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Caravel Forum : DROD RPG Boards : RPG Feature Requests : Run Default Script
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hyperme
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icon Run Default Script (+1)  
Currently, if you add scripting commands to an NPC set to a custom one, they override the default script. This makes sense. However, you have to redefine any default varibles and beheviors the custom NPC might have. So it would be nice to be able to run a custom NPC's default script from regular scripting.

This would also be useful if you want to make somekind of monster that guards certain areas, which are different based on rooms. (Yes, _MyScript varibles exist, but they only allow a fixed are for each monster.)

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03-01-2012 at 06:17 PM
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mrimer
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icon Re: Run Default Script (0)  
Merged your PR. Thank you!

Slated for 1.3.

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07-26-2021 at 09:48 PM
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kieranmillar
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icon Re: Run Default Script (+1)  
Tried this in 1.3.0.400. So far seems like a really useful feature, thank you.

Sadly, I can't use it to massively simplify my custom checkpoints because the Autosave command does not allow tokenisation in the checkpoint name, but still, looks really useful.

(I can understand why some commands, like Score Checkpoint, do not allow tokenisation, was just unfortunate in this one particular use case, as I have a pretty complex checkpoint script so a hefty copy-paste each time, where I have to change only the Autosave name for each one)

[Last edited by kieranmillar at 08-08-2021 06:16 PM]
08-06-2021 at 10:59 PM
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mrimer
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kieranmillar wrote:
Tried this in 1.3.0.400. So far seems like a really useful feature, thank you.

Sadly, I can't use it to massively simplify my custom checkpoints because the Autosave command does not allow tokenisation in the checkpoint name, but still, looks really useful.

(I can understand why some commands, like Score Checkpoint, do not allow tokenisation, was just unfortunate in this one particular use case, as I have a pretty complex score checkpoint script so a hefty copy-paste each time, where I have to change only the Autosave name for each one)
Yeah, it's a great feature. Apologies for the continued script maintenance issue here.

IIRC, the CaravelNet server scans published holds up-front for the literal string names in Score Checkpoint commands to determine the list of score points to maintain server-side. I think we'd need to figure out a clean way to avoid breaking this workflow in order to add support for name interpolation in the score point strings.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 08-07-2021 03:39 PM]
08-07-2021 at 03:10 PM
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TFMurphy
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mrimer wrote:
IIRC, the CaravelNet server scans published holds up-front for the literal string names in Score Checkpoint commands to determine the list of score points to maintain server-side. I think we'd need to figure out a clean way to avoid breaking this workflow in order to add support for name interpolation in the score point strings.
There would be no clean way. If variables were allowed to be resolved in Score Checkpoint names, it would become impossible to be sure you ever had a complete list of checkpoints from a level set. And I really don't think we want to lose that certainty.
08-07-2021 at 10:16 PM
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kieranmillar
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icon Re: Run Default Script (0)  
I think making Score Checkpoint tokenisable would be bad, I only brought it up as another example of something else that doesn't allow tokenising. The command where I ran into an issue here with lack of tokenising is the Autosave command.

[Last edited by kieranmillar at 08-08-2021 12:34 AM]
08-08-2021 at 12:34 AM
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mrimer
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icon Re: Run Default Script (0)  
Ah, I see I got distracted by your latter remark and unintentionally missed the point of the first part.

Any objections from anyone to adding support to making Autosave names tokenizable?

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
08-09-2021 at 05:40 PM
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