Using Local Variables

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The ACR uses local variables to allow builders additional configuration options over what NWN2 normally provides. For those not familiar with them, this is a guide on how to use those variables.

To edit the local variables of a object or blueprint, select it and open its properties window. Under the "Scripts" catigory, you will see a line marked "Variables". Click on it, then the small "..." icon which appears next to it. This will open the local variable editing window. This window has two sections, the left which lists the variables, and another which displays their values. If no variables are present on the object or blueprint, then the left window will be blank.

To add a variable, click the "Add" button at the bottom. Then in the right window, select a variable type. The ACR uses the following variable types:

  • Integers are simply whole numbers, from -2,147,483,648 to 2,147,483,647.
  • Floats are decimal numbers, of nearly any value.
  • Strings are a collection of characters, composing text.

The variables the ACR uses all have specific names and types. If you name something incorrectly or give it the wrong type, that variable will not be recognized. To edit the name of the new local variable, just click the "name" field and type in there. When adding variables from these wiki docs, its easiest just to cut and paste into that field. Note, these variable names are case-sensitive, and must be EXACTLY the same as they are printed in these guides! Make sure the case is the same as listed in the object's specifications! In the ACR, this will always be uppercase.

To edit a local variable, just select one from the list on the right. When you are done with these settings, click OK and exit.

Also, remember these variables only have an effect within the ACR. If you don't have the proper ACR scripts on the object or blueprint, not only will you break other systems which interact with that object, but these local variables will not have the effect they normally would.