User:Tinkerer
From Divinity Engine Wiki
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.