This document describes all actions in RPG Playground screenplays. Remark that this is for advanced users only, so make sure you understand the basics of screenplays first.

Remark that not all actions described here are available when you press the  “add action” button in Screenplays. In the future they will become available. But for now, you will have to type them.


All interactive elements in RPG Playground are called actors. These actors are your hero, enemies, villagers, animals, doors, traps, pickups, etc. Each actor is composed out of different components, such as “health”, “walk ability”, “talk ability”, “attack behavior”, etc.

What your actor can do, is based on which components it has.

Next to components, actors have extra screenplay actions, which are:

actor becomes active, actor becomes inactive


hero says "Your time has come old man, I will make you disappear"
hero says "*swings with his magic wand*"
Sauruman becomes inactive

An active actor is shown in the game, and interacts with the world. An inactive actor is not part of the world. So if you want to remove an actor out of the world (because it died or disappeared), make sure it becomes inactive.

So when an actor is inactive, it does nothing. It cannot walk, cannot talk, you cannot hit it. It is really gone. So it will not trigger a screenplay when the hero bumps into it, simply because the hero cannot bump into it.

if actor is active


Components add specific functionality to your actors. So if you want your actor to walk in the game, it needs to have a “walk ability” component. If it needs to talk, it needs a “talk ability” component. Maybe the actor has health, so it needs a “health” component. You get the point.

Each component adds actions to your actor, that can be use in screenplays.

We will now list all components, and the actions that are available to your actor when it has this specific component. But first we specify a few actions that ALL components have:

actor component becomes active


father says "Here son, you're old enough to carry a small dagger"
hero swing weapon ability becomes active
hero health becomes active

actor component becomes inactive

if actor component is active

walk ability

The actions when your actor has a “walk ability” component:

actor walks to xy

actor teleports to door “…” at “

talk ability

The actions when your actor has a “talk ability” component:

actor says “

See the main documentation on the says action.

actor gives choices for “…”

This action presents a choice for the player, and can be followed with in case “…” for each possible option.


thief gives choices for "So give me that ring, or die!"
in case "Sure"
    hero says "Here is the ring."
    hero loses token "ring"
in case "Never!"
    thief says "Then I'll fight you for it!"
in case "Isn't there something else you want?"
    thief says "Maybe a hug? A thief's life is pretty rough you know."
    hero says "Of course... *gives hug to thief*"
    thief says "Thank you, I really needed that. And HA, I stole your ring!"
    hero loses token "ring"
    hero says "Wait what???"

token behavior

The actions when your actor has a “tokens” component:

actor receives token “

actor loses token “…”

if actor has token “…”

if actor lacks token “

actor number of “…”

Any number you want can be stored and checked. Gold, mana, karma, … . This number of “…” is a Number, so please refer to Number properties to see which actions are available.


if hero number of "gold" >= 5
    merchant says "Of course you can buy this!"
    hero number of "gold" decreases with 5
    merchant says "Here you go."
    merchant says "Sorry, but this item costs 5 gold pieces. Come back when you have the money"


The actions when your actor has a “health” component:

actor health value …

This “value” is a Number, so please refer to Number properties to see which actions are available. For example you can do

Gandalf says "I will restore some of your health"
hero health value increases with 10

Health has some special properties:

  • health value can never exceed health max.
  • when health value reaches 0 or lower, the actor will die.
  • when health value is decreased, the actor acts as if it gets hurt.

actor health max …

This “max” is a Number, so please refer to Number properties to see which actions are available. For example you can do

Merchant says "Here is some full plated armor to protect you"
hero health max increases with 10

swing weapon ability (beta only)

The actions when your actor has a “swing weapon ability” component:

actor swing weapon ability damage …

This “damage” is a Number, so please refer to Number properties to see which actions are available. For example you can do

Guard says "Here is your new sword, which will cut trough those monsters like butter."
hero swing weapon ability damage becomes 50


interface info text becomes “…”

At the top right of the screen, you can display an info text to tell the user about the current quest or goal. For example:

interface info text becomes "Talk to the mayor"

Special Actor: tilemap (beta only)

ambient radio / music radio

tilemap ambient radio plays “…”

Tilemap contains 2 components that can play audio: ambient radio and music radio.

tilemap ambient radio plays "cave water"
tilemap music radio plays "tense bed"

If you want to stop the music or sound, give an empty value such as:

tilemap music radio plays ""

Possible sounds for ambient radio:

“bar busy”
“bar diner hum”
“bar dishes busy”
“bar hum voices”
“bar small busy”
“bar voices hum”
“cave hum mystic”
“cave water”
“church big”
“cold wind”
“cornfield night”
“crickets florida”
“crowd reception”
“drone dark hell”
“drone demonic hell”
“drone rain proc”
“drone spirits”
“farm cattle”
“farm cows”
“forest birds bees”
“forest birds”
“forest blue jays”
“forest florida”
“forest trees creak”
“forest wind trees”
“ghosts n spirits”
“horror cold”
“horror creepy girls”
“horror dark 01”
“horror dark 02”
“horror drone cold”
“horror drone slow”
“horror drone weird”
“horror drone wind”
“horror fear”
“horror wind”
“jungle active”
“jungle morning”
“jungle night crickets”
“jungle night thailand”
“library voices USA”
“nature birds florida”
“rainforest morning”
“wind in trees”

Possible sounds for music radio:

“ambiance cave”
“ambiance cinematic”
“ambiance dark bells”
“ambiance dark cave”
“ambiance future”
“ambiance menacing”
“ambiance mystery”
“asian celebration”
“asian festival”
“asian geisha”
“asian kabuki”
“asian search”
“asian sunset”
“asian undiscovered land”
“asian water garden”
“bluegrass looking back”
“celtic the long march”
“chill above the clouds”
“chill banana tree”
“chill care for me”
“chill comfort blanket”
“chill evening tide”
“chill first frost”
“chill separate ways”
“chill tiny town”
“chill without regret”
“chill yellow cafe”
“classical bright own way”
“classical gothic”
“classical handsome prince”
“classical rescue”
“classical superhero”
“classical tension affairs”
“classical toon time”
“dark difficult desicions”
“dark mailstorm”
“dark triads”
“electro action rock”
“electro cinematic”
“electro energy rock”
“electro game”
“electro nightpulse”
“electro pulse game”
“electro pulse”
“fun african mosaic”
“hero brass”
“hero your choice”
“horror scary fear”
“horror trick or treat”
“hot salsa”
“it takes one”
“jazz sneaky”
“lifes a breeze”
“milky way”
“organ realization”
“panorama among the stars”
“panorama among the stars piano”
“panoramic warm”
“piano a short walk”
“piano full tempest”
“piano great glen”
“piano indus”
“piano loire”
“piano mary”
“piano night post”
“piano oceans at rest”
“piano panjshir”
“piano sound in calling”
“piano the queen”
“piano trodden”
“road to turkey”
“romantic moment forever”
“street in france”
“take it all in”
“tense bed”
“tense tribal”
“tension bass pulse”
“tension bass pulse spooky”
“the moonpool”
“upbeat nomads”

tilemap ambient/music radio volume

You can decrease or increase the volume of which music plays. This “volume” is a Number, so please refer to Number properties to see which actions are available. For example you can do

tilemap music radio becomes 20
tilemap ambient radio becomes 80

Special properties

Components can have special properties, such as a number. For example, health has a “value” number property, and a “max” number property. This means that all actions that are available for a number, is available for “value” and “max”.

To use, you will do:

actor health value increases with 10

Below is a list of special properties, and their available actions


increases with …

decreases with …

becomes …

if value = …

if value < …

if value > …

if value <= …

if value >= …