IMM_BEHAVIOREDIT

Keywords: IMM_BEHAVIOREDIT, WIZ_BEHAVIOREDIT

Category: Building

=== STAFF MANUAL === Usage: behavioredit <name> Description: Interactive editor for behavior sets -- named bundles of scripts and pre-seeded variables that can be attached to a mob or object as a single unit. Behavior sets let you group a handful of related triggers (for example, a full combat AI package or a shopkeeper's dialogue loop) under one identifier so that every attach / remove / medit / oedit reference works on the package instead of the individual script VIDs. Pass the name of an existing set to edit it; pass a name that does not yet exist and the editor creates a new set at that name. Main Menu: The main menu lists every script VID the set carries (with its script name, or "(Uncreated)" if the proto cannot be resolved) and every variable currently seeded onto the set, then offers: N Rename the set A Add a script (enter a script VID) V Add a variable E Edit an existing variable R Remove a script or variable by its row number Q Quit -- prompts to save if the set was modified Scripts and variables share one numbering scheme in the list, so R 3 removes whichever row 3 currently is. Variable Submenu: Adding or editing a variable opens a small submenu: N Name V Value C Context (integer; 0 means global) Q Quit variable setup The listed variables display name {context} in the main menu when the context is non-zero, so you can tell global and context-scoped entries apart at a glance. Saving: On Q, if anything was modified you are prompted to save. Saving routes through BehaviorSet::SaveSet, which rewrites the behavior set file so the change survives a reboot. The save is logged to the staff wiznet as: OLC: <name> edits behavior set <set> Restrictions: - Requires the OLC Admin staff permission. Regular OLC staff cannot open this editor. - A name argument is required. Running the command with no argument returns "Specify a behavior set to edit." rather than listing existing sets. - Attaching a behavior set to a mob or object happens through medit / oedit, not through this editor. behavioredit only shapes the set itself. Notes: - The set is edited through a scratch copy, so your changes are not visible to the live game until you save on quit. - A script VID added to a set that does not yet have a prototype is allowed -- it simply displays as "(Uncreated)" until someone creates it via scriptedit. Related Helpfiles: WIZ_SCRIPTEDIT, WIZ_GSCRIPT === END MANUAL ===