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Combined display of all available logs of OpenBOR. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 14:19, 20 August 2026 Dcurrent talk contribs created page Keyscript (Model) (Redirected page to Key Scripts#Model Keyscript) Tags: New redirect Visual edit
- 14:17, 20 August 2026 Dcurrent talk contribs moved page Keyscript to Keyscript (Level) without leaving a redirect
- 14:14, 20 August 2026 Dcurrent talk contribs created page Keyscript (Redirected page to Key Scripts#Level Keyscript) Tags: New redirect Visual edit
- 14:10, 20 August 2026 Dcurrent talk contribs created page Model Keyscript (Redirected page to Key Scripts#Model Keyscript) Tag: New redirect
- 14:09, 20 August 2026 Dcurrent talk contribs created page Level Keyscript (Redirected page to Key Scripts#Level Keyscript) Tags: New redirect Visual edit
- 13:56, 20 August 2026 Dcurrent talk contribs created page Key Scripts (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
- 22:03, 18 August 2026 Dcurrent talk contribs created page Onmodelcopyscript (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
- 21:27, 18 August 2026 Dcurrent talk contribs created page Onspawnscript (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...")
- 20:57, 18 August 2026 Dcurrent talk contribs created page Onmovezscript (Redirected page to Move Position Events) Tag: New redirect
- 20:57, 18 August 2026 Dcurrent talk contribs created page Onmoveyscript (Redirected page to Move Position Events) Tag: New redirect
- 20:56, 18 August 2026 Dcurrent talk contribs created page Onmovexscript (Redirected page to Move Position Events) Tags: New redirect Visual edit
- 20:49, 18 August 2026 Dcurrent talk contribs created page Move Position Events (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
- 19:56, 18 August 2026 Dcurrent talk contribs created page Inholescript (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...")
- 19:43, 18 August 2026 Dcurrent talk contribs created page On bind update self to other script (Redirected page to Binding#Bind Update Scripts) Tag: New redirect
- 19:42, 18 August 2026 Dcurrent talk contribs created page On bind update other to self script (Redirected page to Binding#Bind Update Scripts) Tags: New redirect Visual edit
- 18:59, 18 August 2026 Dcurrent talk contribs created page Binding (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...")
- 18:31, 18 August 2026 Dcurrent talk contribs created page Thinkscript (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...")
- 17:33, 18 August 2026 Dcurrent talk contribs created page Video (Redirected page to Movie Player#Scene video command) Tag: New redirect
- 17:32, 18 August 2026 Dcurrent talk contribs created page Playwebm() (Redirected page to Movie Player#playwebm()) Tag: New redirect
- 17:32, 18 August 2026 Dcurrent talk contribs created page Movie get property() (Redirected page to Movie Player#Property access) Tag: New redirect
- 17:31, 18 August 2026 Dcurrent talk contribs created page Movie get channel index() (Redirected page to Movie Player#movie get channel index()) Tag: New redirect
- 17:31, 18 August 2026 Dcurrent talk contribs created page Movie get channel object() (Redirected page to Movie Player#movie get channel object()) Tag: New redirect
- 17:30, 18 August 2026 Dcurrent talk contribs created page Movie get channel mask() (Redirected page to Movie Player#movie get channel mask()) Tag: New redirect
- 17:29, 18 August 2026 Dcurrent talk contribs created page Movie set sound channel() (Redirected page to Movie Player#movie set sound channel()) Tag: New redirect
- 17:27, 18 August 2026 Dcurrent talk contribs created page Movie draw to screen() (Redirected page to Movie Player#Creator-controlled drawing) Tag: New redirect
- 17:26, 18 August 2026 Dcurrent talk contribs created page Movie stop() (Redirected page to Movie Player#movie stop()) Tag: New redirect
- 17:25, 18 August 2026 Dcurrent talk contribs created page Movie play() (Redirected page to Movie Player#movie play()) Tag: New redirect
- 17:25, 18 August 2026 Dcurrent talk contribs created page Movie unload() (Redirected page to Movie Player#movie unload()) Tags: New redirect Visual edit: Switched
- 15:49, 18 August 2026 Dcurrent talk contribs created page Movie load() (Redirected page to Movie Player#movie load()) Tags: New redirect Visual edit
- 00:12, 18 August 2026 Dcurrent talk contribs created page Enhanced Delay (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
- 00:01, 18 August 2026 Dcurrent talk contribs created page Edelay (Redirected page to Animation Overview#Enhanced delay) Tags: New redirect Visual edit
- 23:42, 17 August 2026 Dcurrent talk contribs created page Updateentityscript (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
- 22:57, 17 August 2026 Dcurrent talk contribs created page Ondrawscript (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
- 20:01, 17 August 2026 Dcurrent talk contribs created page Onblockzscript (Redirected page to Move Blocking Events#Onblockzscript) Tag: New redirect
- 20:01, 17 August 2026 Dcurrent talk contribs created page Onblockwscript (Redirected page to Move Blocking Events#Onblockwscript) Tag: New redirect
- 20:00, 17 August 2026 Dcurrent talk contribs created page Onblocksscript (Redirected page to Move Blocking Events#Onblocksscript) Tag: New redirect
- 20:00, 17 August 2026 Dcurrent talk contribs created page Onblockpscript (Redirected page to Move Blocking Events#Onblockpscript) Tag: New redirect
- 20:00, 17 August 2026 Dcurrent talk contribs created page Onblockoscript (Redirected page to Move Blocking Events#Onblockoscript) Tag: New redirect
- 19:59, 17 August 2026 Dcurrent talk contribs created page Onblockyscript (Redirected page to Move Blocking Events#Onblockyscript) Tags: New redirect Visual edit
- 19:46, 17 August 2026 Dcurrent talk contribs created page Move Blocking Events (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
- 19:15, 17 August 2026 Dcurrent talk contribs created page Updated (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
- 19:10, 17 August 2026 Dcurrent talk contribs created page Alwaysupdate (Redirected page to Update#Pause Behavior) Tags: New redirect Visual edit
- 19:05, 17 August 2026 Dcurrent talk contribs created page Update (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
- 18:18, 17 August 2026 Dcurrent talk contribs created page Animationscript (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
- 18:03, 17 August 2026 Dcurrent talk contribs created page Onfallscript (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
- 17:56, 17 August 2026 Dcurrent talk contribs created page Onpainscript (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
- 17:40, 17 August 2026 Dcurrent talk contribs created page Onkillscript (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...")
- 17:28, 17 August 2026 Dcurrent talk contribs created page Ondeathscript (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
- 17:21, 17 August 2026 Dcurrent talk contribs created page Takedamagescript (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
- 16:39, 17 August 2026 Dcurrent talk contribs created page Ondoattackscript (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