Difference between revisions of "Category talk:Scripting"
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:::[[User:ShadowDancer|ShadowDancer]] 20:57, 4 July 2006 (EDT): I wonder if its Characters (with spaces)? It seems to me that this number is close to 32,767 and might be a memory limit maybe with filesize overhead? | :::[[User:ShadowDancer|ShadowDancer]] 20:57, 4 July 2006 (EDT): I wonder if its Characters (with spaces)? It seems to me that this number is close to 32,767 and might be a memory limit maybe with filesize overhead? | ||
::::[[User:Scruggs|Scruggs]] 19:30, 10 July 2006 (EDT) I would think it would be a limit of the ''compiled'' script, not the actual text, but i can't say that for sure. If you want to reduce the size of a script, though, you can transfer some of your if blocks into quest stages or dialog topics, setting up the conditions to do the work for you. Then just call setStage or Say to run the conditions. Say is useful when you need the results to run on the calling actor, which setStage won't allow. | ::::[[User:Scruggs|Scruggs]] 19:30, 10 July 2006 (EDT) I would think it would be a limit of the ''compiled'' script, not the actual text, but i can't say that for sure. If you want to reduce the size of a script, though, you can transfer some of your if blocks into quest stages or dialog topics, setting up the conditions to do the work for you. Then just call [[setStage]] or [[Say]] to run the conditions. [[Say]] is useful when you need the results to run on the calling actor, which setStage won't allow. | ||
:::::[[User:DragoonWraith|<font face="Oblivion,Daedric" size=3>D</font>ragoon <font face="Oblivion,Daedric" size=3>W</font>raith]] [[User_talk:DragoonWraith|<font face="Oblivion,Daedric" size=2>TALK</font>]] 19:58, 10 July 2006 (EDT): I actually do have ways around it, but since I'm not sure how that would work... how would you use [[Say]]? | |||
== If / Elseif / Else explanation == | == If / Elseif / Else explanation == |
Revision as of 19:58, 10 July 2006
Script Limit
Is there a limit to the number of lines a script can contain? I'm currently editing a script with about 52 lines (including debug code to later be stripped), and the CS refuses to save changes beyond a certain point. If I click on the save button, and then try to edit the script editor, I get the "do you want to save this script" message; if I say "yes", it just returns me to the editor. If I say "no", it closes the editor but the changes are not saved.
It _appears_ that if I put any function below line 39, it causes a problem (endifs and ENDS are fine). Perhaps I'm just doing something wrong? Eallman 16:20, 4 April 2006 (EDT)
- Dragoon Wraith TALK 21:02, 29 June 2006 (EDT): There is a limit. It's quite large for regular scripts, but result scripts it's only 1024 characters.
- Dragoon Wraith TALK 16:44, 4 July 2006 (EDT): I have a script that hit the limit, which appears to be character-based rather than line-based. After hitting the limit, I copied it into Word and ran a Word Count, and here's what I got:
Pages 24 Words 4,521 Characters (no spaces) 25,667 Characters (with spaces) 31,472 Paragraphs 649 Lines 1,296
- I'm not sure which version of "characters" we should be looking at, but because I wasn't able to complete the line I was on, it definitely is character based.
- ShadowDancer 20:57, 4 July 2006 (EDT): I wonder if its Characters (with spaces)? It seems to me that this number is close to 32,767 and might be a memory limit maybe with filesize overhead?
- Scruggs 19:30, 10 July 2006 (EDT) I would think it would be a limit of the compiled script, not the actual text, but i can't say that for sure. If you want to reduce the size of a script, though, you can transfer some of your if blocks into quest stages or dialog topics, setting up the conditions to do the work for you. Then just call setStage or Say to run the conditions. Say is useful when you need the results to run on the calling actor, which setStage won't allow.
- Dragoon Wraith TALK 19:58, 10 July 2006 (EDT): I actually do have ways around it, but since I'm not sure how that would work... how would you use Say?
If / Elseif / Else explanation
Later: obviously not the case, since I just found a Beth script with about 150 lines.
Well, very strange. Apparently the problem was that I was passing an elseif without a specific parameter:
if var==1 somecode here else if someothercode here
This SHOULD be a legal structure, and the compiler didn't seem to dislike it. BUt as soon as I changed it to
if var==1 .... elseif var!=1
my saveprob disappeared. Now to debug the script itself, instead of the CS <G> Eallman 16:44, 4 April 2006 (EDT)
That's because else if implies some other condition. Try else instead of else if.--Tegid 12:51, 4 April 2006 (EDT)
- if and elseif require conditions:
if (condition) effect elseif (condition) effect else effect endif
- Note the presence of the condition for both if and elseif; this is mandatory, and if it's omitted and still compiles, that's a compiler bug. (By the way, use four tildes to sign: ~~~~.) —Simetrical (talk • contribs) 21:13, 4 April 2006 (EDT)
DO'H! I'm forgetting by basic programming skills <G> Oddly, though, the compiler doesn't complain about this- the script just won't run <G> Acutally, there are a number of errors the compiler doesn't catch- I just found a typo where I'd substituted "77" for logical "&&", and nary a peep.
EA
ModAV and Negative Values
But now I've run into another problem. I'm trying to build a script that will allow an item to give a scalar skill boost while it's in inventory based on the player's base skill (You get less benefit the higher your base skill is). Apparently, you can use PLayer.modav with a POSITIVE variable (player.modav var), but you can't decrement the same way (player.modav -var), at least I've found no syntax that the compiler will accept to do this- (I need to do this to "reset" the skill to its regular level). Am I correct in assuming this is a missing feature in the compiler, or am I doing something stupid again?
EA
- Tegid 14:48, 6 April 2006 (EDT): Read the ModAV page again. From my understanding you merely need to set player.modav back to 0 to remove the effect. If that doesn't help, you can always use GetAV and SetAV to do temporary modifications.
Eallman 16:48, 6 April 2006 (EDT)
(thanks for the sig tip) Not according to the page:
"If you use ModActorValue in a script, the Script Modifier is adjusted, and ONLY a script can adjust it back. In other words, if you have a script do
player.modav health 100
you are also responsible for doing
player.modav health -100 ".
So, you need to SPECIFICALLY reduce the mod by an equal amount, BUT the compiler apprently won't accept a negative variable as a parameter, only a positive one.
The problem is constructing the script in sucha way that you gon't get a looped reference from player.getav. Working on it.
Eallman 18:19, 6 April 2006 (EDT)
Found it! To use a negative variable for PLayer.modav, you have to first set ANOTHER variable to the negative value you want to use:
var2= -var1 PLayer.modav var2
very Byzantine, but it does indeed work
- Dragoon Wraith TALK 21:02, 29 June 2006 (EDT): You don't need to set a separate variable - you just can't use the negative sign in the function's argument (any more than you can use any other mathematical expression), you have to set it to the negative separately:
modav var set var to -var modav var
- Would increase and then decrease by the same amount.
A bit off from the original topic: I don't have any problem using player.modav strength -2 eg in a script... a problem occurs in the console window though. Try using ModPCAttribute instead, I don't have any problems with this at all. Or if you want the effect to hit an actor: ModActorValue
Are Script Blocks Atomic
--Tegid 15:19, 12 April 2006 (EDT) When I start executing a script on a particular object, is it guaranteed to finish with the block it is in before being interrupted by another script, or is there no such guarantee?
Eallman 18:50, 14 April 2006 (EDT)
Not even sure how you'd test this, without running a lOT of meesgae blocks by <G>. My initial reaction would be that this would be the case UNLESS you called another script from within the block, but that's gut feeling based on nothing in particular. If you called another script, it would surely intercept the rest of the block, and i'm nt _sure_ it would return correctly.
--Tegid 19:21, 14 April 2006 (EDT):How exactly would you call another script? You mean an Activate call? That just sets a flag to let the script parser know that the next time it runs through that objects script, it should run the activate block. See talk:Activate for details.