Fixed set_self function for use_obj_on_obj, attack, attack_complex vanilla functions (from Mr.Stalin) (#214)

This commit is contained in:
NovaRain
2019-01-22 09:47:19 +08:00
parent b008502e13
commit 9765396b08
2 changed files with 56 additions and 20 deletions
+2 -1
View File
@@ -163,8 +163,9 @@ array - array ID to be used with array-related functions (actually an integer)
- overrides the scripts self_obj for the next function call.
- It is primarily used to allow the calling of functions which take an implicit self_obj parameter (e.g. drop_obj) from global scripts, but it can also be used from normal scripts;
- self_obj will revert back to its original value after the next function call.
- calling self_obj(0) will also revert self_obj to original value
- calling self_obj(0) will also revert self_obj to original value. It is recommended to call this after each use of set_self in normal scripts in order to avoid unforeseen side effects.
- source_obj, target_obj, and similar functions will not work if preceded by "set_self"
- NOTE: for use_obj_on_obj vanilla function to work correctly, it is required to call set_self twice.
> void mod_skill_points_per_level(int x)
- accepts a value of between -100 and 100, and modifies the number of skill points the player receives when they level up.