Eval Script

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Context: HL KitKit Reference … Script Types 

Technical Details

Initial Context: Pick
Alternate Context: None
Fields Finalized? No

The Eval script utilizes the following special symbols:

-None- There are no special symbols for an Eval script.

Description

The Eval script is the primary workhorse throughout any set of data files. This script is scheduled within the evaluation cycle and where you will orchestrate the virtually all of the effects for the game system. If a special ability confers a bonus to certain skills, you'll use an Eval script to apply them. If attributes confer adjustments to abilities, attacks, damage, or anything else, you'll use Eval scripts to apply them. Calculated abilities, such as attack ratings or casting powers will be determined through Eval scripts. The list is endless.

Every Eval script is associated with a particular thing. If an Eval script is defined for component, then it is inherited by the things which derive from that component. When a thing is added to a container, it becomes a pick, and new instances of every Eval script for that thing are created and managed by HL. You associate all of the primary behaviors with each pick via the Eval scripts defined for the underlying thing.

When invoked, an Eval script starts with its associated pick as its initial context. You are free to navigate through the hierarchy and effect changes anywhere you deem appropriate. However, all of the changes will typically either be made to the associated pick or be made to other objects based on facets of the associated pick.

As a general rule, all of the dynamic effects that are applied throughout your data files should be handled via Eval scripts. Because the timing of all Eval scripts is controlled, you can ensure that all of the different effects of different scripts are applied in a carefully defined sequence. For example, in the d20 System, adjustments to attributes (e.g. from magic items) must be applied before the bonuses conferred by attributes are calculated and applied.

Eval scripts provide a single, generalized mechanism through which you can accomplish just about anything. As a result, the actual behaviors of an Eval script will vary more widely than with any other type of script. If there is one type of script to get comfortable with first, it is definitely the Eval script.

Example

Every statblock starts with the character's name and then continues with other appropriate information that depends on the game system. The example below shows the start of a Synthesize script that includes the name, race, and age of the character.

var txt as string

~start by getting our name
if (empty(hero.actorname) = 0) then
  txt = hero.actorname
else
  txt = "Unnamed Character"
  endif

~output our name
append @boldon & "Name: " & @boldoff & txt & @newline

~output any race
txt = hero.firstchild["Race.?"].field[name].text
if (empty(txt) <> 0) then
  txt = "-none-"
  endif
append @boldon & "Race: " & @boldoff & txt & @newline

~output age
append @boldon & "Age: " & @boldoff & hero.child[mscPerson].field[perAge].text & @newline