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- Script organization reference document
- ====== Script organization reference document ====== Rules and information used in [[en:primitive:mission:start|mission creation]]. ===== Mission script elements ===== The mission script is based on a linear execution of steps containing actions and objectives. **Variables** are used when a script will use several occurrences of the same element.
- step_if
- d on the parameters entered. From this point, the script continues on branches based on the result of the test. The script then continues on the yes branch if the result is... it is negative. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document
- step
- :mission:start|mission creation]]. Basic mission script element. Contains a pre-action and post-action fo... ingle objective. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name :** Name of the step,
- step_dyn_chat
- ween the NPC and the player. From this point, the script continues on branches based on the different answ... d to the player. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name :** Name of the step
- user_model
- a new George Sheet. Basically, a user_model is a script in which you describe the properties of the npc a... the model id in the equip params of the npc. **script :** Script describing what attributes will be redefined by the model. The syntax is: "Category.attribute value". This script handles C-style comments. The categories and attr
- custom_loot_set
- n as a int value of a percentage (75 for 75%). **script** : each line of the script corresponds to one item contained by the custom loot set. The syntax is "site... ntity itemQuality". Ex: ixpca01.sitem 50 42. This script handles C-style comments. See also [[en:primitiv
- step_any
- of them is done. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name :** Name of the step
- step_failure
- to remain empty. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name :** Name of the step
- step_ooo
- ed in any order. More information about mission script structure can be found in the [[en:primitive:mission:script_guidelines|script guidelines]] reference document. ===== Properties ===== **name:** Name of the step,
- Information regarding missions
- enclature_guidelines]] * [[en:primitive:mission:script_guidelines|script_guidelines]] * [[en:primitive:mission:sell|sell]] * [[en:primitive:mission:set_cons
- ai_compass
- linked with the AIS. Usually used to synchronize script and state machines. ===== Properties ===== **n
- dyn_answer
- to the player during a dyn_chat step. Opens a new script branch. ===== Properties ===== **name** : Name
- jump_to
- ion:start|mission creation]]. Action that modify script unfolding by jumping to a specified step. =====
- linear_dyn_chat_retry
- r. If the linear_dyn_chat_retry is timed out, the script executes a jump_to the previous talk_to instructi
- var_creature
- . **var_name :** Variable tag to be used in the script with this nomenclature ''$<text_inserted_in_var_n