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set_entity_script

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set_entity_script [2020/04/28 10:28] justinset_entity_script [2022/05/07 14:24] (current) justin
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 ====Signature:==== ====Signature:====
 <code python> <code python>
-set_entity_script(entity, script_name, trigger_type)+set_entity_script(entity, script_name, trigger_type, triggerable_by_npc)
 </code> </code>
  
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 |script_name|Name of the new [[script]].|[[String]]|Yes| |script_name|Name of the new [[script]].|[[String]]|Yes|
 |trigger_type|When to trigger the [[script]]. This argument is only applicable to [[tile|tiles]] (possible values are ENTER_TILE, STOP_ON_TILE, and EXIT_TILE, with a default value of ENTER_TILE).|Trigger Type|No| |trigger_type|When to trigger the [[script]]. This argument is only applicable to [[tile|tiles]] (possible values are ENTER_TILE, STOP_ON_TILE, and EXIT_TILE, with a default value of ENTER_TILE).|Trigger Type|No|
 +|triggerable_by_npc|Determines whether or not [[npc|NPCs]] can trigger the [[script]].|[[Boolean]]|No|
  
 ====Example:==== ====Example:====
 <code bauxite> <code bauxite>
-set_entity_script(entity["chest01"], "empty_chest")+set_entity_script(entity["chest01"], "empty_chest");
 </code> </code>
 //Results:// The [[script]] for [[entity]] "chest01" is removed and replaced with the "empty_chest" [[script]]. //Results:// The [[script]] for [[entity]] "chest01" is removed and replaced with the "empty_chest" [[script]].
set_entity_script.txt · Last modified: 2022/05/07 14:24 by justin