// Events on_event("name", func(data) ... ) emit_event("name", payload)
// Attach to game events on_event("player_damaged", func(event_data) let damage = event_data.amount console.log("Took \damage damage!") ) // Trigger custom events emit_event("custom_chest_opened", chest_id: 5, loot: "potion" )
The new script uses event listeners instead of polling.
// Refill stamina every second while (true) player.stamina = 100 await sleep(1000) Daybreak 2 New Script
db2 run hello_world.db2 4.1 Variables & Types let health = 100 // integer let name = "Aria" // string let isAlive = true // boolean let items = ["sword", "shield"] // array let player = // object x: 10, y: 20
| Problem | Likely Cause | Solution | |---------|--------------|----------| | Unexpected token '{' | Using var or # | Replace with let and // | | none is not an object | Old null reference | Check for if (value == none) | | await is only valid in async func | Missing async before func | Add async func | | Script runs once then stops | No event loop | Add while (true) await sleep(1) if needed | 11. Example: A Complete Daybreak 2 Mod Script // Infinite Stamina Mod for Daybreak 2 let player = none async func on_game_start() player = get_object_by_tag("player") if (player == none) console.error("Player not found!") return
// Call async function async func example() await delayed_message("Hello after 1 sec", 1000) // Events on_event("name", func(data)
const MAX_SPEED = 300 // constant (immutable) // If-else if (health <= 0) respawn() else if (health < 30) play_sound("low_hp")
// Objects obj.property obj.method()
// Async function (coroutine) async func delayed_message(msg, delay_ms) await sleep(delay_ms) console.log(msg) Example: A Complete Daybreak 2 Mod Script //
// Spawn new object let enemy = spawn_object("goblin", x: 200, y: 200 ) enemy.set_ai("aggressive")
// While let cooldown = 10 while (cooldown > 0) cooldown--