======Set Entity Property====== ---- 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 "Assign Value" visual [[script]] node) or even pre-defined with initial startup values from their [[Entity Properties]] panel in the [[Map Editor]]. ====Signature:==== set_entity_property(entity, property_name, property_value) ^Argument^Description^Type^Required^ |entity|[[entity|Entity]] on which the property will be stored.|[[Entity]]|Yes| |property_name|Name of the property.|[[String]]|Yes| |property_value|Value that will be assigned to the property.|[[String]], [[Number]], [[Boolean]]|Yes| You can also store general, game-wide properties that are not specific to a [[tile]], [[object]], or [[character]]. For more information, see [[Set Global Property]]. ====Example:==== set_entity_property("chest01", "opened", true); //Results:// A property is stored on the "chest01" [[entity]] with a [[Boolean]] value of "true". Use the **Set Entity Property** function to keep track of important information about specific [[entity|entities]], for example whether an [[NPC]] has already been visited by the player. ---- ====Editor Node:==== {{:wiki:set_entity_property_node.png?nolink|}} ====Visual Demo:==== {{:wiki:set_entity_property_demo.gif?nolink|}} ~~NOTOC~~