TeaScript Syntax
Contents
Data Types and Variables
User Variables
User variables can be access in the variable menu or by pressing ctrl+i. All of these variables must be created using this interface.
Doubles & Strings
By clicking the Add
button in the variable interface you create a user variable.
You may also select if the variable is a local or global user variable
. Local user variables
can only exist in a single level and the value is reset every time the level begins. Global variables save the value per level and remembers the value even after quitting the game.
Variable Naming Standard
 Names are not case sensitive.
 Names must not contain spaces.
 Names must be made using a combination of letters and numbers only.
 Names must start with a letter
User variables
work in an unusual way compared to other scripting languages. A user variable
has two sides, a double
and a string
. There are different methods to access each side
' By creating a variable called "myVar" in the interface you can...
' === Access doubles
'Local
val(myVar) or v(myVar)
'Global
gval(myVar) or gv(myVar)
'Local Concatenation in TXTCreate and Event Messages
&val(myVar)
'Global Concatenation in TXTCreate and Event Messages
&gval(myVar)
' === Access strings
'Local
str(myVar)
'Global
gstr(myVar)
'Local Concatenation in TXTCreate and Event Messages
$val(myVar)
'Global Concatenation in TXTCreate and Event Messages
$gvl(myVar)
1 ' === Example
2
3 v(myVar) = 5
4 str(myVar) = "Hello"
5
6 v(myVar) = v(myVar) + 2
7 str(myVar) = str(myVar) & " World"
8
9 ' v(myVar) now has the value of 7
10 ' str(myVar) now has the value of "Hello World"
11 ' Notice how a user variable simultaneously hold a double and a string at the same time. The double side does not interfere with the string side and vice versa.
Note how a user variable
simultaneously can hold a double
and a string
.
Arrays
By clicking Add
while holding shift in the variable interface you create a user array
. Currently, user arrays
can only contain double
values. User arrays
must first be initialized using the redim function
before usage.
' By creating an array called "myArr" in the interface you can...
' Initialize the array using redim
' Read documentation on redim for more information
call redim(0, myArr, ARRAY_LENGHT)
' Access value of an array at an index
array(myArr(index))
' === Example
call redim(0, myArr, 3)
array(myArr(1)) = 5
array(myArr(2)) = 7
array(myArr(3)) = array(myArr(1)) + array(myArr(2))
' The array now has the following values of [5, 7, 12]
Dim Variables
Dim variables
are a different way of creating and interacting with variables compared to user variables. A dim variable
can only have a single type of data that must be defined on creation. Variable naming standards are the same as user variables
, except you may not use the same name of other existing functions
and keywords
. If a dim variable
is initialized without a value, it defaults to 0 or "" depending on the type.
' You can initialize a variable
dim varName as type
' You can initialize a variable with a defined value
dim varName as type = value
'Once initialized you just write the variable name to access it
varName
1 ' === Example
2 dim myInt as integer
3 dim myLng as long
4 dim myDbl as double = 5
5 dim myStr as string = "Hello"
6
7 myInt = myDbl*2
8 myLng = myDbl*5
9 myStr = myStr & " World"
10
11 'myInt has the value of 10
12 'myLng has the value of 25
13 'myDbl has the value of 5
14 'myStr has the value of "Hello World"
Expressions
An expression is a line of code that evaluates to an answer. Something as simple as 1 + 1
is an expression. Teascript offers different tools to create diverse expressions that suit what you specifically need.
Operators
Mathematical Operators
Mathematical Symbols  

Symbol  Name  Example 
+  Addition  12 + 2 + 3 'returns 17

  Subtraction  12  2  3 'returns 7

*  Multiplication  12*2*5 'returns 120

/  Division  'Note that division by 0 will crash SMBX
12/2/5 'returns 1.2

\  Division with no remainder  'Note that division by 0 will crash SMBX
12\2\5 'returns 1

^  Power  'Note that 0^0 will return 1
12^2 'returns 144

mod  Modulus  'Note that modulating by 0 will crash SMBX
12 mod 5 'returns 2

&  Concatenation  "ABC" & ";" & "123" 'returns "ABC;123"

( )  Parenthesis  12*(2 + 5) 'returns 84

Comparing Operators
Note that all comparative operators
require both sides use the same data type. You can compare numbers with other numbers and strings with other strings, but you cannot compare numbers with strings.
Comparitive Operators  

Symbol  Name  Description 
=  Equal  Numbers Returns 1 if both sides are equal, otherwise 0 
Strings Returns 1 if both sides are equal, otherwise 0  
<>  Not equal  Numbers Returns 1 if both sides are not equal, otherwise 0 
Strings Returns 1 if both sides are not equal, otherwise 0  
>  Grater than  Numbers Returns 1 if the value on the left is larger, otherwise 0 
Strings Unknown pattern  
<  Less than  Numbers Returns 1 if the value on the left is smaller, otherwise 0 
Strings Unknown pattern  
>=  Greater than or equal  Numbers Returns 1 if the value on the left is larger or equal, otherwise 0 
Strings Unknown pattern  
<=  Less than or equal  Numbers Returns 1 if the value on the left is smaller or equal, otherwise 0 
Strings Unknown pattern  
like  Like  Numbers Not compatible, crashes the game 
Strings https://docs.microsoft.com/enus/dotnet/visualbasic/languagereference/operators/likeoperator 
Logical Operators
Logical operators
only work on numbers. They are commonly used with 1 and 0 to represent true and false respectively. Other numbers can be used but it may yield different patterns.
Logical Operators  

P  Q  not P  P and Q  P or Q  P xor Q  P eqv Q  P imp Q  
0  0  1  0  0  0  1  1  
0  1  1  0  1  1  0  1  
1  0  0  0  1  1  0  0  
1  1  0  1  1  0  1  1 
Special Values
These special values behave like numbers.
Special Values  

Name  Value 
pi  3.141592654 
e  2.71828182 
rnd  A random number between 0 and 1. The value changes every time the variable is accessed. 
Builtin Functions
Functions
are powerful tools that allow you to simplify and expand the flexibility of your scripts. To access a function
, you write the function name and in parenthesis write the parameters separated by commas. You can put functions
inside an expression
just as it were a regular number or string.
For a list of custom functions
created by the community check here.
myFunc(param1, param2, ..., paramN)
1 ' === Example
2 dim x as integer = 5
3 dim y as integer
4 y = abs(x) + 1
5 ' x returns 5; y returns 6
6 ' Note how the abs() function is used
These are the the mathematical functions
provided in TeaScript.
Parameters can be numbers, strings, and arrays.
Functions  

Name and Parameters  Return Type  Description and Example 
abs(x)  Number  Returns the absolute value of a number
abs(3) 'returns 3

exp(x)  Number  Returns the number to the power of the e constant
exp(5) 'returns e^5

log(x)  Number  Returns the log of the number with a base of e
log(e) 'returns 1

sgn(x)  Number  Returns the sign of the number (1, 1, or 0)
sgn(10) 'returns 1
sgn(0) 'returns 0
sgn(10) 'returns 1

int(x)  Number  Returns the number rounded up. Similar to the common ceiling function
int(2.1) 'returns 3

fix(x)  Number  Returns the number rounded down. Similar to the common floor function
fix(2.9) 'returns 2

sqr(x)  Number  Returns the square root of a number
sqr(9) 'returns 3

sin(x)  Number  Returns the sine of the number. Uses radians
sin(pi) 'returns 0

cos(x)  Number  Returns the cosine of the number. Uses radians
cos(pi) 'returns 1

tan(x)  Number  Returns the tangent of the number Uses radians
tan(pi/4) 'returns 1

atn(x)  Number  Returns the inverse tangent of the number. Uses radians
atn(1) 'returns pi/4

getangle(x, y)  Number  Returns the angle (from 0 to 1) formed between the triangle. Similar to the common atan2 function.
getangle(1, 0) 'returns 0
getangle(1, 1) 'returns .125
getangle(0, 1) 'returns .25
getangle(1, 0) 'returns 0.5
getangle(0, 1) 'returns 0.75

rgba(red, green, blue, alpha)  Number  Returns an SMBX color value. Parameters must be between 0 and 255
rgba(255, 255, 255, 255) 'returns 1

round(x, decimal place)  Number  Returns the number roundedround(1.3456, 2) 'returns 1.35

len(txt)  Number  Returns the length of the text
len("ABC") 'returns 3

left(txt, len)  String  Returns the text cropped from the string inputted. The crop begins from the start and ends with the length specified.left("Hello", 2) ' Returns "He"

right(txt, len)  String  Returns the text cropped from the string inputted. The crop ends from the end and begins with the length specified.right("Hello", 3) ' Returns "llo"

mid(txt, start, len)  String  Returns the text cropped at the specified start and has the specified length provided. mid("Hello", 2, 3) ' Returns "ell"

asc(char)  Number  Returns the ANSI code. It will use the first character if more than one is passedasc("A") ' Returns 65

chr(code)  String  Returns a string using the ANSI code. Accepts 0255chr(65) ' Returns "A" 
ascw(char)  Number  Returns the unicode code. It will use the first character if more than one is passedascw("A") ' Returns 65

chrw(code)  String  Returns a string using the unicode code. Accepts 065535chrw(65) ' Returns "A"

cstr(num)  String  Converts the number to a stringcstr(1) ' Returns "1"

cdbl(txt)  Number  Converts the string into a numbercdbl("1") ' Returns 1

instr(start, txt, search)  Number  To return the point of the first appearance of a given string in another string.
search The string to be searched instr(1, "abcde", "b") ' Returns 2

ubound(array)  Number  Returns the length of the arraycall redim(0, myArr, 3)
ubound(myArr) ' Returns 3

Control Flow
When a script
is run in TeaScript it will start reading the script
from top to bottom, left to right. It will read and execute the code in that order. the following is a list of ways to customize and manipulate what code gets executed in your scripts
.
Declarations
A declaration
is when you set a value to a variable. This applies to user variables
, dim variables
, and other values.
' Basic form of a declaration
' The variable is written in the left
' The value you want set is written in the right
variable = value
1 ' === Examples
2 v(myVar) = 5
3 dim x as integer
4 dim y as double = 10
5 sysval(score) = 0
6 x = v(myVar) + 10
7 NPC(1).xsp = 0
Conditions
Conditions
represent true and false. In Teascript, 1 and 0 represents true and false. Any number that is not 0 may also represent true, but use 1 and 0 for consistency reasons.
1 ' === Examples
2
3 1 ' Represents True
4 0 ' Represents False
5 5 ' Represents True (because nonzero numbers represent true)
6
7 dim w as integer = 1
8 dim x as integer = 5
9 dim y as integer = 5
10 dim z as integer = 0
11
12 w ' Represents True (because w has the value of 1)
13 x ' Represents True (because x has a value of a nonzero number)
14 y ' Represents True (because y has a value of a nonzero number)
15 z ' Represents False (because z has a value of 0)
16
17 z  1 ' Represent True (because 0  1 = 1)
18 w + 1 ' Represent False (because 1 + 1 = 0)
19
20 ' Using logical operators
21 not w ' Represent False
22 not (y and z) ' Represents True
23 w or z ' Represents True
If Statements
The if statement
is a basic but useful statement. It has one parameter being a condition
.
' Basic if statement
if conditon then
statement
end if
' Shortcut if statement
if condition then statement
' If statement using one elseif and an else statement
if conditon then
statement
elseif condition then
statement
... ' You can have as many elseif as you want
else
statement
end if
When TeaScript reads an if statement
it will check each condition
from top to bottom until it reaches a condition
that is true. When it reaches a condition
that is true, it will execute the statements
inside and continue the code after the entire if statement
. This means that conditions
written on the top will have priority over those conditions
in the bottom.
The else
is special since it does not require any conditions
. An else
must be written in the bottom after all other elseif
statements (if there are any). The code inside the else
will only run if every other condition
in the if
and elseif
statements evaluated to false.
1 ' === Example
2 dim x as integer = 0
3 dim y as integer = 1
4 dim z as integer = 1
5
6 ' Since (x and y) evaluates to 0, this statement is not run.
7 if x and y then z = 0
8
9 ' Since (x and z) evaluates to 0, this statement is not run.
10 if x and z then
11 y = 0
12
13 ' Since (y) evaluates to 1, this statement is run.
14 elseif y then
15 x = 1
16
17 ' Since the previous elseif has priority and only one statement can be run, this statement is not run
18 else
19 z = 1
20 end if
Select Case Statements
Select Case
lets you easily organize the control flow based on a value. It has one parameter being a value.
select case value
case 1
statement ' Will run if value is exactly 1
case 0 to 1
statement ' Will run if value is between (inclusive) 0 and 1
case is < 1
statement ' Will run if value is less than negative one
case 2, 3, 4
statement ' Will run if value is exactly 2, 3 or 4
case "example"
statement ' Will run if value is exactly "example".
case else
statement ' Will run if value does not match any of the other conditions
end select
Select case
at its core is similar to various if statements
and behaves similarly to the common "switch" statement in other languages. It will read the value that is passed and executes the first code in which the value matches. It will read the cases from top to bottom giving priority to cases at the top.
The to
keyword can be used when checking for a case.
 Numbers Will be true if the value is between (inclusive) the two numbers provided.
 Strings Unknown pattern
The is
keyword can be used to make comparisons to the value. It can be used with the <, >, <=,
or >=
logical operators.
You can use commas to check for multiple cases at once. The commas behave similarly to an or
logical operator. The case will go through if it matches with any of the cases.
With Statements
With statements
are useful to read or write on multiple properties of an object. An object can be for example an NPC, Block, or BGO. Check the classes section for more information on SMBX Objects. You can acess all of the properties by typing a .
followed by the property name.
with object
.property_name
end with
' === Example
with NPC(1)
.x = 12345
.y = 54321
.forecolor = rgba(10, 60, 60, 255)
v(myVar) = .ysp
end with
' This is equivalent to:
NPC(1).x = 12345
NPC(1).y = 54321
NPC(1).forecolor = rgba(10, 60, 60, 255)
v(myVar) = NPC(1).ysp
Goto
Using goto
will force the script to jump to a specific line to a specific label. The label name must be followed by :
. Goto
does not work inside with statements
.
Example:
goto Example
GoSub
Using gosub
will force the script to jump to a specific line to a specific label. Teascript will remember where the jump happened and can be returned by using return
.The label name must be followed by :
. Gosub
does not work inside with statements
.
Example:
gosub Example
return ' When it reaches this line, it will return back to the first line
' === Example
gosub Example
call showMsg("b")
Example:
call showMsg("a")
return
' Take note of the order the messages are shown
Loops
A loop allows you to run a piece of code multiple times. Teascript is very flexible in the type of loops you can create.
It is important to note that you should avoid an infinite loop. Creating an infinite loop will freeze the game. Make sure to either have a sleep
function (if the script was called by an event) or an exit
.
Pure Loops
A pure loop
is a very simple and basic form of a loop. It will run indefinitely.
'Pure loop:
do
statement
loop
1 ' === Example
2 ' Calling this script once will run the code every tick
3 do
4 statement
5 call sleep(1)
6 loop
While Loops
A while loop
will continue the loop while the condition
is true
. You can set up a while loop
in 2 different ways. The difference is by when the loop checks its condition. If you place the while
at the bottom, you guarantee then code will be run at least once.
do while condition
statement
loop
do
statement
loop while condition
1 ' === Example
2 dim x as integer
3
4 x = 0
5 do while x < 5
6 x = x + 1
7 loop
8
9 x = 0
10 do
11 x = x + 1
12 loop while x < 5
13
14 ' Both loops ran 5 times
Until Loops
An until loop
will continue the loop until the condition
is true
. You can set up an until loop
in 2 different ways. The difference is by when the loop checks its condition. If you place the until
at the bottom, you guarantee then code will be run at least once.
do until condition
statement
loop
do
statement
loop until condition
1 ' === Example
2 dim x as integer
3
4 x = 0
5 do until x = 5
6 x = x + 1
7 loop
8
9 x = 0
10 do
11 x = x + 1
12 loop until x = 5
13
14 ' Both loops ran 5 times
For Loops
A for loop
will run for a set amount of times. You declare a variable then will count the current iteration it is on. A for loop
has 3 parameters and they are: initial value
, final value
, and step value
.
A for loop
will continue to loop as long as your counter is less or equal to the ending value
. The for loop
will also stop if your counter is less than your initial value
. For every iteration, your counter will increase by the step value
.
for i = (initial value) to (ending value) step (step value)
statement
next
'step value is optional and defaults to 1 when omitted
for i = (initial value) to (ending value)
statement
next
1 ' === Example
2 dim i as integer
3 for i = 0 to 8 step 2
4 call showMsg(i)
5 next
6
7 ' The messages displayed are: 0, 2, 4, 6, and 8
Exit
An exit statement will terminate a loop of a script prematurely.
'This works inside a pure, while, or until loop
exit do
'This works inside a for loop
exit for
'This will force the game to stop immediately executing the script
exit script
Scripts
Teascript allows you to create custom script
function inside your scripts. This allows you to simplify your code and build tools to expand your script in a more organized manner. There are two types of custom scripts
that both work very similarly.
When setting up a custom function
or custom procedure
, all scripts
and parameters
names must follow variable naming standards with one exception. Script names must not contain numbers anywhere.
Function
A custom function
allows you to create your own custom functions that behave similarly to the builtin functions
shown above. You can add your own custom functions
to simplify code or add your very own mathematical functions. You can have as many parameters
as you want. You must define the type of data and the return type as shown below. If no return
is found, then by default it will return 0 or "" depending on the return type. A custom function
must be defined at the bottom of the script.
1 ' type must be double or string
2 script functionName(param1 as type, param2 as type, ..., return type)
3 ' to access a parameter, just type the name
4 return value
5 end script
' === Example
dim x as integer = 5
dim y as integer = 10
dim z as integer
z = max(5, 10)
' z returns 10
' This script returns the larger parameter
script max(a as double, b as double, return double)
if a > b then return a
return b
end script
Procedure
A custom procedure
are similar to custom functions
except they do not have a return value. Use custom procedures to create instructions that you want to repeat together. You can have as many parameters
as you want. You must define the type of data as shown below. A custom procedure
must be defined at the bottom of the script.
' type must be double or string
script procedureName(param1 as type, param2 as type, ...)
end script
1 ' === Example
2 ' This disables both types of jumps
3 call setJumps(1)
4
5 ' This enables both types of jumps
6 call setJumps(0)
7
8 script setJumps(x as double)
9 sysval(disablejump) = x
10 sysval(disablespinjump) = x
11 end script
Oddities and Quirks
The following is a list of oddities that you may experience when using TeaScript
Dim Variables in If Statements
If you initialize a dim variable inside an if statement, it will have a buggy effect. This is a bug in Teascript's side.
' This is a bug
if 1 = 1 then
dim i as double = 1
call sysshowmsg(i,0,0)
dim j as double = i  2
dim k as double = j + i
call sysshowmsg(i,0,0)
call sysshowmsg(j,0,0)
call sysshowmsg(k,0,0)
end if
ProcedureFunction Combo
When calling
a custom function
you can ignore the return value. This serves no practical purposes.
' Why would you ever do this?
call max(5, 10)
script max(a as double, b as double, return double)
if a > b then return a
return b
end script
Negatives to a NonInteger Power
sqr(x)
is equivalent to x^(0.5)
. Therefore (1)^(0.5)
results in a complex number with a imaginary component. Teascript does not offer complex numbers in its data types.
dim x as integer = 1
dim y as integer
y = (1)^(0.5) ' This returns an error when run.
y = x^(0.5) ' This does not error but will evaluate to 0
Writing Double Quotation Marks
Since double quotation marks are reserved for defining string, you must use chr or chrW to write a double quotation mark inside a string.
str(myVar1) = chrW(34) '34 is the ID of the double quotation marks. (ID 34 works too in chr() too)
'You can define a variable as a quotation mark or call the quotation mark directly, both work the same
str(myVar2) = "These are some "&str(myVar1)&"special"&chrW(34)&" marks"
'str(myVar2) is "These are some "special" marks"
> THESE PROBLEMS ARE FIXED in 1.4.5 <
Writing Decimal Numbers
When writing decimal number, you must include a number before the decimal point.
'Wrong
v(myVar) = .1
'Correct
v(myVar) = 0.1
Writing negative numbers
When writing a negative number, make sure there are no other symbols beforehand (except parenthesis).
'Wrong (Teascript errors due to seeing * and  next to each other)
v(myVar) = 5*4
'Correct
v(myVar) = 5*(4)
v(myVar) = 4*5