is the first Text-Based SCP game.
being developed by Aubarino
in his spare time / free time.
It has one of the largest goals of adding every single SCP from the entire SCP Foundation wiki to the game.
And has a custom game engine made from a cobbled together pile of random scripting programs and
even exploits of bugs in the platform it is made on.
to allow for a game of this scale in a limited program named *Scratch*
The game itself currently has 2 modes...
The Event Mode
and The Campaign Mode.
The Event Mode is a mode where you are able to put any 2 SCP's in the same
room and get a AI generated, lore friendly outcome.
The event host SCP is the owner of the room.
And the event alt SCP is the guest into the room.
[also has cloning SCP instance support.]
The Campaign mode is a mode where you can test on each SCP individually.
In a campaign style mode, with more options / dialog.
[select a SCP before starting a test or it will select one
at random. on startup of the game.]
" I love the wiki and I also love the games on the topic.
But i wish i could test SCP's with the magic /
style of the wiki. So i made this game...
This is the game we should have gotten a long long time ago...
And i think that this is a game that all SCP fans will enjoy...
Even if they hate text based things / reading the wiki much. "
" If you like the SCP Lore.. you will find this game interesting.
As all of my games; i like to make custom framework and game engines.
This game is no different in that aspect.
What you will need to mod the game is
now go into the *source* folder of the game and then *core data*
and find somthing like SCP:Terminal.sb2 . then open it via Scratch2.0
Ok now you may see that i am a long time veteran on Scatch. and the platform may look basic and colourful and simple... but the stuff that i do in it is very high level and you may get confused, completely mind fucked. and other things like that.
now you will want to select the *text* sprite.
and then go into scripts / code.
look for this script / bit of code.
everything in the blue is needed; and you should remove anything after it and repleace it with your own script / gameplay.
the __Program Start__ signal is the signal sent out after the intro / bootup animation.
after the animation, in the background it would have loaded the game up and also done all needed startup processes.
everything in yellow is cosmetic bull shit that is not needed. you can keep it.. but you can also remove it.
everything in black is gameplay.
like the user login menu, the game itself and the command inputs.
here is a example of how the blocks in my engine / framework ; work
under the __Program Start__ signal block is a example of a simple command script you could use; to have your own custom command.
the login logo and logo blocks are remade logos you can load into your mod / program on this engine i have made. the "logo" block is for the large scp foundation logo, and the "login logo" is the secure, contain, protect logo you can find in the login screen.
here is a example of how the stage var could be used.
in this context.
stage 0 = not started test
stage 1 = test started
stage 2 = doors opend and in test
stage 3 = action done
stage 4 and over = all actions done.
use this to have stages in your commands. so you cant open Door B without opening Door A and getting key from Room A behind Door A and then going back into the main hall and opening Door B and entering Room B via Door B.
that would look like...
start  , door b (cant open without getting key) , door a  , door b (opens door for that stage = 2)  , end (ended game via it being stage 3).
its a bit complected but when you master the core computer logic behind it by doing stuff like this. it gets very easy and you can script epic stuff with my engine.
when you are done creating your mod. just save it to your desktop and save it as (Mod Name.sb2)
you can name it whatever you want.
select the following options. / set to the following options.
then save it as (Mod Name.swf) to the *modding* folder of SCP: Terminal.
then run the SWF to EXE / Executable converter . this can be found in the modding folder also.
after you have converted it into a EXE / Executable . check the output folder of the converter. then create a new folder on your desktop named whatever you want. and move the executable into that folder, then create a folder name *source* and then inside that a folder named *core data* and copy the sb2 file of your mod into that folder.
then copy the TXT file inside the *modding* folder of SCP: Terminal, and move it to the *core data* folder of your mod.
and BOOM you have made a mod / game on the SCP: Terminal engine! :D
i hope this was helpful.
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