Neko Script - Fe -
In main.nks:
import mount from 'neko-dom'; import CatCard from './components/CatCard.nks';
const appRoot = document.getElementById('app'); mount(appRoot, <CatCard initialName="Mochi" />);
Compile with neko build. The output is standard HTML, CSS, and JS, deployable to any static host.
Roblox uses a custom bytecode format distinct from standard Lua. Neko Script - FE -
At its core, Neko Script is a simple, tag-based scripting language originally designed for on-the-fly text processing and character-driven logic, often associated with "Neko" projects (like Neko Project or certain dating sim engines). The "- FE -" suffix denotes a specific Front-End Environment fork.
Unlike back-end scripting languages (PHP, Python) or general-purpose JS frameworks (React, Vue), Neko Script - FE - is optimized for: In main
Essentially, it bridges the gap between a visual novel engine and a modern front-end framework.
| Var | Purpose |
|-----|---------|
| %sys_clickcount | Number of clicks since last @ |
| %sys_time | System timer (ms) |
| %sys_select | Last choice selected (0-based) | Compile with neko build
Neko Script — FE is a fan-made or community-developed scripting system (commonly seen in gaming/modding communities) designed to automate, enhance, or modify gameplay and user interactions in the Fire Emblem (FE) series or Fire Emblem–style games. It typically provides a compact, readable syntax for defining behaviors, events, and UI manipulations tailored to the mechanics and conventions of FE games: units, turns, maps, skills, and combat calculations.
One of the most powerful FE features.
SELECTUSING %count "Option A", *a, "Option B", *b