Porymap is extensible via scripting capabilities. This allows the user to write custom JavaScript (technically, ECMAScript) files to support enhanced workflows, without having to fork Porymap itself. While the possibilities are endless, some useful examples of scripting might be:
- Toggle Day/Night Palettes
- Custom Map Painting Brushes
- Detect Tile Errors
- Show Diagonistic Information
- Procedurally Generated Maps
- Randomize Grass Patterns
Writing a Custom Script
-----------------------
Let's write a custom script that will randomize grass patterns when the user is editing the map. This is useful, since it's cumbersome to manually add randomness to grass patches. With the custom script, it will happen automatically. Whenever the user paints a grass tile onto the map, the script will overwrite the tile with a random grass tile instead.
First, create a new script file called ``my_script.js``--place it in the project directory (e.g. ``pokefirered/``).
Next, open the Porymap project config file, ``porymap.project.cfg``, in the project directory. Add the script file to the ``custom_scripts`` configuration value. Multiple script files can be loaded by separating the filepaths with a comma.
..code-block::
custom_scripts=my_script.js
Now that Porymap is configured to load the script file, let's write the actual code that will power the grass-randomizer. Scripts have access to several "callbacks" for events that occur while Porymap is running. This means our script can define functions for each of these callbacks. We're interested in the ``onBlockChanged()`` callback, since we want our script to take action whenever a user paints a block on the map.
..code-block:: js
// Porymap callback when a block is painted.
export function onBlockChanged(x, y, prevBlock, newBlock) {
// Grass-randomizing logic goes here.
}
It's very **important** to remember to ``export`` the callback functions in the script. Otherwise, Porymap will not be able to execute them.
In addition to the callbacks, Porymap also supports a scripting API so that the script can interact with Porymap in interesting ways. For example, a script can change a block or add overlay text on the map. Since we want to paint random grass tiles, we'll be using the ``map.setMetatileId()`` function. Let's fill in the rest of the grass-randomizing code.
export function onBlockChanged(x, y, prevBlock, newBlock) {
// Check if the user is painting a grass tile.
if (grassTiles.indexOf(newBlock.metatileId) != -1) {
// Choose a random grass tile and paint it on the map.
const i = randInt(0, grassTiles.length);
map.setMetatileId(x, y, grassTiles[i]);
}
}
Let's test the script out by re-launching Porymap. If we try to paint grass on the map, we should see our script inserting a nice randomized grass pattern.
The grass-randomizer script above happens implicitly when the user paints on the map. However, other times we probably want to call the custom script on demand. One of the API functions Porymap provides is the ability to trigger scripting functions from the ``Tools`` menu, or a keyboard shortcut. To do this, we will usually want to register the action when the project loads. Here is an example script where some custom actions are registered.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
:param boolean forceRedraw:Force the map view to refresh. Defaults to ``true``. Redrawing the map view is expensive, so set to ``false`` when making many consecutive map edits, and then redraw the map once using ``map.redraw()``.
:param boolean commitChanges:Commit the changes to the map's edit/undo history. Defaults to ``true``. When making many related map edits, it can be useful to set this to ``false``, and then commit all of them together with ``map.commit()``.
Redraws the entire map area. Useful when delaying map redraws using ``forceRedraw = false`` in certain map editing functions.
..js:function:: map.commit()
Commits any uncommitted changes to the map's edit/undo history. Useful when delaying commits using ``commitChanges = false`` in certain map editing functions.
The following functions are related to tilesets and how they are rendered. The functions with "preview" in their name operate on a "fake" version of the palette colors. This means that changing these "preview" colors won't affect the actual tileset colors in the project. A good use of the "preview" palettes would be Day/Night tints, for example.
Sets a palette in the primary tileset of the currently-opened map. This will NOT affect the true underlying colors--it only displays these colors in the map-editing area of Porymap.
:param number paletteIndex:the palette index
:param array colors:array of colors. Each color is a 3-element RGB array
Sets all of the palettes in the primary tileset of the currently-opened map. This will NOT affect the true underlying colors--it only displays these colors in the map-editing area of Porymap.
:param array palettes:array of arrays of colors. Each color is a 3-element RGB array
Sets a palette in the secondary tileset of the currently-opened map. This will NOT affect the true underlying colors--it only displays these colors in the map-editing area of Porymap.
:param number paletteIndex:the palette index
:param array colors:array of colors. Each color is a 3-element RGB array
Sets all of the palettes in the secondary tileset of the currently-opened map. This will NOT affect the true underlying colors--it only displays these colors in the map-editing area of Porymap.
:param array palettes:array of arrays of colors. Each color is a 3-element RGB array
Sets all of the palettes in the secondary tileset of the currently-opened map. This will permanently affect the palettes and save the palettes to disk.
:param array palettes:array of arrays of colors. Each color is a 3-element RGB array
..js:function:: map.getPrimaryTileset()
Gets the name of the primary tileset for the currently-opened map.
:returns string:primary tileset name
..js:function:: map.setPrimaryTileset(tileset)
Sets the primary tileset for the currently-opened map.
:param string tileset:the tileset name
..js:function:: map.getSecondaryTileset()
Gets the name of the secondary tileset for the currently-opened map.
:returns string:secondary tileset name
..js:function:: map.setSecondaryTileset(tileset)
Sets the secondary tileset for the currently-opened map.
Registers a JavaScript function to an action that can be manually triggered in Porymap's ``Tools`` menu. Optionally, a keyboard shortcut (e.g. ``"Ctrl+P"``) can also be specified, assuming it doesn't collide with any existing shortcuts used by Porymap.
:param string functionName:name of the JavaScript function
:param string actionName:name of the action that will be displayed in the ``Tools`` menu
:param string shortcut:optional keyboard shortcut
..js:function:: map.setTimeout(func, delayMs)
This behaves essentially the same as JavaScript's ``setTimeout()`` that is used in web browsers or NodeJS. The ``func`` argument is a JavaScript function (NOT the name of a function) which will be executed after a delay. This is useful for creating animations or refreshing the overlay at constant intervals.
:param function func:a JavaScript function that will be executed later
:param number delayMs:the number of milliseconds to wait before executing ``func``
..js:function:: map.log(message)
Logs a message to the Porymap log file. This is useful for debugging custom scripts.