Overview
This guide covers advanced scripting techniques within ADLENGINE.
.VERBOSE FILES
Any command you can access in adlengine whether creative or play can be called from a script. The benefit to scripts is so you can reuse them.
To create a scriptfile, simply create a .verbose file. You can use text editors to edit them and existing script files.
Inside the file you can place commands: for example;
Each command needs to terminate with a ; (semi-colon) missing them could cause undesired effects.
You can import scripts through the in-built editor:
Type:
You should see the following on your screen.
From this editor you can construct scripts, or import existing ones with which you can perform a range of actions with.
Try placing a few commands in the box.
Once you have finished writing the script OR have imported it you can:
a) store as local script
This creates a copy of the script only callable from the room you are in.
b) store as global script
This creates a copy of the script that can be called from ANYwhere in the map.
c) save as .class
This creates a class file that can be used to make building quicker. E.g.
instead of
Classes are great for pre-defining related properties for objects such as containers, weapons and more.
d) store as private script
This stores a copy only for your use, this could be used for stuff like poison damage etc you only want to apply if relevant.
e) export as .verbose script
Store a copy for re-use.
f) export as .verbase script
Store the script as a .verbase script, these scripts accept more complex commands as they are essentially designed to work as a collection of .verbose scripts.
g) run script
This will process the script in the box.