Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Map Specific Scripts

Blixibon edited this page Jul 18, 2020 · 3 revisions

Mapbase adds a system designed to load certain types of scripts on a map-by-map basis. This is best suited for maps which can't have their own deriving mod with their own script changes. It also allows mappers to easily use scripts previously reserved for more complex modding.

This system was inspired by existing code which loads level-specific soundscripts and soundscapes.


Map-specific scripts are normally loaded by an automatic manifest which searches for specific file names. The types of scripts which could be used with the map-specific file system are listed below.

TypeDefault FileMain ScriptDescription
Actbusymaps/%mapname%_actbusy.txtscripts/actbusy.txtActbusies are basically unscripted scripted sequences, allowing NPCs to play animations without actually entering an uninterruptible scripted state. See the VDC article for more information.
Response Systemmaps/%mapname%_talker.txtscripts/talker/response_rules.txtThe Response System is a complex system which some NPCs use to decide what to say in response to an event, like seeing an enemy. See the VDC article for more information.
Localizationmaps/%mapname%_%language%.txtresource/%modname%_%language%.txtLocalization files contain language-specific text. They can be used in env_hudhint or game_text. Existing localization tokens should not be overridden because changes cannot be reverted on map unload.
Sentencesmaps/%mapname%_sentences.txtscripts/sentences.txtSentences are used to create speech out of individual sound files. Unfortunately, sentences are locked behind the engine and custom files cannot appear to be loaded, so map-specific sentences are not actually supported.

Clone this wiki locally