Volumes[id] FocusCamera int pixelsPerTrixel, bool immediate   Center the camera view on this volume; set a value <= 0 to pixelsPerTrixels if you don't want to alter it. Immediate doesn't wait for an end-trigger
Volumes[id] SetEnabled bool enabled, bool permanent   Disables or enables this volume
Volumes[id] SlowFocusOn float duration, float trixPerPix   Slowly focuses camera on a volume
Volumes[id] LoadHexahedronAt String toLevel   Loads the hex in the middle of a specified volume, and warp to the specified level afterwards
Volumes[id] PlaySoundAt String soundName, bool loop, float initialDelay, float perLoopDelay, bool directional, float pitchVariation   Plays a sound on the specified volume, looped or not, directional or not (follows volume's enabled directions)
Volumes[id] MoveDotWithCamera     Moves Dot and the camera to the specified volume's center
Volumes[id] FocusWithPan int pixelsPerTrixel, float verticalPan, float horizontalPan   Focuses the camera with panning support
Volumes[id] SpawnTrileAt String actorTypeName   Spawns a treasure trile at this volume's location
ArtObjects[id] SetEnabled bool enabled WarpGate