Declarations

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Before you get into this tutorial, you should first have at least a basic understanding of the existence of Control Declarations. If you don’t, click this conveniently placed link, which tells you all you need to know.

If you've read past that knowledge checkpoint, I will assume that you do, at least, somewhat understand how Control Declarations work, even if it is on a very basic level. Given that liberty, I will introduce you to

Declarations

A declaration is a line of code that, when ran, makes itself true. An example of a declaration would be:

.x += 64

This declaration would, upon being ran, add 64 to the specified object's x-axis value. Declarations are the fundamental working grounds of all languages, and thus are very simple in nature.

Examples

.y = 64
char(1).id = 1
char(1).ysp = -5
  1. Makes the specified object's y-axis value equal to 64.
  2. Makes player one Luigi.
  3. Makes player one's y-axis speed equal to negative five (so, moving upwards).

Now that you know how to declare, I bring you one of the very building blocks of all coding languages;

If Statements

The if statement is a very common statement; one that you can find in a vast majority of coding languages, and Teascript is no different. If statements are formatted as such:

if 'condition
   'declaration
end if

This is a basic if statement, with one condition and one declaration. A condition is what's being checked, and a declaration is what will be done if the condition is met. Using this alone, you can make scripts that control players, npcs, and more.

if sysval(coincount) > 50
   sysval(coincount) -= 50
end if

Here's an example of a functioning if statement. Line 1, if sysval(coincount) > 50 first tells Teascript that you are using an if statement, via the use of if, then asks if the player's coin count is greater than 50. Next, if the condition is met, the language goes on to make the declaration true (in this case, it subtracts fifty coins from poor Mario). Whenever writing an if statement, you must first write the condition next to the if, and not the statement.

Examples

if gv(wind)=1
   char(1).x -= 1
end if
if .health = 1
   char(1).xsp = char(1).xsp*-1
   .health = 2
end if
if .ivala = 1
   .ivalb += 1
end if
  1. Checks if the global variable wind is 1, and if so, makes player one move backwards a pixel.
  2. Checks if the specified object's health is one, and if so, forces player one to move backwards and sets health to two.
  3. Checks if ivala is 1, and if so, adds one to ivalb.

This is, on a basic level, how most scripters do things in Teascript. And given how you've just learned how to do it; welcome to the world of Teascripting.