|
|
Features a series of articles detailing exactly how Fighter Creator, at its core, functions.
|
|
Owner
|
Content: 1  / 1 
Total views: 691
Ratings: 0
|
 The Script Processor |
|
|
Category: none
Read access: Public
Created: May 26, 2014, 01:40:36 AM Comments: 1
Views: 691
What Are Scripts? Scripts in Fighter Creator, also known as Events and Moves, are used to add functionality and logic to game resources. Each script is given a name, as well as a priority number and a processing mode. The priority system allows you to control which scripts can be processed at any given time. Scripts with a lower priority will be canceled out by scripts with a higher priority, however, a script with a priority of zero will tell the Engine to always run that script. The processing mode tells the Engine to either process the script automatically when the game updates ( Automatic Mode ), or give the user control over when the script is processed ( Manual Mode ) through the use of specific Functions. The Active ScriptThe Active Script is the script that is currently canceling out lower and equal priority scripts. A script can become the active script by using : - A Cancel Function - If there isn't an active script, this script will become the active script. If there is an active script, then the priorities of both scripts will be compared and the script with the highest priority will be the active script.
- A Reaction or Go To Function - these functions will automatically set the script as the active script without comparing priorities.
The active script will be reset due to these conditions : - An End or Reset Function was used.
- A Command Function failed.
Script Processing When the game is running, the Engine will run through every script set to automatic mode, deciding if it can be processed or not. If there is an active script, the priority of each script will be compared to the priority of the active script. If the current script, being checked, priority is lower than or equal to the active script's priority, then that script will not be processed and the Engine will move on to the next script. If the current script's priority is higher than the active script's priority then, the current script will be processed but the active script will not be switched, unless the current script uses a Cancel function. Scripts set to manual mode can only be processed if they are currently the active script, and can also be canceled out by other scripts.
|
 Re: The Script Processor
By Skorm at: June 08, 2014, 07:04:26 AM - Last edit: June 09, 2014, 01:42:32 AM
I'm eagerly awaiting more of these.  I read the manual multiple times yet still cannot make heads or tails of some things... I've also been working on a list of features xor improvements that I run into as I work with the program so by the time I'm finished it'll be a nice read.
|
|
|
|