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set_entity_property [2017/08/17 10:05] – justin | set_entity_property [2021/04/21 18:51] (current) – justin | ||
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- | Sets a custom property for an entity to the specified value. This property can then be referenced elsewhere, for example when evaluating a condition. | + | Sets a custom property for an [[entity]] to the specified value. This property can then be referenced elsewhere, for example when evaluating a condition. When editing this function in the [[Script Editor]], the [[Variable Expression Builder]] provides an easy way to choose which value you'd like to assign to the property. These properties can also be given values via [[script_syntax|assignment statements]] (i.e. the " |
+ | ====Signature: | ||
<code python> | <code python> | ||
set_entity_property(entity, | set_entity_property(entity, | ||
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^Argument^Description^Type^Required^ | ^Argument^Description^Type^Required^ | ||
- | |entity|Entity on which the property will be stored.|[[Entity]]|Yes| | + | |entity|[[entity|Entity]] on which the property will be stored.|[[Entity]]|Yes| |
|property_name|Name of the property.|[[String]]|Yes| | |property_name|Name of the property.|[[String]]|Yes| | ||
- | |property_value|Value that will be assigned to the property.|[[String]], | + | |property_value|Value that will be assigned to the property.|[[String]], |
<WRAP center round info 100%> | <WRAP center round info 100%> | ||
- | When editing this function in the [[Script Editor]], the [[Variable Expression Builder]] provides an easy way to choose which value you'd like to assign to the property. | + | You can also store general, game-wide properties that are not specific to a [[tile]], [[object]], or [[character]]. For more information, |
</ | </ | ||
====Example: | ====Example: | ||
- | < | + | < |
- | set_entity_property(" | + | set_entity_property(" |
</ | </ | ||
- | // | + | // |
<WRAP center round tip 100%> | <WRAP center round tip 100%> | ||
- | Use the **Set Entity Property** function to keep track of important information about specific entities, for example whether an NPC has already been visited by the player. | + | Use the **Set Entity Property** function to keep track of important information about specific |
</ | </ | ||