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21 August 2026
- 23:4423:44, 21 August 2026 Model Lifecycle Scripts (hist | edit) [13,151 bytes] Dcurrent (talk | contribs) (Created page with "Category:Model Category:Script Category:Script Events '''Model lifecycle scripts''' are event hooks that execute when a model template enters or leaves OpenBOR's loaded model collection. The series provides project-wide global observers and model-owned callbacks for both load and unload transitions. {| class="wikitable" ! Hook ! Scope ! Execution point |- | <code>modelloadscript</code> | Model-owned | After that model finishes loading |- | <code>data/script...") originally created as "Model Load Scripts"
- 23:3723:37, 21 August 2026 Logic Update Scripts (hist | edit) [11,067 bytes] Dcurrent (talk | contribs) (Created page with "Category:Level Category:Script Category:Script Events '''Logical update scripts''' are recurring event hooks tied directly to OpenBOR's logical clock. They provide paired entry points immediately before and after each logical tick processed by the engine. OpenBOR supplies both project-wide global files and level-specific commands: {| class="wikitable" ! Hook ! Scope ! Execution point |- | <code>data/scripts/updatelogic.c</code> | Project-wide | Before nati...") Tag: Visual edit: Switched
20 August 2026
- 21:4921:49, 20 August 2026 Player Respawn Scripts (hist | edit) [12,695 bytes] Dcurrent (talk | contribs) (Created page with "Category:Player Category:Script Category:Script Events '''Respawn scripts''' are global player events that execute after OpenBOR creates a replacement player entity following life loss. Numbered scripts provide slot-specific behavior, while <code>respawnall.c</code> provides one shared listener for every player. The numbered series consists of: * <code>data/scripts/respawn1.c</code> * <code>data/scripts/respawn2.c</code> * <code>data/scripts/respawn3.c</co...")
- 21:4121:41, 20 August 2026 Player Die Scripts (hist | edit) [12,305 bytes] Dcurrent (talk | contribs) (Created page with "Category:Player Category:Script Category:Script Events '''Die scripts''' are global player events that execute when OpenBOR processes a native player death and life loss. Numbered scripts provide slot-specific behavior, while <code>dieall.c</code> provides one shared listener for every player. The numbered series consists of: * <code>data/scripts/die1.c</code> * <code>data/scripts/die2.c</code> * <code>data/scripts/die3.c</code> * <code>data/scripts/die4.c...") Tag: Visual edit: Switched
- 21:2621:26, 20 August 2026 Player Join Scripts (hist | edit) [9,223 bytes] Dcurrent (talk | contribs) (Created page with "Category:Player Category:Script Category:Script Events '''Join scripts''' are global event hooks that execute when a player completes an in-progress join and enters active play. OpenBOR provides numbered scripts for slot-specific behavior and a shared <code>joinall.c</code> script for handling every player through one event listener. The numbered series consists of: * <code>data/scripts/join1.c</code> * <code>data/scripts/join2.c</code> * <code>data/script...") Tag: Visual edit: Switched
- 21:0121:01, 20 August 2026 Loading (hist | edit) [11,292 bytes] Dcurrent (talk | contribs) (Created page with "Category:Graphics Category:Script Category:Script Events '''Loading''' is a global script event that executes while OpenBOR prepares and repaints a loading display. Creators enable the hook by placing <code>loading.c</code> in <code>data/scripts</code>. The event receives the current progress value and its corresponding maximum. This makes it useful for branded loading presentation, custom progress indicators, rotating hints, diagnostic information, animate...") Tag: Visual edit: Switched
- 19:5819:58, 20 August 2026 Updatedscript (hist | edit) [11,129 bytes] Dcurrent (talk | contribs) (Created page with "Category:Level Category:Script Category:Script Events '''updatedscript''' is a level-specific recurring event hook. It executes late in each eligible outer update cycle, after entity simulation and standard display-queue construction. The global <code>data/scripts/updated.c</code> hook executes first, followed by the current level's <code>updatedscript</code>. OpenBOR then draws the completed sprite queue. This position makes <code>updatedscript</code> the...") Tag: Visual edit: Switched
- 18:5018:50, 20 August 2026 Updatescript (hist | edit) [9,440 bytes] Dcurrent (talk | contribs) (Created page with "Category:Level Category:Script Category:Script Events '''updatescript''' is a level-specific recurring event hook. It executes near the beginning of each eligible outer update cycle while its level is loaded, after the global <code>data/scripts/update.c</code> hook but before key events, logical-time advancement, scrolling, entity simulation, and display preparation. This early position makes <code>updatescript</code> a powerful level controller. It can coo...") Tag: Visual edit: Switched
- 18:3518:35, 20 August 2026 Spawnscript (hist | edit) [9,091 bytes] Dcurrent (talk | contribs) (Created page with "Category:Level Category:Script Category:Script Events '''spawnscript''' is a level spawn-entry event hook. It executes when its specific spawn entry creates an entity, after OpenBOR has applied the entry's spawn properties and executed the entity's applicable onspawnscript. Unlike <code>onspawnscript</code>, which belongs to a model, <code>spawnscript</code> belongs to an individual entry in a level. Separate instances of the same model ca...")
- 18:1218:12, 20 August 2026 End Level Scripts (hist | edit) [8,159 bytes] Dcurrent (talk | contribs) (Created page with "Category:Level Category:Script Category:Script Events '''endlevelscript''' is a level-finish event hook. OpenBOR provides two forms: the automatic project-wide <code>data/scripts/endlevel.c</code> script and an <code>endlevelscript</code> declared by an individual level. Both execute once after the active level loop ends, while the level and its remaining entities are still loaded, but before fade-out and level unloading. This timing makes endlevel scripts...")
- 16:3616:36, 20 August 2026 Score Scripts (hist | edit) [12,267 bytes] Dcurrent (talk | contribs) (Created page with "Category:Player Category:Script '''Score scripts''' are automatic player-slot event hooks that execute whenever OpenBOR processes a score award through its native score routine. Four optional files are available, one for each player slot: * <code>data/scripts/score1.c</code> * <code>data/scripts/score2.c</code> * <code>data/scripts/score3.c</code> * <code>data/scripts/score4.c</code> Each script receives the amount submitted to the score routine. This makes sc...")
- 13:5613:56, 20 August 2026 Key Scripts (hist | edit) [12,719 bytes] Dcurrent (talk | contribs) (Created page with "Category:Model Category:Script '''keyscript''' is a model and level command for executing script in response to player input. OpenBOR also provides fixed global key-script files and an InputAll preprocessing hook. Together, these form a layered input system that can observe, supplement, redirect, or replace native control behavior. Key scripts are not limited to activating attacks. They may control menus, open defensive windows, manage charged actions, change m...") Tag: Visual edit: Switched
18 August 2026
- 22:0322:03, 18 August 2026 Onmodelcopyscript (hist | edit) [18,588 bytes] Dcurrent (talk | contribs) (Created page with "<code>onmodelcopyscript</code> defines a model-level lifecycle hook for an entity changing from one model to another through OpenBOR's model-copy system. It executes after the incoming model and its scripts have been installed, providing the live entity as <code>self</code> and a temporary snapshot of its previous state as <code>old</code>. Weapon models are the traditional use because equipping or removing a weapon can replace the player's active model. The hook is equ...") Tag: Visual edit: Switched
- 21:2721:27, 18 August 2026 Onspawnscript (hist | edit) [16,967 bytes] Dcurrent (talk | contribs) (Created page with "<code>onspawnscript</code> defines a model-level lifecycle hook that executes when an entity enters play through an Onspawn-aware spawn system. It receives the new entity as <code>self</code> after model defaults and the spawning system's primary context have been established, while the entity's first ordinary update still remains ahead. Onspawnscript is the natural place to initialize behavior that belongs to an entity instance rather than its shared model. Typical use...")
- 20:4920:49, 18 August 2026 Move Position Events (hist | edit) [12,631 bytes] Dcurrent (talk | contribs) (Created page with "<code>onmovexscript</code>, <code>onmoveyscript</code>, and <code>onmovezscript</code> define model-level hooks for responding to entity movement along OpenBOR's three world axes. Each hook executes after a qualifying movement stage for its axis and receives the moving entity as <code>self</code>. These hooks are useful for movement effects, environmental interaction, trails, custom physics, camera logic, state tracking, sound control, movement-dependent attacks, and ot...") Tag: Visual edit: Switched
- 19:5619:56, 18 August 2026 Inholescript (hist | edit) [10,146 bytes] Dcurrent (talk | contribs) (Created page with "<code>inholescript</code> defines a model-level event hook for entities detected inside level hole geometry. It executes during terrain-base adjustment and provides the entity together with the qualifying hole's height, depth, type, and collection index. Despite its name, Inholescript is not limited to standard bottomless pits. Hole type is creator-defined, allowing the same geometry and callback to represent lava, water, quicksand, trapdoors, teleport zones, collapsing...")
- 18:5918:59, 18 August 2026 Binding (hist | edit) [24,885 bytes] Dcurrent (talk | contribs) (Created page with "Binding is OpenBOR's one-way synchronization system for attaching one entity to another. The binding entity can follow a target's position, drawing order, direction, animation, and indexed animation position while retaining its own model, scripts, collision data, state, and other entity properties. Binding is essential for layered visual effects, weapon trails, carried objects, grappling sequences, synchronized helpers, multipart enemies, modular costumes, mounted chara...")
- 18:3118:31, 18 August 2026 Thinkscript (hist | edit) [18,394 bytes] Dcurrent (talk | contribs) (Created page with "<code>thinkscript</code> defines a model-level, per-entity hook synchronized with OpenBOR's scheduled decision cycle. It executes after the entity's current native action handler and native thinking routine, while animation advancement, attack collision, health-display updates, velocity accumulation, gravity, and movement still remain ahead in the logical update. Despite its historical placement in the AI system, Thinkscript is not limited to enemy artificial intelligen...")
- 00:1200:12, 18 August 2026 Enhanced Delay (hist | edit) [15,155 bytes] Dcurrent (talk | contribs) (Created page with "Enhanced Delay is a model- and entity-level transform for animation timing. Traditionally configured with the <code>edelay</code> command, it can scale, offset, filter, and cap the delay of each indexed animation member without requiring creators to rewrite the member's own <code>delay</code> value. Enhanced Delay does not create a second timer. When an entity enters an actively animating position, OpenBOR reads that member's stored delay, applies the model or entity's...") Tag: Visual edit: Switched
17 August 2026
- 23:4223:42, 17 August 2026 Updateentityscript (hist | edit) [18,382 bytes] Dcurrent (talk | contribs) (Created page with "<code>Updateentityscript</code> is OpenBOR's per-entity logical update hook. Creators assign it with the model command <code>script</code>. The two names describe different sides of the same feature: * <code>script</code> is the command written in a model definition. * <code>updateentityscript</code> is the engine's internal script name and the descriptive name used for this event. There is no <code>updateentityscript</code> model command. Compilation messages and eng...") Tag: Visual edit: Switched
- 22:5722:57, 17 August 2026 Ondrawscript (hist | edit) [15,685 bytes] Dcurrent (talk | contribs) (Created page with "The <code>ondrawscript</code> command defines a model-level display hook for each entity using that model. OpenBOR executes the script during an eligible display pass after it has queued the native visuals for every active entity, but before the sprite queue is rendered to the screen. This timing makes Ondrawscript a powerful display-composition tool. Creators can add entity-anchored graphics, status indicators, procedural effects, custom attachments, trails, targeting...") Tag: Visual edit: Switched
- 19:4619:46, 17 August 2026 Move Blocking Events (hist | edit) [22,709 bytes] Dcurrent (talk | contribs) (Created page with "The <code>onblock*script</code> family provides OpenBOR's movement-obstruction hooks. Each event runs when native movement resolution detects a particular boundary or blocking object for an entity. These events are unrelated to guarding attacks. Combat blocks use Didblockscript and other combat hooks. Onblock scripts respond to physical movement constraints such as screen edges, playfield depth limits, level walls, platform sides, obstacle entities, and overhead pla...") Tag: Visual edit: Switched
- 19:1519:15, 17 August 2026 Updated (hist | edit) [13,941 bytes] Dcurrent (talk | contribs) (Created page with "<code>updated.c</code> is OpenBOR's project-wide post-update hook. The engine loads it from a fixed path and executes it near the end of eligible refresh passes, after logical gameplay processing and screen preparation but before the queued screen content is rendered. This placement makes <code>updated.c</code> a powerful finalization point for systems that need the completed state of the pass. Typical uses include aggregate event resolution, encounter summaries, target...") Tag: Visual edit: Switched
- 19:0519:05, 17 August 2026 Update (hist | edit) [11,408 bytes] Dcurrent (talk | contribs) (Created page with "<code>update.c</code> is OpenBOR's project-wide pre-update hook. The engine loads it from a fixed path and executes it near the beginning of eligible gameplay refresh passes, after player input has been refreshed but before key scripts, logical time-step processing, and entity updates. This placement makes <code>update.c</code> a powerful coordination point for systems that must prepare shared state before gameplay objects act. Typical uses include input orchestration,...") Tag: Visual edit: Switched
- 18:1818:18, 17 August 2026 Animationscript (hist | edit) [18,475 bytes] Dcurrent (talk | contribs) (Created page with "<code>animationscript</code> defines OpenBOR's animation-update script. The engine executes it whenever an animating entity enters or is moved to an indexed animation frame, including normal advancement, loop transitions, animation starts, and explicit frame updates. The command name is technically exact - the compiled script belongs to the model's animation system and may service every animation in that model. Conceptually, its runtime role is a frame-update hook. It p...") Tag: Visual edit: Switched
- 18:0318:03, 17 August 2026 Onfallscript (hist | edit) [14,179 bytes] Dcurrent (talk | contribs) (Created page with "<code>onfallscript</code> is OpenBOR's fall-entry hook. It runs after the engine successfully selects a fall animation and establishes the entity's native falling state. This placement gives creators direct control at the point where knockback becomes an active fall. Scripts can inspect the attacker and attack metadata, reshape launch velocity, route different knockdowns into custom states, enable air recovery, begin wall or ground bounce systems, add fall-specific effe...") Tag: Visual edit: Switched
- 17:5617:56, 17 August 2026 Onpainscript (hist | edit) [11,552 bytes] Dcurrent (talk | contribs) (Created page with "<code>onpainscript</code> is OpenBOR's pain-reaction hook. It runs after the engine successfully selects and starts a pain or grabbed animation, stops the entity's movement, clears conflicting action states, and establishes the native pain response. This placement lets creators inspect the requested attack type and immediately extend or replace the selected reaction. Typical uses include armor responses, custom hit stun, contextual flinches, retaliation, stagger systems...") Tag: Visual edit: Switched
- 17:4017:40, 17 August 2026 Onkillscript (hist | edit) [15,156 bytes] Dcurrent (talk | contribs) (Created page with "<code>onkillscript</code> is OpenBOR's entity-removal hook. It runs when the engine begins removing an entity from active play, regardless of whether the cause was combat death, script removal, lifespan expiration, out-of-bounds cleanup, animation completion, ownership cleanup, or level shutdown. The callback executes while <code>self</code> is still valid and its properties, variables, links, ownership, and other state remain available for inspection. Removal continues...")
- 17:2817:28, 17 August 2026 Ondeathscript (hist | edit) [13,257 bytes] Dcurrent (talk | contribs) (Created page with "<code>ondeathscript</code> is OpenBOR's lethal-damage response hook. It runs when HP remains at or below <code>0</code> after Takedamagescript, before the engine commits the entity to its dead state, awards ordinary defeat credit, drops death items, updates boss completion, or selects the final death reaction. The event marks entry into a lethal damage branch rather than guaranteed removal. Ondeath scripts may restore HP and prevent final death, transform the entity...") Tag: Visual edit: Switched
- 17:2117:21, 17 August 2026 Takedamagescript (hist | edit) [12,795 bytes] Dcurrent (talk | contribs) (Created page with "<code>takedamagescript</code> is OpenBOR's recipient-side post-damage combat hook. It runs after the engine calculates offense and defense and changes the recipient's HP, but before final death processing and most pain, fall, or death reaction selection. This placement gives creators access to the resolved recipient state while the outcome can still be redirected. Scripts may prevent an otherwise lethal result, trigger boss phases, cap damage, convert lost health into a...") Tag: Visual edit: Switched
- 16:3916:39, 17 August 2026 Ondoattackscript (hist | edit) [14,199 bytes] Dcurrent (talk | contribs) (Created page with "<code>ondoattackscript</code> is a model event that runs when an entity's attack becomes a candidate to hit another entity. OpenBOR invokes the recipient's script first and the conferring entity's script second, before native block, counter, and damage resolution. The event is an attack-interception hook rather than hit confirmation. Scripts may inspect the proposed attack, coordinate custom responses, or cancel native handling through the shared last-hit confirmation v...") Tag: Visual edit: Switched
- 16:2816:28, 17 August 2026 Didhitscript (hist | edit) [9,241 bytes] Dcurrent (talk | contribs) (Created page with "<code>didhitscript</code> is a model event that runs on the entity conferring a successfully accepted hit. It provides the attacker, recipient, and raw attack properties to script after OpenBOR has determined the collision will count as a hit. The event is hit confirmation rather than damage confirmation. It also runs when the recipient blocks, when an accepted hit produces no actual HP loss, when an item is collected, and when configured landing damage is applied. It d...") Tag: Visual edit: Switched
16 August 2026
- 00:5900:59, 16 August 2026 Subscreens (hist | edit) [34,806 bytes] Dcurrent (talk | contribs) (Created page with "Subscreens are script-allocated, off-screen 32-bit drawing surfaces. Scripts can compose sprites, text, primitive shapes, and selected parts of the sprite queue on a subscreen, then submit the completed result to the main drawing queue with <code>drawscreen()</code>. Unlike queued draw commands, pixels written to a subscreen remain there until they are cleared, overwritten, or the screen is released. This retained surface makes subscreens useful both as composition work...") Tag: Visual edit
15 August 2026
- 21:4121:41, 15 August 2026 Direct Drawing (hist | edit) [31,667 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR direct drawing lets scripts place text, sprites, dots, lines, boxes, and complete off-screen surfaces into the video output. Two related paths are available: queued drawing, which joins the engine's normal depth-sorted render queue, and target-screen drawing, which changes a selected screen immediately. This article describes the direct-draw API, resource ownership, ordering, color and blend handling, drawmethod control, and off-screen composition. == Parts of...")
12 August 2026
- 19:1719:17, 12 August 2026 Movie Player (hist | edit) [39,696 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR provides a reusable source, playback, and channel system for movie media. The API uses the generic <code>movie_*</code> namespace so additional container or codec support can be added later. The current backend plays WebM files containing VP8 video and optional Vorbis audio. The movie system has three main parts: * '''Source''' - A streamed path or cached WebM byte buffer identified by a source ID. * '''Playback''' - One active use of a source, represented by a...") Tag: Visual edit: Switched
- 00:1700:17, 12 August 2026 Runtime Script Compilation (hist | edit) [15,828 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR can allocate a new script object, load source code into it, compile that source while the module is running, and execute the resulting program on demand. This makes runtime scripts useful for optional systems, generated behavior, development tools, modular content, and other cases where a script should not be tied to one of OpenBOR's predefined events. Runtime compilation is not a single evaluation call. The feature uses an owned script object with a four-stage...") Tag: Visual edit: Switched
7 August 2026
- 00:0400:04, 7 August 2026 Animation Overview (hist | edit) [15,250 bytes] Dcurrent (talk | contribs) (Created page with "Animations are one of OpenBOR's fundamental building blocks. A model uses animations to describe how it looks and behaves over time. Walking, standing, attacking, falling, taking damage, and many other actions are represented by ordered animation frames. Each animation belongs to a model and occupies a recognized animation slot such as <code>idle</code>, <code>walk</code>, <code>jump</code>, <code>pain</code>, or <code>attack1</code>. OpenBOR's native logic selects many...") Tag: Visual edit: Switched
3 August 2026
- 21:0621:06, 3 August 2026 Didblockscript (hist | edit) [7,936 bytes] Dcurrent (talk | contribs) (Redirected page to Blocking#Didblock Script) Tags: New redirect Visual edit
- 20:0120:01, 3 August 2026 Blocking (hist | edit) [24,468 bytes] Dcurrent (talk | contribs) (Created page with "Blocking allows an entity to intercept an eligible attack before ordinary hit damage and reactions are applied. Successful blocks may play an impact animation, spawn a block flash, play a block sound, consume guard points, apply chip damage, and execute block scripts. The native system separates three questions: # '''Will the entity attempt to block?''' Player input or AI behavior establishes a blocking state. # '''Can the attack be blocked?''' Facing, native guard poi...") Tag: Visual edit
2 August 2026
- 01:2101:21, 2 August 2026 Audio Overview (hist | edit) [51,950 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR uses a unified sample and channel system for sound effects, ambience, voice, and most music playback. WAV and Ogg Vorbis files may be retained in memory or streamed from module data. Music commands remain available as a legacy convenience interface and route WAV or Ogg playback through the ordinary sound channel system. The audio system has three main parts: * '''Sample''' - Loaded audio data or streaming metadata identified by a sample ID. * '''Playback''' - O...") Tag: Visual edit: Switched
27 July 2026
- 16:4516:45, 27 July 2026 Factions (hist | edit) [20,326 bytes] Dcurrent (talk | contribs) (Created page with "Factions control how entities interact with each other. Faction settings determine which groups an entity belongs to, which entities it considers hostile, and which entities it can damage. Faction properties are divided into two systems: * '''Group factions''' assign entities to named groups and compare those memberships. * '''Type factions''' use legacy entity types such as <code>player</code>, <code>enemy</code>, and <code>npc</code>. Both systems may be combined fo...") Tag: Visual edit: Switched
26 July 2026
- 03:1103:11, 26 July 2026 Graphics Overview (hist | edit) [12,164 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR uses a software-composited graphics system designed primarily for sprite-based games. Images, background layers, entities, text, primitive shapes, and scripted subscreens are collected into a drawing queue, ordered by layer, rendered into a 32-bit logical screen, and finally presented by the platform video backend. This arrangement separates game graphics from the physical display. Creators define the logical resolution and visual composition of a project, while...") Tag: Visual edit
- 02:0302:03, 26 July 2026 Hit Effects (hist | edit) [12,036 bytes] Dcurrent (talk | contribs) (Created page with "Hit effects are sounds and visual effects played in response to in-game hits. They provide impact feedback and help communicate damage, blocking, and other combat results. OpenBOR includes native hit-sound and hit-flash systems that creators may configure to give projects a distinct presentation. ''Documentation in progress.'' == Flash Adjustments == === Position and Layer === OpenBOR games commonly allow movement along the Z axis. Hit flashes must therefore be positi...") Tag: Visual edit
25 July 2026
- 17:0117:01, 25 July 2026 Model Registry (hist | edit) [19,076 bytes] Dcurrent (talk | contribs) (Created page with "The model registry is arguably the single most important aspect of an OpenBOR project, and is a required element. It is not be confused with individual models, which are singular, reusable templates used to create players, enemies, items, obstacles, projectiles, and other entities. <code>models.txt</code> is the project-wide model registry. Its default location is:<pre> data/models.txt </pre>The file serves three primary purposes: * Registers model names and their def...") Tag: Visual edit
- 00:1700:17, 25 July 2026 Logging (hist | edit) [10,386 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR maintains two text log files for diagnostic and development purposes. Although their names are similar, each log serves a different purpose. === OpenBOR Log === The primary operational log. It records engine initialization, resource loading, warnings, errors, script exceptions, shutdown information, and creator-defined messages written with the <code>log()</code> script function. === Script Log === A specialized development log containing script code generate...") Tag: Visual edit
24 July 2026
- 12:5112:51, 24 July 2026 File Operations (hist | edit) [22,243 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR supports file CRUD - create, read, update, and delete - through an API called filestream. Scripts can load external files into memory, read structured text, assemble or revise content, save the result to disk, and remove files that are no longer needed. Common uses include custom configuration, persistent game data, generated model or script files, and data exchanged with external tools. Despite the name, an OpenBOR filestream is not a continuously open operatin...") Tag: Visual edit
22 July 2026
- 18:3718:37, 22 July 2026 OpenBOR Overview (hist | edit) [14,173 bytes] Dcurrent (talk | contribs) (Created page with "This article provides a general overview of how the OpenBOR engine organizes and operates a game module. Individual systems and commands are covered in their respective articles. '''Rule 0:''' OpenBOR’s native behaviors are starting defaults, not immutable rules. Virtually every system can be adjusted, extended, or replaced through configuration and script. == Engine Structure == An OpenBOR game consists of two principal components: * '''Engine''' – The executable...") Tag: Visual edit
- 16:0716:07, 22 July 2026 Damage Control (hist | edit) [10,289 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR includes a native system of damage control and mitigation. These settings adjust how entities deliver and respond to damage from different sources. For example, a character may resist, ignore, or absorb burn damage while remaining vulnerable to another attack type. Offense properties modify damage delivered by an attacker. Defense properties modify incoming damage and reactions for the target. Both sets of properties may be configured independently for each At...") Tag: Visual edit
- 13:4113:41, 22 July 2026 Attack Type (hist | edit) [8,113 bytes] Dcurrent (talk | contribs) (Created page with "In OpenBOR, each attack is assigned a type. Attack types are then used to handle how the target will react when struck by a given attack. In the simplest example, a standard attack might cause the target to buckle in pain, whereas another would light them on fire, and a third would freeze them in place for a time. More sophisticated attributes allow differing animations when recovering, making a target more (or less) resistant to specific attack types, and so on. In mod...") Tag: Visual edit
- 11:0411:04, 22 July 2026 Geometry Overview (hist | edit) [6,819 bytes] Dcurrent (talk | contribs) (Created page with "OpenBOR uses the Cartesian coordinate system to describe locations on the display screen and within the game world. The behavior of an axis depends on whether it describes a static location, velocity, dimensions, or another property. Axis behavior also varies depending on whether the coordinates apply to the screen or the game world. == Game Field == The game field is the “world”—a virtual space occupied by stages and entities during gameplay. It is a three-dimens...") Tag: Visual edit