Sets the script of the specified tile or object. An empty string value can be specified for the script name in order to remove the entity's script. The script name is case-sensitive.
set_entity_script(entity, script_name, trigger_type, triggerable_by_npc)
Argument | Description | Type | Required |
---|---|---|---|
entity | Entity to update the script for. | Entity | Yes |
script_name | Name of the new script. | String | Yes |
trigger_type | When to trigger the script. This argument is only applicable to tiles (possible values are ENTER_TILE, STOP_ON_TILE, and EXIT_TILE, with a default value of ENTER_TILE). | Trigger Type | No |
triggerable_by_npc | Determines whether or not NPCs can trigger the script. | Boolean | No |
set_entity_script(entity["chest01"], "empty_chest");
Results: The script for entity “chest01” is removed and replaced with the “empty_chest” script.
Use the Set Entity Script function to change the behavior of an object after it has been interacted with or to remove its script so it can no longer be interacted with, for example a door that the player cannot close once opened.