Category talk:Scripting

Revision as of 17:19, 6 April 2006 by imported>Eallman

Line number 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)

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.

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

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