Game logic - Entity storage – Ylands
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=Notes= | = Notes = | ||
*In case a script will try to access non-existent storage this will stop the script. So it is crucial to do a storage check using *[[Ylands Tile - Has entity storage|'''Has storage''']] instruction before accessing storage on unknown entity (e.g Trigger object). | *In case a script will try to access non-existent storage this will stop the script. So it is crucial to do a storage check using *[[Ylands Tile - Has entity storage|'''Has storage''']] instruction before accessing storage on unknown entity (e.g Trigger object). | ||
=Related Instructions= | = Related Instructions = | ||
*[[Ylands Tile - Add-Remove entity storage|Add / Remove Entity Storage]] | *[[Ylands Tile - Add-Remove entity storage|Add / Remove Entity Storage]] | ||
*[[Ylands Tile - Has entity storage|Has Entity Storage]] | *[[Ylands Tile - Has entity storage|Has Entity Storage]] |
Revision as of 15:40, 17 November 2021
Description
Special game logic to store data specific to one entity (e.g player). When assigned trough instruction Add Storage, it will create a copy witch will be attached to selected entity instance.
- Storage has to be attached to entity via Add Storage instruction, target entity becomes storage owner
- Any storage can have unlimited number of owners, each owner will have its unique copy of attached storage
- Entities can have unlimited number of storages
- Each owner will have unique values in each storage
- Storage data (variables) can be found in Variables category
- Storage instructions can be found in Instructions category
Custom instructions
- Instructions in a storage are executed only within currently called storage instance and it will affect only variables of this instance.
Storages in compositions
- When composition using any storage will get exported, it will save with a copy of that storage (even if not selected)
- When such composition is placed in other scenario, it will make new independent copy of included storage under new name (e.g Entity storage (2))
- In case of multiple instances of same composition, references in all compositions will be set to one storage
Notes
- In case a script will try to access non-existent storage this will stop the script. So it is crucial to do a storage check using *Has storage instruction before accessing storage on unknown entity (e.g Trigger object).
Related Instructions