User:Tinkerer: Difference between revisions
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** no health regeneration 3 seconds after leaving combat: set the *character flag* GLO_BlockRegenAfterCombat (handled by DefaultCharacter.charScript) | ** 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) | ** no magical/physical armor regeneration after leaving combat: set the *tag* NO_ARMOR_REGEN (handled by code) | ||
==== UUID resolution ==== | |||
Any of our load procedures works as follows: | |||
* we expect loads from multiple modules to be done according to the order given by module ActiveMod.GetLoadOrderedModules. (Shared first and then down the line) | |||
* if the uuid of an object already exists, the new load overwrites the old one. | |||
* if this happens in the same module, it's a critical design assert. Otherwise it's fine. |
Revision as of 13:58, 24 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)
UUID resolution
Any of our load procedures works as follows:
- we expect loads from multiple modules to be done according to the order given by module ActiveMod.GetLoadOrderedModules. (Shared first and then down the line)
- if the uuid of an object already exists, the new load overwrites the old one.
- if this happens in the same module, it's a critical design assert. Otherwise it's fine.