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template scripts
If you have multiple scripts that are very similar you can split common functionality into a single script that gets included into all scripts that share this functionality.
The following assumes you want to create a number of awesome entities, all sharing an awesomecommon base script.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
function v.commonInit(me, tex, scale) -- some extra parameters, optional
setupEntity(me, tex)
entity_scale(me, scale, scale)
end
function v.commonUpdate(me, dt)
-- do common stuff
end
dofile("scripts/awesomecommon.lua")
function init(me)
v.commonInit(me, "awesome1", 42)
-- individual init here...
end
function update(me, dt)
v.commonUpdate(me, dt)
-- individual update things here...
end
Note that the dofile()
will load a script from your mod if the file exists, and if no such file can be found, it tries to load the file from the vanilla scripts directory. If it still can't be found there will be an error.
For reference, the pre-OSE way of doing the same is as follows:
dofile("scripts/entities/entityinclude.lua")
function commonInit(me, tex, scale) -- some extra parameters, optional
setupEntity(me, tex)
entity_scale(me, scale, scale)
end
function commonUpdate(me, dt)
-- do common stuff
end
dofile(appendUserDataPath("_mods/myMod/scripts/awesomecommon.lua"))
function init(me)
commonInit(me, "awesome1", 42)
-- individual init here...
end
function update(me, dt)
commonUpdate(me, dt)
-- individual update things here...
end
Note that you really need to use this:
dofile(appendUserDataPath("_mods/myMod/scripts/awesomecommon.lua"))
instead of the more intuitive
dofile("_mods/myMod/scripts/awesomecommon.lua")
Why? The old version does not treat mod scripts paths specially. In the Windows version the second, simpler variant does work, but will not be able to locate the file on Linux or Mac. Therefore you must use the first variant, which is longer but guarantees that your script is loaded regardless of the user's operating system.
And yes, the path must contain your mod name. If you change the folder name of your mod, you must update all scripts.
If you want to reference an existing vanilla script, leave the mod path away. Like this:
dofile("scripts/awesomecommon.lua")