Game logic - Game logic storage – Ylands
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=Description= | |||
Special game logic to store data specific to another game logic. When assigned trough instruction [[Ylands:Tile - Add-Remove logic storage|'''Add logic storage''']], it will create a '''copy''' witch will be '''attached''' to selected game logic '''instance'''. | |||
*Storage has to be attached to entity via '''Add Storage''' instruction, target 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 | |||
*Game logic 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 [[Ylands:Tile - Has logic storage|'''Has storage''']] instruction before accessing storage on unknown entity (e.g Trigger object). | |||
= Related Instructions = | |||
*[[Ylands:Tile - Add-Remove logic storage|Add / Remove Logic Storage]] | |||
*[[Ylands:Tile - Has logic storage|Has Logic Storage]] | |||
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{{Ylands | {{Navbox/Ylands}} | ||
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[[Category: Ylands 0.12]] | [[Category: Ylands 0.12]] | ||
[[Category: Game Logic]] | [[Category: Game Logic]] |
Latest revision as of 14:21, 24 November 2023
Description
Special game logic to store data specific to another game logic. When assigned trough instruction Add logic storage, it will create a copy witch will be attached to selected game logic instance.
- Storage has to be attached to entity via Add Storage instruction, target becomes storage owner
- Any storage can have unlimited number of owners, each owner will have its unique copy of attached storage
- Game logic 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