Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Is there a way to check when a thing that can replace another thing is doing the replacing.
I want to run a script that only runs on the thing being replaced. Basically the script is a conversion that maps the fields of the old thing into the same or different fields of the new thing. I just want to make sure that if we are not replacing a thing (in other words the new thing is bootstrapped directly), that this conversion script is not run on it. |
#1 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,215
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frumple, the authoring kit forum is for creating new game systems from scratch - if it's your own game system, entirely under your control, you can easily avoid needing to use replacements by using different versions of something under different sources, so I'm guessing this belongs in another forum.
What in-game rule are you trying to implement here? If I can understand what you're trying to accomplish, I can figure out a better way to handle it. |
#2 |
Senior Member
Join Date: Nov 2011
Location: South Riding, VA
Posts: 841
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Oops you are right, it belongs somewhere else. Sorry about that.
I am trying to implement a version of a universal ability that handles things a bit different from what is supplied. Basically I want to make sure that a script only operates on the data from the replaced thing, not the thing doing the replacing, so I can map the data between the two. |
#3 |
Senior Member
Lone Wolf Staff
Join Date: May 2005
Posts: 13,215
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If you've set up a replacement, then that replacement will be applied. Always.
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#4 |
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