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set_entity_script

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set_entity_script [2018/03/16 09:49] justinset_entity_script [2022/05/07 14:24] (current) justin
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 ---- ----
  
-Sets the script of the specified tile or object. An empty string value can be specified for the script name in order to remove the entity's script. The script name is case-sensitive.+Sets the script of the specified [[tile]] or [[object]]. An empty [[string]] value can be specified for the [[script]] name in order to remove the [[entity|entity's]] [[script]]. The [[script]] name is case-sensitive.
  
 ====Signature:==== ====Signature:====
 <code python> <code python>
-set_entity_script(entity, script_name)+set_entity_script(entity, script_name, trigger_type, triggerable_by_npc)
 </code> </code>
  
 ^Argument^Description^Type^Required^ ^Argument^Description^Type^Required^
-|entity|Entity for which to update the script.|[[Entity]]|Yes| +|entity|[[Entity]] to update the [[script]] for.|[[Entity]]|Yes| 
-|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| 
 +|triggerable_by_npc|Determines whether or not [[npc|NPCs]] can trigger the [[script]].|[[Boolean]]|No|
  
 ====Example:==== ====Example:====
-<code python+<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]].
  
 <WRAP center round tip 100%> <WRAP center round tip 100%>
-Use the **Set Entity Script** function to change the behavior of an object after it has been interacted with or to remove its script so it can no longer be interacted with, for example a door that the player cannot close once opened.+Use the **Set Entity Script** function to change the behavior of an [[object]] after it has been interacted with or to remove its [[script]] so it can no longer be interacted with, for example a door that the player cannot close once opened.
 </WRAP> </WRAP>
  
set_entity_script.1521218951.txt.gz · Last modified: 2018/03/16 09:49 by justin