Script Modules: Difference between revisions
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== See also == | == See also == | ||
*[[List of Script Modules]] | *[[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)] | |||
*[[Module writing hints]] | *[[Module writing hints]] | ||
*[[Module programming guidelines]] | *[[Module programming guidelines]] |
Revision as of 20:37, 3 May 2012
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
The module manager is accessed through the Script menu on AGS, where a number of options are presented:
- New
- create a new module from scratch
- Import
- load a module from a .SCM file that you have downloaded
- 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 other to use them)
- Remove
- Deletes an existing module form 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
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.