Difference between revisions of "Category talk:Scripting"

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958 bytes added ,  20:02, 29 June 2006
divided this page up some, and answered a few things
imported>Skogstad
imported>DragoonWraith
(divided this page up some, and answered a few things)
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==Line number limit==
==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.
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? [[User:Eallman|Eallman]] 16:20, 4 April 2006 (EDT)
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? [[User:Eallman|Eallman]] 16:20, 4 April 2006 (EDT)
:[[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>]] 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.
== If / Elseif / Else explanation ==


Later:  obviously not the case, since I just found a Beth script with about 150 lines.
Later:  obviously not the case, since I just found a Beth script with about 150 lines.
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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.
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?
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?
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very Byzantine, but it does indeed work
very Byzantine, but it does indeed work


:[[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>]] 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:
A bit off from the original topic:

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