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@knoxfighter
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This just adds a callback on script_raised_built.
I'm using this change currently, when im testing my mod :)

@jodli
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jodli commented Mar 6, 2020

Hi!

While looking at #7 how much work is it for you to implement the other events as well?
Or is it not even related?

@knoxfighter
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Refactoring everything, so that other mods can react to those event, is a much bigger task, and not addressed here.
This makes it possible for CreativeMod, to also track entities, that are built by other mods.
I can also implement this function for script_raise script_raised_destroyed and script_raised_revive, so other mods can make even more things automatically :)

@jodli
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jodli commented Mar 9, 2020

Oh sure, you are right!

But is it possible to add the script_raised_destroyed and script_raised_revive?
I guess there is no way to remove an entity from the list? I'm actually not sure...

@knoxfighter
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Since, nothing is removed, from the tarcking list, when removing entites (even not, when it gets removed by the player). script_raised_destroy, was really easy to add.
script_raised_revive is the same as script_raised_built, so also easy :)

@jodli jodli force-pushed the master branch 5 times, most recently from b5b8c62 to 0dae5c7 Compare December 4, 2024 22:05
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2 participants