Game logic - Entity storage – Ylands
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=Description= | =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. | Special game logic to store data specific to one entity (e.g player). When assigned trough instruction [[Ylands:Tile - Add-Remove entity storage|'''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 has to be attached to entity via '''Add Storage''' instruction, target entity becomes [[Ylands:Tile - Storage owner literal|'''storage owner''']] | ||
*Any storage can have unlimited number of owners, each owner will have its unique copy of attached storage | *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 | *Entities can have unlimited number of storages | ||
*Each owner will have unique values in each storage | *Each owner will have '''unique values''' in each storage | ||
*Storage data (variables) can be found in '''Variables''' category | |||
*Storage data (variables) can be | *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 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 | *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 | *In case of multiple instances of same composition, references in all compositions will be set to one storage | ||
<gallery> | |||
Image:Ylands-Editor-Entity-Storage-example1a.png|Assign storage | |||
Image:Ylands-Editor-Entity-Storage-example1b.png|Entity storage | |||
Image:Ylands-Editor-Entity-Storage-example1c.png|Instruction call | |||
</gallery> | |||
= | = 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). | |||
=Instructions= | = Related Instructions = | ||
* | *[[Ylands:Tile - Add-Remove entity storage|Add / Remove Entity Storage]] | ||
* | *[[Ylands:Tile - Has entity storage|Has Entity Storage]] | ||
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[[Category: Game Logic]] | |||
[[Category: Ylands 0.10]] |
Latest revision as of 14:21, 24 November 2023
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