Difference between revisions of "Category:Scripting"
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You've probably noticed that all objects have a field in them for a script. Scripts are small pieces of code that can be placed inside of objects that allows them to perform special actions. | You've probably noticed that all objects have a field in them for a script. Scripts are small pieces of code that can be placed inside of objects that allows them to perform special actions. | ||
Scripts can be divided into two broad categories: [[reference scripts]] and [[non-reference scripts]]. As you may have guessed, reference scripts are scripts that run on [[ | Scripts can be divided into two broad categories: [[reference scripts]] and [[non-reference scripts]]. As you may have guessed, reference scripts are scripts that run on [[Reference|References]], Item scripts, and dialogue results. Reference scripts can use [[reference functions]] without specifying the reference that the function runs on: it is implicit that these functions will run on the reference the script is attached to. Non-reference scripts (quest scripts, quest stage results) must specify the reference when using reference functions. | ||
Another way to categorize scripts is into named scripts and result scripts. [[Named Scripts|Named scripts]] are full scripts that can be attached to objects, quests, or magic effects, and can use variables and begin/end blocks. [[Result scripts]] are script fragments that are attached to dialogue or quest stages. | Another way to categorize scripts is into named scripts and result scripts. [[Named Scripts|Named scripts]] are full scripts that can be attached to objects, quests, or magic effects, and can use variables and begin/end blocks. [[Result scripts]] are script fragments that are attached to dialogue or quest stages. | ||
[[Script Processing|When and how often scripts are processed]] depends on what the script is attached to: scripts on objects are generally only processed when the player is nearby; quest scripts are processed continuously, if the quest is running. | [[Script Processing|When and how often scripts are processed]] depends on what the script is attached to: scripts on objects are generally only processed when the player is nearby; quest scripts are processed continuously, if the quest is running. | ||
The engine is not without errors, so you should keep an eye on [[:Category:Troubleshooting| Troubleshooting]] | |||
'''For more information on scripting, see:''' | |||
:*[[List of Functions|Complete List of Functions]] | |||
:*[[:Category:Commands|Commands]] | |||
:*[[:Category:Variables|Variables]] | |||
:*[[If|Using "If" Conditions]] | |||
:*[[:Category:Code Optimization|Code Optimization]] | |||
:*[[Scripting Tutorial: My First Script|My First Script]] | |||
:*[[Scripting Tutorial: My Second Script|My Second Script]] | |||
:*[[:Category:Useful Code|Useful Code]] | |||
:*[[How To Create A Custom NPC Summoning Spell]] |
Latest revision as of 09:18, 3 May 2008
You've probably noticed that all objects have a field in them for a script. Scripts are small pieces of code that can be placed inside of objects that allows them to perform special actions.
Scripts can be divided into two broad categories: reference scripts and non-reference scripts. As you may have guessed, reference scripts are scripts that run on References, Item scripts, and dialogue results. Reference scripts can use reference functions without specifying the reference that the function runs on: it is implicit that these functions will run on the reference the script is attached to. Non-reference scripts (quest scripts, quest stage results) must specify the reference when using reference functions.
Another way to categorize scripts is into named scripts and result scripts. Named scripts are full scripts that can be attached to objects, quests, or magic effects, and can use variables and begin/end blocks. Result scripts are script fragments that are attached to dialogue or quest stages.
When and how often scripts are processed depends on what the script is attached to: scripts on objects are generally only processed when the player is nearby; quest scripts are processed continuously, if the quest is running.
The engine is not without errors, so you should keep an eye on Troubleshooting
For more information on scripting, see:
Subcategories
This category has the following 10 subcategories, out of 10 total.
C
F
O
S
U
V
Pages in category "Scripting"
The following 26 pages are in this category, out of 26 total.