Difference between revisions of "Object keyword"

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If the story calls for a creature to travel between area lists, the general approach is to place different instances of the same creature in all areas that will use it, setting them inactive or active as necessary.  
 
If the story calls for a creature to travel between area lists, the general approach is to place different instances of the same creature in all areas that will use it, setting them inactive or active as necessary.  
  
[[Category:Scripts]]
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[[Category:Data types]]

Revision as of 21:35, 26 July 2009

In scripting, the "object" data type contains instances of game resources that have been created in-game. Most objects are created by the toolset, for example by placing creatures in an area or by inserting items into an inventory. However, they can also be dynamically created using the CreateObject function.

Object currency

Objects which are not in the current area list are not accessible by tag-based searches.

So, plot flags are generally used to store information about areas and their objects which might be referenced when the player is elsewhere. As long as you don't add a journal entry, no journal is given to the player when the plot flag is set. For situations that require more than binary values, local variables can be set on the player or the module.

If the story calls for a creature to travel between area lists, the general approach is to place different instances of the same creature in all areas that will use it, setting them inactive or active as necessary.