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Morgan Willcock edited this page Oct 25, 2019 · 11 revisions

Custom Properties

What are custom properties?

Suppose you're making a LucasArts-style game, and you want all your hotspots to have a default event (so if the player right-clicks a window, for example, "Open" will be the default, but if they click on a pen, "Pick up" will be the default).

To do that, surely you would have to script in lots of code to change the default mode over each different object?

This is where Custom Properties come to the rescue. You can create a custom property for "Default event", for example, and then have some simple code in the global script to use the setting accordingly.

How do I use them?

You'll notice that characters, objects, hotspots, rooms and inventory items all have a "Properties" option in their property grids. Select it and click the "..." button.

Since you don't yet have any custom properties, you'll get a blank window, so click the "Edit Schema" button. This takes you to the Schema Editor, where you can create the various properties you want in your game. To begin with you are presented with an empty list box, so right-click in it and choose "Add property".

In the "Add Property" window you can set various options about the new property:

  • Name - this is the name by which you will access the property from the script. This cannot be changed after the property has been created.
  • Description - this is the user-friendly description which will be displayed in the custom property editor when you are setting the property.
  • Type - this specifies what type of property you want. "Boolean" gives you a checkbox (which will return 0 or 1 to the script), "Number" gives you a text box which you can type numbers into, and "Text" gives you a larger text box which can store a string.
  • Default value - this specifies what the default value of the property will be for objects where you have not set it specifically.

For example, add a new "Boolean" property. Close the schema editor, and then click the "Properties" button again. You'll now have a window with a checkbox with the description text you typed in. You can click the "Edit schema" button there to return to the schema editor if you like.

All types of game item share the same schema. That is, if you create a "Jibble" property in the schema editor for a hotspot, it will also appear in the properties window for characters, objects, and so on.

Getting and setting values in the script

To access the properties from the script, there are various script functions. See their descriptions for how they work:

Character.GetProperty
Character.GetTextProperty
Character.SetProperty
Character.SetTextProperty
Hotspot.GetProperty
Hotspot.GetTextProperty
Hotspot.SetProperty
Hotspot.SetTextProperty
InventoryItem.GetProperty
InventoryItem.GetTextProperty
InventoryItem.SetProperty
InventoryItem.SetTextProperty
Object.GetProperty
Object.GetTextProperty
Object.SetProperty
Object.SetTextProperty
Room.GetProperty
Room.GetTextProperty
Room.SetProperty
Room.SetTextProperty

NOTE: Calling ResetRoom will reset that room's properties to default values, as well as that room's hotspot and object properties.

Getting Started in AGS

Introduction

Frequently Asked Questions

Tutorial

Editor Reference

Room Editor

Character Editor

GUI Editor

Sprite Manager

View Editor

Inventory Items Editor

Other Features

Engine

The run-time engine

Graphics driver selection

Engine Setup Program

Scripting

Scripting Language

Scripting API

Reference

Working on Legacy games

Upgrading from a previous version

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