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Text script global variables

The following variables are available to your script.

(For the characters, CHARID is the script ID name as set in the Room Editor). Names in bold are read-only variables and should NOT be modified by the script.

All the following variables are int variables, except for character[].name, which is a string.

character[CHARID].x X co-ordinate of the character (see Note1 below)
character[CHARID].y Y co-ordinate of the character
character[CHARID].z Z co-ordinate of the character (normally 0 for ground-level)
character[CHARID].name The character's full name
character[CHARID].prevroom The room it was in before this one
character[CHARID].room Which room the character is in
character[CHARID].activeinv The currently selected inventory item (or -1)
character[CHARID].inv[x] Whether the character is carrying inventory X
character[CHARID].walking Whether the character is currently moving
character[CHARID].animating Non-zero while an AnimateCharacter animation runs
character[CHARID].walkspeed Current movement speed (use SetCharacterSpeed to change)
character[CHARID].animspeed The character's animation speed
character[CHARID].talkview The character's talking view number minus 1
character[CHARID].view Current view of the character graphic (minus 1)
character[CHARID].loop Current loop of the character graphic
character[CHARID].frame Current frame of the character's graphic
game.ambient_sounds_persist If 0 (default), ambient sounds are stopped on room change. Set to 1 to tell AGS to leave ambient sounds playing when going to a new room.
game.anim_background_speed The current room's animating background speed - same values as in editor.
game.auto_use_walkto_points Default 1; set to 0 to stop AGS automatically using hotspot walk-to points.
game.bgspeech_game_speed If 0 (default), background speech stays on the screen for the same amount of time, no matter what the game speed. If 1, the amount of time it stays is relative to the game speed.
game.bgspeech_stay_on_display If 0 (default), background speech is removed when a DisplaySpeech happens; if 1, it isn't.
game.close_mouth_end_speech_time At the end of speech text, the speech animation will stop for this number of game loops. Default 10. No affect in voice mode.
game.debug_mode Whether we are in debug mode or not.
game.dialog_options_x Offset into dialog options GUI to compensate for borders
game.dialog_options_y Offset into dialog options GUI to compensate for borders
game.disable_antialiasing Set to 1 to disable anti-aliasing of scaled characters, overriding the user's choice in Setup. Default 0.
game.following_room_timer How long to wait before following char emerges in new room, default 150. (higher is longer).
game.inv_activated Inventory item that the player last clicked on. Useful for unhandled_event.
game.inventory_greys_out Set to 1 to make inventory controls grey out when GUI disabled is set to "GUIs Grey Out"
game.items_per_line Number of inventory items displayed per line (useful for working out how much to scroll the window down)
game.lipsync_speed Similar to game.text_speed, but this determines how quickly the text is 'read' out by the mouth moving. You should normally only set this faster than text_speed, otherwise the reading will get cut off when the text times out. Default 15.
game.max_dialogoption_width Maximum width of textwindow-based dialog options box. Default 180.
game.min_dialogoption_width Minimum width of textwindow-based dialog options box. Default 0.
game.narrator_speech Which character ID to use for voice speech within Display() command. Default initial player character. You can also use -1 which uses 'NARR' prefix - special narrator character.
game.no_textbg_when_voice Normally 0. If 1, and the Sierra-style With Background speech style is in use, will change to the Sierra-style (No Bg) if a voice speech line is present.
game.num_inv_displayed Number of inventory items which can be seen in the inventory window.
game.num_inv_items Number of different inventory items which the current player is carrying.
game.roomscript_finished The on_call function has completed executing. (See CallRoomScript)
game.room_height Height, in 320x200 co-ordinate system, of current room.
game.room_width Width, in 320x200 co-ordinate system, of current room.
game.score The player's score. To modify the score, use the GiveScore text script function.
game.score_sound Sound effect to play when the player gets points, originally set in the editor.
game.screenshot_height The height of screenshot images when saved into save games. The largest you can have is the full screen size (320x200), which gives the highest quality but the largest size save game files. The default is 160x100.
game.screenshot_width The width of screenshot images when saved into save games.
game.sierra_inv_color The background color of the sierra-style inventory.
game.skip_display Setting for how Display() messages are skipped; valid values are same as for SetSkipSpeech (default 3).
game.skip_speech_specific_key Default 0. You can set it to a keycode, in which case only that key can skip speech text.
game.speech_bubble_width Maximum width of the thought bubble text window (default 100)
game.speech_music_drop How much to drop music volume when speech is played (default 60).
game.speech_text_align Sets how text in Lucasarts-style speech is aligned. Same possible values as game.text_align, default ALIGN_CENTRE
game.speech_text_gui The textwindow GUI number used for sierra-style speech.
game.swap_portrait Set to 1 to make sierra-style speech swap the portrait image from left to right when different people talk.
game.talkanim_speed The animation speed for talking views (default 5).
game.text_align Sets how text in message boxes and Sierra-style speech is aligned:
ALIGN_LEFT: text aligned to left within message box (default)
ALIGN_CENTRE: text is centred within the message box
ALIGN_RIGHT: text is right-aligned within the message box
These options do not affect Lucasarts-style speech, which is always centred.
game.text_shadow_color Color used for speech text shadow (default 16).
game.text_speed How long speech text stays on the screen. Default 15, higher number means shorter time.
game.top_bar_XXXX Customizations for DisplayTopBar, see link for details
game.top_inv_item Index of the first inventory item in the window
game.total_score Maximum possible score, initially set in the editor.
game.used_mode Cursor mode used with last click (use with "any click" events to find out which mode was used)
gs_globals[50] Now obsolete, but it's a global array of 50 ints that can be accessed from global + local scripts, so you might find it useful
mouse.x Mouse X co-ordinate when the script was started (0-319)
mouse.y Mouse Y co-ordinate when the script was started (0-199)
palette[SLOT].r The red component (0-63) of palette slot SLOT
palette[SLOT].g The green component (0-63) of palette slot SLOT
palette[SLOT].b The blue component (0-63) of palette slot SLOT
player.[x,y,name,...] Alias to character[EGO]. Note: only set at game start, does not update if you change the player character.
savegameindex[20] Save game slot order - see the ListBoxSaveGameList description in text script reference for more info.
system.screen_height The vertical screen resolution (200,240,400,480 or 600) see Note2
system.screen_width The horizontal screen resolution (320, 640 or 800)
system.color_depth The color depth (8, 15, 16, 24 or 32).
system.os Interpreter version (1=AGS-DOS, 2=AGS-WIN, 3=Linux).
system.windowed How game is running: 0=full screen, 1=window
system.vsync Whether to synchronise frames with screen refresh in full-screen mode to eliminate tearing when scrolling (default 0)
system.viewport_width Width of the screen viewport (320 or 400)
system.viewport_height Height of the screen viewport (200, 240 or 300)
system.version String containing the engine version, eg. "2.61.730"

Notes:

(1) The character X&Y co-ordinates may be modified as long as the character is stationary; changing these while the character is moving will cause it to start moving off in the wrong direction.

(2) The system information is provided in order for your game to behave differently if it needs to; however, do NOT use this information to force the player to use a specific resolution. The AGS engine is designed to allow players with varying speeds of computer to enjoy the game at a playable speed; people with a 486 would rather see blocky graphics at 320x200 than be forced to run very slowly at 640x400.