Fix bad lists rendering
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@@ -123,6 +123,7 @@ The same than Shrink, but no DeathSmoke particles are played.
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### Berries drop logic
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The following is performed until `spitmoney` amount of berries worth total have been dropped:
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- [CreateItem](../../NPCControl/ObjectTypes/Item.md#entitycontrolcreateitem) is called which creates an [Item](../../NPCControl/ObjectTypes/Item.md) NPCControl object at `spritetansform` position + (0.0, 0.5, 0.0) with the item type being 0 (standard item), the direction being RandomItemBounce(4.0, 10.0) for 600 frames. The [item](../../../Enums%20and%20IDs/Items.md) id is `MoneyBig` if there's strictly more than 20 berries left to drop, `MoneyMedum` if there's 5 or less left and `MoneySmall` otherwise (this means the last 20 berries if exactly 20 are left will be dropped by 4 `MoneyMedum` instead of one `MoneyBig`)
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- The collisions between the item's entity.`ccol` and the item's entity.`detect` or itself are ignored for 5.0 seconds
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- The same RandomBounce vector obtined earlier is set to the item's entity.`rigid` vecity on the next frame
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@@ -54,6 +54,7 @@ TODO: unsure if it works because EntityControl also seems to manage this). The s
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While a lot of the logic of an NPCControl is shared regardless of its `entitytype`, the vast majority is dictated to a specific one that the others only partially have or do not have at all.
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For more informations on each NPCType, check each of their documentations:
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- [NPC](NPC.md)
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- [Enemy](Enemy.md)
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- [SemiNPC](Shop%20system.md#seminpc) (this type is specifically used for the shop system)
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@@ -2,6 +2,7 @@
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Most of the logic depends entirely on the `objecttype` field.
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There are a couple of special logic to mention that applies by default to all objects:
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- In OnTriggerEnter, if the other collider isn't the player, `collisionammount` is incremented.
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- This is the only type with logic in OnTriggerStay and OnTriggerExit for specific `objecttype`
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@@ -6,6 +6,7 @@ A trigger zone that sets the player.`lastpos` which is the player last spawn poi
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## Setup
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There are 2 modes this object can operate on:
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- `vectordata[0]`.magnitude is 0.1 or higher: this NPCControl manages the `lastpos` and the colliders to it via its OnTriggerStay
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- `vectordata[0]`.magnitude is less than 0.1: this object is destroyed after creating an independant GameObject with a BoxCollider that PlayerControl's OnTriggerStay interacts with
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@@ -185,6 +185,7 @@ From there, it's mostly cleaning up:
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* If the [textbox](Notable%20states.md#textbox) isn't null, hide it with a shrink animation and Destroys the textbox in 1 second.
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Special cleanup logic if the player isn't null and we aren't in an event:
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- Restores the player rigid body constraints to its original value.
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- Apply an `actioncooldown` of 20 frames
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- Stops ignoring every collisions between the player's ccol and each entities that were ignored using any [igcolmove](Individual%20commands/Igcolmove.md) commands.
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