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UndertaleModTool Scripting
Miepee edited this page Jun 11, 2022
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UndertaleModTool can be extended with the use of C# Scripts. When writing such scripts, one should be familiar with both C# as a language, as well as having a broad understanding of GameMaker.
Scripts can be used for a variety of things such as:
- automate tedious tasks
- having an open patch format for mods
- do other modifications to a GameMaker game
TODO: this needs to be done.
Currently, the API is not documented somewhere publically and is only observable via in-code documentation.
In general, all of the bundled UMT scripts located under the Scripts
directory can be used as examples.
string pathToScript = "./MyScriptFile.csx";
// Only Lints the script and determines whether it's valid code
bool lintSuccecssful = LintUMTScript(pathToScript);
// Runs the script. This can be called independently from linting
bool runSuccessful = RunUMTScript(pathToScript);
ScriptMessage("Script was linted successfully: " + lintSuccecssful);
ScriptMessage("Script was run successfully: " + runSuccessful);
if (!runSuccessful)
// ScriptErrorType and ScriptErrorMessage contain the type and message of the last encountered error.
// Both will be empty by default.
ScriptMessage("Script error type: " + ScriptErrorType + " , script error message: " + ScriptErrorMessage);
TODO: add more examples.