hscript
Overview of Friday Night Funkin' hscript articles.
Jun 17, 2025 Advanced / Scripted Songs
This chapter will walk you through the process of adding a script to a Song, and giving examples of the kind of custom behavior which can be implemented with this functionality.‥
Sep 05, 2025 Advanced / Scripted Stages
This chapter will walk you through the process of adding a script to a Stage, and giving examples of the kind of custom behavior which can be implemented with this functionality.‥
Aug 20, 2025 Advanced / Dialogue Cutscenes
This chapter will specifically walk through using scripted Songs to implement Dialogue Cutscenes into a mod, like those seen in Week 6.‥
Jun 17, 2025 Advanced / Scripted Classes
Funkin's implementation of HScript uses a system of scripted classes. To create a scripted class, create an .hxc file in your mods/mymod/scripts/ folder, and, using Haxe syntax, create a new class which extends the base class for the type of object you are scripting, like so:‥
Sep 15, 2025 Advanced / Scripted Song Events
This chapter will walk you through the process of creating a custom song event, which could be used in songs through the chart editor.‥
Sep 04, 2025 Advanced / Scripted Levels
This chapter will walk you through the process of adding a script to a Story Menu Level, and giving examples of the kind of custom behavior which can be implemented with this functionality.‥
Feb 05, 2026 Advanced / Scripted Shaders
This chapter will walk you through the process of using a custom runtime shader to alter the appearance of a given sprite or camera using GLSL.‥
Aug 20, 2025 Advanced / Video Cutscenes
This chapter will specifically walk through using scripted Songs to implement a Video Cutscene into a mod.‥
Jun 17, 2025 Advanced / Scripted Characters
This chapter will walk you through the process of adding a script to a Character, and giving examples of the kind of custom behavior which can be implemented with this functionality.‥
Jun 17, 2025 Advanced / Scripted Playable Characters
This chapter will walk you through the process of adding a script to a Playable Character, and giving examples of the kind of custom behavior which can be implemented with this functionality.‥
Aug 24, 2025 Advanced / Script Event Callbacks
This chapter will walk you through the process of using script event callbacks for a more advanced custom behavior, which will get called whenever a certain event within the game happens.‥
Jun 17, 2025 Advanced / Using HScript
This guide will walk you through the process of creating a functioning, fully compatible Friday Night Funkin' mod, using the game's official systems for loading custom content and scripts. Once your mod is complete, you will be able to place it in the mods folder in your game install and use its content in-game without overriding the base game content and still maintain compatibility with other mods.‥
Sep 04, 2025 Advanced / Text Files
While not used much by Friday Night Funkin' (in exception to introText.txt), the ability to read and save to text files may be useful for some mods.‥
Jan 04, 2026 Expert / Mod Packages
As your mods complexity increases, with many different scripts (modules, custom objects/states, etc) it is vital to eventually organize this code. You can do this in the same way as regular haxe: Package names.‥
Jun 30, 2026 Expert / Good Coding Practices
This article will go over practices that can be applied to your code, improving its quality. These are not mandatory, so it's up to you whether to make use of them.‥
Jan 02, 2026 Expert / Using Saves
Sometimes when making a script you may need to store something, such as an achievement, for the player's future play sessions. This is where Funkin's Save system comes in.‥
Jun 18, 2026 Expert / Custom Menu
Caution This is an unreleased (coming soon) feature, not even available in test builds!‥
Sep 02, 2025 Expert / Scripted Modules
Most articles about scripting will cover basic functionality of overriding already existing methods. However, there is a need for completely custom functionality instead. This is where Modules step in.‥
Jan 04, 2026 Expert / Scripted States
Creating scripted states is the most powerful thing in the modding framework, it basically lets you create entirely custom... things. Be it a menu, object, or entirely different game!‥
Jan 05, 2026 Expert / Custom Pause and Game Over states
Creating custom pause and game over states was made much easier in the 0.8.0 update, allowing you to use two new vital properties in PlayState:‥
Jan 08, 2026 Expert / Miscellaneous Coding Tricks
This article will cover a handful of miscellaneous coding tricks that you could do in the game, largely thanks to the framework Funkin' was built on - HaxeFlixel. ‥
Mar 03, 2026 Expert / Merging Scripts
Sometimes, a custom behavior would be locked behind a specific condition in a script found by either the base game or a dependency mod. While there is an option of replacing the script file with yours or using another script for the specific case needed, it is less of a hassle to use the _merge folder to combine the behaviors. This article will guide you over using the _merge folder and annotations to inject script data.‥
Jan 19, 2026 Community / Funkin Compiler (VSCode extension)
An extension for Visual Studio Code to provide better tools for making Friday Night Funkin' mods. Most notably, it allows you to use Haxe's Completion Server for type resolving, local code documentation, static code checking, etc.‥
Jan 04, 2026 Community / Menu Core (Tool Mod)
A Friday Night Funkin' mod to enable a custom menu at the start of the game alongside other mods. This menu will allow the user to switch between different mods and their own custom menus, to allow for custom mod content to be enabled/disabled, or grouped together.‥