User:Tinkerer: Difference between revisions
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** For items: If it's not forced it will put it at y=0, else it will take the position provided. | ** For items: If it's not forced it will put it at y=0, else it will take the position provided. | ||
** For characters: If it's not forced, it will find the nearest AI-grid position, otherwise it will take the position provided | ** For characters: If it's not forced, it will find the nearest AI-grid position, otherwise it will take the position provided | ||
==== Combat scripting === | |||
* If you have combats where an enemy gives up at the end and you do not want them to regenerate health and/or armor at that point, you can use the following features: | |||
** no health regeneration 3 seconds after leaving combat: set the *character flag* GLO_BlockRegenAfterCombat (handled by DefaultCharacter.charScript) | |||
** no magical/physical armor regeneration after leaving combat: set the *tag* NO_ARMOR_REGEN (handled by code) |
Revision as of 14:04, 23 August 2017
To be added
Behaviour script
- TeleportTo has a force parameter.
- For items: If it's not forced it will put it at y=0, else it will take the position provided.
- For characters: If it's not forced, it will find the nearest AI-grid position, otherwise it will take the position provided
= Combat scripting
- If you have combats where an enemy gives up at the end and you do not want them to regenerate health and/or armor at that point, you can use the following features:
- no health regeneration 3 seconds after leaving combat: set the *character flag* GLO_BlockRegenAfterCombat (handled by DefaultCharacter.charScript)
- no magical/physical armor regeneration after leaving combat: set the *tag* NO_ARMOR_REGEN (handled by code)