That stuff is really good, but doesn't cover with the limitation I was pointing out. For example, at the moment, we can create a character in the "characters.plist" file, like this:
Code: Select all
{
myPerson = {
role = trader;
name = "Captain Bob";
script = "myPerson.js";
};
}
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// filename "myPerson.js"
this.unloadCharacter = function() {
// ... Javascript code to do something ...
}
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{
"myship" = {
... various shipdata entries ...
"pilot" = "myPerson";
};
}
BUT! And this is the point I was making - there is no way to access that script file during play. It's not accessible in the same way other worldscripts are that are declared in the "world-scripts.plist" file. Also, you can't programmatically assign a script to a character during play. So, all characters and their scripts have to be predefined by an OXP before the game starts. This is what I meant when I said "You can't directly reference and/or assign a script to a character".
Hopefully that makes a bit more sense.