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[[Category:Script]]
[[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:
'''Score scripts''' are automatic player-slot event hooks that execute whenever OpenBOR processes a score adjustment through its native score routine. Four optional files are available, one for each player slot:


* <code>data/scripts/score1.c</code>
* <code>data/scripts/score1.c</code>
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* <code>data/scripts/score4.c</code>
* <code>data/scripts/score4.c</code>


Each script receives the unsigned 64-bit amount submitted to the score routine. This makes score scripts useful for custom feedback, milestones, achievements, secondary reward systems, cooperative scoring, statistics, and any other mechanic that should react immediately to native score awards.
Each script receives the signed 64-bit adjustment submitted to the score routine. Positive values add points, while negative values deduct them. This makes score scripts useful for custom feedback, milestones, achievements, penalties, secondary reward systems, cooperative scoring, statistics, and any other mechanic that should react immediately to native score changes.


OpenBOR's score system supports values from <code>0</code> through <code>18446744073709551615</code>. This provides enough range for extreme scoring systems, large multipliers, dense projectile bonuses, and other designs without requiring creators to split a score into manually carried pieces.
OpenBOR's accumulated player score supports values from <code>0</code> through <code>18446744073709551615</code>. This provides enough range for extreme scoring systems, large multipliers, dense projectile bonuses, and other designs without requiring creators to split a score into manually carried pieces.


Score scripts are award events rather than general observers of the score property. Writing a player's score directly through script does not execute them.
Score scripts are adjustment events rather than general observers of the score property. Writing a player's score directly through script does not execute them.


== Usage ==
== Usage ==
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void main()
void main()
{
{
     unsigned long score = getlocalvar("score");
     long score = getlocalvar("score");


     // React to the score award here.
     // React to the score adjustment here.
}
}
</syntaxhighlight>
</syntaxhighlight>
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== Execution ==
== Execution ==


The immediate score-award sequence is:
The immediate score-adjustment sequence is:


# OpenBOR receives a player slot and an amount to add.
# OpenBOR receives a player slot and a signed amount to apply.
# OpenBOR calculates applicable extra-life thresholds.
# OpenBOR calculates applicable extra-life thresholds.
# The amount is added to the player's score. Any overflow caps at the maximum score value of <code>18,446,744,073,709,551,615</code>.
# Positive amounts add to the player's score and saturate at <code>18446744073709551615</code>. Negative amounts deduct from the score and saturate at <code>0</code>.
# Applicable extra lives are awarded.
# Applicable extra lives are awarded.
# OpenBOR stores the updated score total.
# OpenBOR stores the updated score total.
# The corresponding numbered score script executes with local variable <code>score</code>.
# The corresponding numbered score script executes with local variable <code>score</code>.


The player's updated score and any extra lives from the award are already available when the script executes. Native processing for that individual score award is otherwise complete.
The player's updated score and any extra lives from the adjustment are already available when the script executes. Native processing for that individual score adjustment is otherwise complete. Negative adjustments do not remove lives that were already awarded.


Score scripts execute once for each call to the native score routine, not once per update and not once for an accumulated group of awards. Stage-completion counting may therefore produce a sequence of small events as bonuses are transferred into the player's total.
Score scripts execute once for each call to the native score routine, not once per update and not once for an accumulated group of adjustments. Stage-completion counting may therefore produce a sequence of small events as bonuses are transferred into the player's total.


OpenBOR may also submit an amount of zero to the score routine. Scripts that only need positive awards should test <code>score</code> before producing effects.
OpenBOR may also submit an amount of zero to the score routine. Scripts can test whether <code>score</code> is positive, negative, or zero before producing the applicable response.


== Event Data ==
== Event Data ==
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|-
|-
| <code>score</code>
| <code>score</code>
| Unsigned 64-bit integer (<code>VT_UINTEGER64</code>)
| Signed 64-bit integer (<code>VT_INTEGER64</code>)
| Amount submitted to the native score routine for the player slot associated with the script file.
| Adjustment submitted to the native score routine for the player slot associated with the script file. Positive values add points, and negative values deduct points.
|}
|}


<code>score</code> is the award amount, not the player's new total. It is also not necessarily the actual increase in the stored total. For example, an award that reaches the unsigned 64-bit maximum still supplies its original amount to the event.
<code>score</code> is the requested adjustment, not the player's new total. It is also not necessarily the actual change in the stored total. An addition that reaches the unsigned maximum or a deduction that reaches zero still supplies its original signed amount to the event.


Changing the local <code>score</code> variable does not alter the award or the stored player score because the event executes after native score processing. The event supplies the award rather than the running total. Systems that need an independent total may accumulate the unsigned 64-bit awards in a global variable, as shown below.
Changing the local <code>score</code> variable does not alter the adjustment or the stored player score because the event executes after native score processing. The event supplies the adjustment rather than the running total. Systems may accumulate the signed 64-bit changes in a global variable to build an independent tally, as shown below.


== Score Range ==
== Score Range ==


Native score awards and totals use unsigned 64-bit values.
OpenBOR separates the signed values used to adjust score from the unsigned value used to store the player's total.


{| class="wikitable"
{| class="wikitable"
! Limit
! Value
! Value
! Type
! Minimum
! Maximum
|-
|-
| Minimum
| Player score total
| Unsigned 64-bit integer
| <code>0</code>
| <code>0</code>
| <code>18446744073709551615</code>
|-
| Model and level score value
| Signed 64-bit integer
| <code>-9223372036854775808</code>
| <code>9223372036854775807</code>
|-
|-
| Maximum
| <code>score#.c</code> event value
| <code>18446744073709551615</code>
| Signed 64-bit integer (<code>VT_INTEGER64</code>)
| <code>-9223372036854775808</code>
| <code>9223372036854775807</code>
|}
|}


The maximum is also known as <code>UINT64_MAX</code>, or 2<sup>64</sup> - 1. Score addition uses saturation: when an award would exceed this limit, OpenBOR stores the maximum instead of allowing the total to wrap back to a smaller value.
The player's maximum total is also known as <code>UINT64_MAX</code>, or 2<sup>64</sup> - 1. Score adjustment uses saturation at both ends. Positive adjustments that would exceed the maximum store <code>UINT64_MAX</code>, while negative adjustments that would pass below zero store <code>0</code>.


Player totals, model and level score values, saved scores, high-score entries, and the <code>score</code> event variable preserve this range. Model and level <code>score</code> commands accept unsigned 64-bit values; negative score values are invalid.
Player totals, saved scores, and high-score entries preserve the unsigned 64-bit range. Model and level <code>score</code> commands accept signed 64-bit values, allowing creators to assign either rewards or penalties without replacing the native score system.


The <code>scoreformat</code> setting continues to pad short values to nine digits. Nine digits are a minimum display width rather than a limit, so larger totals remain visible in full.
The <code>scoreformat</code> setting continues to pad short values to nine digits. Nine digits are a minimum display width rather than a limit, so larger totals remain visible in full.
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== What Triggers the Event ==
== What Triggers the Event ==


Native score awards include points generated by normal engine systems such as:
Native score adjustments include values generated by normal engine systems such as:


* Damage and hit scoring.
* Damage and hit scoring.
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* Clear, life, and rush bonuses awarded during stage completion.
* Clear, life, and rush bonuses awarded during stage completion.


The precise award depends on the applicable model, attack, level, and project configuration. Each native award runs the numbered script for the player receiving it.
The precise adjustment depends on the applicable model, attack, level, and project configuration. Each native adjustment runs the numbered script for the affected player. Negative model or level score values can turn applicable defeats, pickups, obstacles, or exits into score penalties.


Several operations can change a player's stored total without representing a new score award. Direct score-property writes, loading saved data, and internal score resets do not pass through the native addition routine and therefore do not execute <code>score#.c</code>. This separation prevents initialization, restoration, or scripted replacement of a total from being mistaken for gameplay scoring.
Several operations can change a player's stored total without representing a new score adjustment. Direct score-property writes, loading saved data, and internal score resets do not pass through the native score routine and therefore do not execute <code>score#.c</code>. This separation prevents initialization, restoration, or scripted replacement of a total from being mistaken for gameplay scoring.


== Example: Award Feedback ==
== Example: Reward and Penalty Feedback ==


The following <code>data/scripts/score1.c</code> records Player 1's latest award and requests stronger feedback for large awards. An update, draw, or HUD script can consume the stored values and provide the desired presentation.
The following <code>data/scripts/score1.c</code> records Player 1's latest adjustment and selects separate feedback for rewards and penalties. An update, draw, or HUD script can consume the stored values and provide the desired presentation.


<syntaxhighlight lang="c" line>
<syntaxhighlight lang="c" line>
void main()
void main()
{
{
     unsigned long award = getlocalvar("score");
     long adjustment = getlocalvar("score");


     if (award > 0)
     if (adjustment != 0)
     {
     {
         setglobalvar("p1_last_score_award", award);
         setglobalvar("p1_last_score_adjustment", adjustment);


         if (award >= 1000)
         if (adjustment >= 1000)
         {
         {
             setglobalvar("p1_score_flash", 2);
             setglobalvar("p1_score_flash", 2);
        }
        else if (adjustment > 0)
        {
            setglobalvar("p1_score_flash", 1);
         }
         }
         else
         else
         {
         {
             setglobalvar("p1_score_flash", 1);
             setglobalvar("p1_score_flash", -1);
         }
         }
     }
     }
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</syntaxhighlight>
</syntaxhighlight>


The same pattern can be used in the other numbered files. The filename supplies the player identity. Keeping visual or timed behavior in an update or draw script allows the score event to remain focused on recording the award and starting the response.
The same pattern can be used in the other numbered files. The filename supplies the player identity. Keeping visual or timed behavior in an update or draw script allows the score event to remain focused on recording the adjustment and starting the response.


== Example: Shared Team Score ==
== Example: Shared Team Score ==


Individual score scripts may contribute to a common system. This compact <code>score2.c</code> example adds Player 2's positive awards to a shared team tally. It assumes <code>team_score</code> was initialized to <code>0</code> by a level-start or other setup script.
Individual score scripts may contribute to a common system. This compact <code>score2.c</code> example applies Player 2's rewards and penalties to a shared team tally. It assumes <code>team_score</code> was initialized to <code>0</code> by a level-start or other setup script.


<syntaxhighlight lang="c" line>
<syntaxhighlight lang="c" line>
void main()
void main()
{
{
     unsigned long award = getlocalvar("score");
     long adjustment = getlocalvar("score");
     unsigned long team_score = getglobalvar("team_score");
     long team_score = getglobalvar("team_score");


     if (award > 0)
     if (adjustment != 0)
     {
     {
         setglobalvar("team_score", team_score + award);
         setglobalvar("team_score", team_score + adjustment);
     }
     }
}
}
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Quick applications include:
Quick applications include:


* '''Presentation''' - Select sounds, flashes, text, particles, or camera effects according to the award size.
* '''Presentation''' - Select sounds, flashes, text, particles, or camera effects according to the adjustment's sign and size.
* '''Milestones''' - Detect score thresholds and trigger ranks, unlocks, achievements, or rewards.
* '''Milestones''' - Detect score thresholds and trigger ranks, unlocks, achievements, or rewards.
* '''Secondary resources''' - Convert native points into meter, currency, experience, continues, or another custom value.
* '''Penalties''' - React to point loss from dangerous items, protected targets, mistakes, or other negative-score interactions.
* '''Cooperative systems''' - Combine awards from several player slots into a shared objective or team score.
* '''Secondary resources''' - Convert native score changes into meter, currency, experience, continues, or another custom value.
* '''Cooperative systems''' - Combine adjustments from several player slots into a shared objective or team score.
* '''Competitive systems''' - Track momentum, compare recent gains, or announce changes in player standing.
* '''Competitive systems''' - Track momentum, compare recent gains, or announce changes in player standing.
* '''Challenge logic''' - Count qualifying awards, enforce score goals, or record progress for bonus conditions.
* '''Challenge logic''' - Count qualifying changes, enforce score goals, or record progress for bonus conditions.
* '''Statistics''' - Record award frequency, largest gains, stage totals, or player-specific performance data.
* '''Statistics''' - Record adjustment frequency, largest gains or losses, stage totals, or player-specific performance data.


The numbered file identifies the player, and <code>score</code> provides the award amount, but the event supplies no dedicated source identifier. Systems that need to distinguish hits, defeats, pickups, or bonuses can combine the event with state recorded by the relevant attack, model, item, spawn, or level scripts.
The numbered file identifies the player, and <code>score</code> provides the signed adjustment, but the event supplies no dedicated source identifier. Systems that need to distinguish hits, defeats, pickups, bonuses, or penalties can combine the event with state recorded by the relevant attack, model, item, spawn, or level scripts.


== See Also ==
== See Also ==

Revision as of 17:39, 20 August 2026


Score scripts are automatic player-slot event hooks that execute whenever OpenBOR processes a score adjustment through its native score routine. Four optional files are available, one for each player slot:

  • data/scripts/score1.c
  • data/scripts/score2.c
  • data/scripts/score3.c
  • data/scripts/score4.c

Each script receives the signed 64-bit adjustment submitted to the score routine. Positive values add points, while negative values deduct them. This makes score scripts useful for custom feedback, milestones, achievements, penalties, secondary reward systems, cooperative scoring, statistics, and any other mechanic that should react immediately to native score changes.

OpenBOR's accumulated player score supports values from 0 through 18446744073709551615. This provides enough range for extreme scoring systems, large multipliers, dense projectile bonuses, and other designs without requiring creators to split a score into manually carried pieces.

Score scripts are adjustment events rather than general observers of the score property. Writing a player's score directly through script does not execute them.

Usage

Create the desired numbered script in data/scripts. OpenBOR loads it automatically, so no model, level, or project command is required.

score#.c is documentation shorthand in which # represents the player number. The literal filenames use 1 through 4.

File Player Player index
data/scripts/score1.c Player 1 0
data/scripts/score2.c Player 2 1
data/scripts/score3.c Player 3 2
data/scripts/score4.c Player 4 3

The basic structure is:

void main()
{
    long score = getlocalvar("score");

    // React to the score adjustment here.
}

The filename identifies the player slot. OpenBOR does not supply player or self automatically.

Execution

The immediate score-adjustment sequence is:

  1. OpenBOR receives a player slot and a signed amount to apply.
  2. OpenBOR calculates applicable extra-life thresholds.
  3. Positive amounts add to the player's score and saturate at 18446744073709551615. Negative amounts deduct from the score and saturate at 0.
  4. Applicable extra lives are awarded.
  5. OpenBOR stores the updated score total.
  6. The corresponding numbered score script executes with local variable score.

The player's updated score and any extra lives from the adjustment are already available when the script executes. Native processing for that individual score adjustment is otherwise complete. Negative adjustments do not remove lives that were already awarded.

Score scripts execute once for each call to the native score routine, not once per update and not once for an accumulated group of adjustments. Stage-completion counting may therefore produce a sequence of small events as bonuses are transferred into the player's total.

OpenBOR may also submit an amount of zero to the score routine. Scripts can test whether score is positive, negative, or zero before producing the applicable response.

Event Data

Variable Type Description
score Signed 64-bit integer (VT_INTEGER64) Adjustment submitted to the native score routine for the player slot associated with the script file. Positive values add points, and negative values deduct points.

score is the requested adjustment, not the player's new total. It is also not necessarily the actual change in the stored total. An addition that reaches the unsigned maximum or a deduction that reaches zero still supplies its original signed amount to the event.

Changing the local score variable does not alter the adjustment or the stored player score because the event executes after native score processing. The event supplies the adjustment rather than the running total. Systems may accumulate the signed 64-bit changes in a global variable to build an independent tally, as shown below.

Score Range

OpenBOR separates the signed values used to adjust score from the unsigned value used to store the player's total.

Value Type Minimum Maximum
Player score total Unsigned 64-bit integer 0 18446744073709551615
Model and level score value Signed 64-bit integer -9223372036854775808 9223372036854775807
score#.c event value Signed 64-bit integer (VT_INTEGER64) -9223372036854775808 9223372036854775807

The player's maximum total is also known as UINT64_MAX, or 264 - 1. Score adjustment uses saturation at both ends. Positive adjustments that would exceed the maximum store UINT64_MAX, while negative adjustments that would pass below zero store 0.

Player totals, saved scores, and high-score entries preserve the unsigned 64-bit range. Model and level score commands accept signed 64-bit values, allowing creators to assign either rewards or penalties without replacing the native score system.

The scoreformat setting continues to pad short values to nine digits. Nine digits are a minimum display width rather than a limit, so larger totals remain visible in full.

What Triggers the Event

Native score adjustments include values generated by normal engine systems such as:

  • Damage and hit scoring.
  • Defeating entities with a configured score value.
  • Collecting items with a configured score value.
  • Damaging obstacles.
  • Reaching an end-level entity with a score value.
  • Clear, life, and rush bonuses awarded during stage completion.

The precise adjustment depends on the applicable model, attack, level, and project configuration. Each native adjustment runs the numbered script for the affected player. Negative model or level score values can turn applicable defeats, pickups, obstacles, or exits into score penalties.

Several operations can change a player's stored total without representing a new score adjustment. Direct score-property writes, loading saved data, and internal score resets do not pass through the native score routine and therefore do not execute score#.c. This separation prevents initialization, restoration, or scripted replacement of a total from being mistaken for gameplay scoring.

Example: Reward and Penalty Feedback

The following data/scripts/score1.c records Player 1's latest adjustment and selects separate feedback for rewards and penalties. An update, draw, or HUD script can consume the stored values and provide the desired presentation.

void main()
{
    long adjustment = getlocalvar("score");

    if (adjustment != 0)
    {
        setglobalvar("p1_last_score_adjustment", adjustment);

        if (adjustment >= 1000)
        {
            setglobalvar("p1_score_flash", 2);
        }
        else if (adjustment > 0)
        {
            setglobalvar("p1_score_flash", 1);
        }
        else
        {
            setglobalvar("p1_score_flash", -1);
        }
    }
}

The same pattern can be used in the other numbered files. The filename supplies the player identity. Keeping visual or timed behavior in an update or draw script allows the score event to remain focused on recording the adjustment and starting the response.

Example: Shared Team Score

Individual score scripts may contribute to a common system. This compact score2.c example applies Player 2's rewards and penalties to a shared team tally. It assumes team_score was initialized to 0 by a level-start or other setup script.

void main()
{
    long adjustment = getlocalvar("score");
    long team_score = getglobalvar("team_score");

    if (adjustment != 0)
    {
        setglobalvar("team_score", team_score + adjustment);
    }
}

Equivalent handlers in score1.c, score3.c, and score4.c create a cooperative total without replacing each player's native score. The same arrangement can power team milestones, shared resources, competitive comparisons, or multiplayer challenge rules.

Other Uses

Quick applications include:

  • Presentation - Select sounds, flashes, text, particles, or camera effects according to the adjustment's sign and size.
  • Milestones - Detect score thresholds and trigger ranks, unlocks, achievements, or rewards.
  • Penalties - React to point loss from dangerous items, protected targets, mistakes, or other negative-score interactions.
  • Secondary resources - Convert native score changes into meter, currency, experience, continues, or another custom value.
  • Cooperative systems - Combine adjustments from several player slots into a shared objective or team score.
  • Competitive systems - Track momentum, compare recent gains, or announce changes in player standing.
  • Challenge logic - Count qualifying changes, enforce score goals, or record progress for bonus conditions.
  • Statistics - Record adjustment frequency, largest gains or losses, stage totals, or player-specific performance data.

The numbered file identifies the player, and score provides the signed adjustment, but the event supplies no dedicated source identifier. Systems that need to distinguish hits, defeats, pickups, bonuses, or penalties can combine the event with state recorded by the relevant attack, model, item, spawn, or level scripts.

See Also