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AGS script modules are a way for AGS script code to be reused and shared. They work like [[plugins]], | '''''AGS script modules''''' are a way for AGS script code to be reused and shared. They work like [[plugins]], through a module manager, but are written in AGS script code entirely, and thus are independent of the platform on which a game is run. | ||
== Module Manager == | == Module Manager == | ||
[[Image:Scripts_with_context.png|right|thumb|323px|Rightclick on the Scripts node of the project tree to create a new script for your game or import modules from the {{forum|modules and plugins forum|board|10.0}}]] | |||
The module manager is accessed through the Script menu on AGS, where a number of options are presented: | The module manager is accessed through the Script menu on AGS, where a number of options are presented: | ||
; New : create a new module | |||
; Import : load a module from a .SCM file that you have downloaded | From the basic Scripts Node you access: | ||
; | ; New script : create a new module from scratch | ||
; | ; Import script... : load a module from a .SCM file that you have downloaded | ||
; Move up : The order of modules can be important, as it reflects the order in which they are compiled and run, so this option and the next let you | |||
From the specific script file within the opened script node you access the following options: | |||
; Rename : Give the module another name | |||
; Delete : Removes an existing module from the game | |||
; Move up : The order of modules can be important, as it reflects the order in which they are compiled and run, so this option and the next let you change their ordering. | |||
; Move down : see '''Move up''' | ; Move down : see '''Move up''' | ||
; Export : save your own module as a file others can use (modules are also saved in with the game they are used, so you don't HAVE to export them unless you want others to use them) | |||
Each module contains its own script and header, similar to the global script and header. They are compiled before the global script/header and can contain their own versions of global script functions such as repeatedly_execute, on_event, etc. | |||
You can also enter a brief description of the module, a version number and authorship details in the module manager when you create a module. There are options, too, to protect the script and the module info from modification if you export and distribute your own module. | |||
[[Module programming guidelines]] | == See also == | ||
*[[List of Script Modules]] | |||
*[http://www.adventuregamestudio.co.uk/wiki/?title=Module_IndexCategory Module Index Category (A table that works as a list of modules along with basic info)] | |||
*{{forum|modules and plugins forum|board|10.0}} | |||
*[[Module writing hints]] | |||
*[[Module programming guidelines]] | |||
*[[Module Header Template (SSH)]] | |||
*[[:Category:Modules]] | |||
[[ | [[Category:AGS Dictionary]][[Category:Scripting]] |
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