Difference between revisions of "Change Script"
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Revision as of 16:22, 15 December 2008
The Change script utilizes the following special symbols:
-None- There are no special symbols for the Change script.
The Change script is utilized within chooser and menu portals. The purpose of the script is to enact special handling whenever the contents of the portal are changed.
It is rare that you'll need to use this mechanism, because the impact of a selection will usually be handled via Eval scripts during the next evaluation cycle. The key exception to this is when the user is customizing a gizmo within the form for that gizmo. If the influence of the selection is required before the gizmo changes are finally saved, a Change script is needed to apply the necessary effects.
As an example, consider the World of Darkness data files. When a character spends XP during advancement, the XP cost for each advancement varies based on a numerous conditions. The Change script is utilized to properly calculate the XP cost for the selected advancement, which can then be displayed to the user before the advancement is officially added.
When invoked, the Change script starts out with a container as its initial context. This container is the one that the portal is associated with. For example, a chooser portal will reside within a layout, which is within a panel or form. The container associated with the panel or form is the initial context.
The Change script below shows how the calculation of XP cost is performed for the World of Darkness game system. This example is edited down to show the core behaviors, as the real script handles additional factors.
~get the cost of each dot for the ability var eachdot as number eachdot = firstchild["Advance.Gizmo"].field[idotcost].value ~determine the tagexpr with which to identify the pick we're interested in var tagexpr as string tagexpr = "component.CanAdvance & Advance." & firstchild["Advance.Gizmo"].idstring ~if there is a half-price discount for the ability, incorporate that if (hero.tagsearch["HalfPrice." & firstchild["Advance.Gizmo"].idstring] > 0) then eachdot = eachdot / 2 eachdot = round(eachdot,0,1) endif ~if there is a double-cost penalty for the ability, incorporate that if (hero.tagsearch["DoubleCost." & firstchild["Advance.Gizmo"].idstring] > 0) then eachdot *= 2 endif ~get the previous dot level current = hero.firstchild[tagexpr].field[iprevlevel].value ~get the current dot level nextlevel = hero.firstchild[tagexpr].field[ilevel].value ~determine the XP cost to improve to the next dot level var xp as number var dotcount as number var dotcost as number dotcount = nextlevel call dotcost xp = dotcost dotcount = current call dotcost xp -= dotcost xp = xp * eachdot ~save out the calculated XP cost child[advDetails].field[ixpcalc].value = xp child[advDetails].field[inewdots].value = nextlevel