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How to export for a player without Python

Use this when the game or player that will run the campaign is built without the Python interpreter. What an export is explains the two engine builds.

  1. Open the Export dialog as described in How to export a project copy or a campaign.
  2. Under Campaign, tick Needs no Python.
  3. Export. The export looks for every Script node, and for every passage with a ripple code block or an inline {{ … }} in any of its languages, and stops if it finds one.
  4. If it stopped, open Messages. Each place that would run Python is listed and opens its card. The dialog stays open, so you can fix the cards or untick the box and try again.
  5. Export again. A campaign that passes carries no scripts at all.

Messages lists two codes. Any one of them stops the export.

  • E.EX.01, a Script node. Move what the script does onto cards that do not need Python, such as a console variable set and read by its own nodes, or a branch on a value. A Script node inside a macro is reported on the card that calls the macro when you export, and on the macro’s own board while you edit.
  • E.EX.02, a passage that runs Python. Replace each ripple block or inline {{ … }} with the text it would have produced, or split the passage so that a choice or a branch picks between versions of it.

If the player does have the interpreter, untick Needs no Python instead.

To have the app flag these cards as you write, instead of ticking the box on every export, turn Python off under Capabilities in the project’s settings; How to build a campaign with no Python has the steps. The Needs no Python box in the Export dialog is then ticked for you and cannot be unticked.