The function is meant to be used by different scripts/mods so we don't have to deal with checking again and again.
And you can initiate the fancy check in this function as well.
It only gives a standard so everyone can use the same function to check. If the function returns the positive (disabling) result, it means one of the mod components doesn't want a monster to appear in most events, and thus other scripts can respect the result here.
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Well, assuming all those monsters we don't want to use have the correct MinAdvMap and MaxAdvMap values, I think my proposal is abundant. We have a handful of mods, I will try to go through each of them and see if they are correct.
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Well, just rethink about it, and I feel the idea of MinAdvMap and MaxAdvMap values is not perfect. There was a time I set MinAdvMap and MaxAdvMap values to 0, and then players came back and said they found it weird - when they put such a creature on the map by map editor, the quantity of it is 0 by default (when they attack it in the game).
If ERA introduces a mechanism to correct the adv stack number with <=0 to 1, I can set MinAdvMap and MaxAdvMap values to 0 without worry.
In conclusion, two ways:
- Use MinAdvMap and MaxAdvMap values as a reference, correct all the existing mods, ERA should set adv creature number at least 1
- Intorduce a function in EEF and use it to check if a monster should be ignore
Latest ERA mods and scripts in development - My GitHub
(This post was last modified: 19.05.2024 03:34 by Archer30.)
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