Difference between revisions of "Osiris/API/SetCanJoinCombat"
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Sets whether or not '''_Target''' can enter combats depending on whether '''_Enabled''' is 0 or 1. | Sets whether or not '''_Target''' can enter combats depending on whether '''_Enabled''' is 0 or 1. | ||
===== Notes ===== | ===== Notes ===== | ||
− | * | + | * Joining a combat means "participating in the turn order of a combat", i.e., not moving around in real time while nearby characters/items are in a combat. It does not mean that the character/item will also actively participate in the combat (perform actions during its turns in a combat). Controlling whether or not a character/item in a combat will do so happens using the '''SetCanFight''' call. |
* If '''_Target''' is currently in a combat and 0 is passed to '''_Enabled''', '''_Target''' will leave this combat immediately. | * If '''_Target''' is currently in a combat and 0 is passed to '''_Enabled''', '''_Target''' will leave this combat immediately. | ||
* Disabling this can easily wreak havoc due to interactions with other systems, such as the crime system. | * Disabling this can easily wreak havoc due to interactions with other systems, such as the crime system. |
Revision as of 16:41, 13 September 2017
Full Definition(s)
- call SetCanJoinCombat((GUIDSTRING)_Target, (INTEGER)_Enabled)
Description
Sets whether or not _Target can enter combats depending on whether _Enabled is 0 or 1.
Notes
- Joining a combat means "participating in the turn order of a combat", i.e., not moving around in real time while nearby characters/items are in a combat. It does not mean that the character/item will also actively participate in the combat (perform actions during its turns in a combat). Controlling whether or not a character/item in a combat will do so happens using the SetCanFight call.
- If _Target is currently in a combat and 0 is passed to _Enabled, _Target will leave this combat immediately.
- Disabling this can easily wreak havoc due to interactions with other systems, such as the crime system.
- If you disable this for a player during a scripted event, ensure it is re-enabled in all possible exits!