Difference between revisions of "Scripts"

250 bytes added ,  17:18, 16 July 2015
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imported>Bug64
(Add menu item descriptions)
imported>Bug64
 
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'''Usage Notes'''
'''Usage Notes'''
* If you create a script outside of the tool, it will ''not'' appear in the list of scripts.
* If you create a script outside of the tool, it will not appear in the list of scripts until it has been compiled.
* As elsewhere, script names are case insensitive




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* '''Conditional''': Adds the [[Flag Reference#Script Flags|conditional]] flag to the script's definition.
* '''Conditional''': Adds the [[Flag Reference#Script Flags|conditional]] flag to the script's definition.
* '''Documentation String''': Documentation explaining the script's purpose.
* '''Documentation String''': Documentation explaining the script's purpose.


= Remove =
= Remove =
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* '''Add Property''': Adds a new property to the script.   
* '''Add Property''': Adds a new property to the script.   
* '''Auto-Fill All''': ''TBD''
* '''Auto-Fill All''': Automatically fills in any property which is named after the entity to which it refers.  As an example, an ActorBase property named Atrid will be automatically filled with that object. 
* '''Edit Value''': Allows you to set the value of this property.  The area to the left of the button will provide one or more input fields to be populated, depending on the property's type.
* '''Edit Value''': Allows you to set the value of this property.  The area to the left of the button will provide one or more input fields to be populated, depending on the property's type.
* '''Revert''': ''TBD''
* '''Revert''': ''TBD''
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* Do not give a property the same name as an existing script or type.  The dialog will not prevent this, but it will result in a compilation error as explained above.
* Do not give a property the same name as an existing script or type.  The dialog will not prevent this, but it will result in a compilation error as explained above.
* If you name a property after the entity it represents, the game will automatically populate the entity for you.  For example, naming an ActorBase property Astrid will cause it to be automatically populated with that actor.
* If you name a property after the entity it represents, the game will automatically populate the entity for you.  For example, naming an ActorBase property Astrid will cause it to be automatically populated with that actor.


= Context Menu =  
= Context Menu =  
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