From de5012922137e7b0641afd2237a3a54edb87b824 Mon Sep 17 00:00:00 2001 From: "False.Genesis" Date: Mon, 2 Sep 2019 04:25:30 +0200 Subject: [PATCH] Updated entities (markdown) --- entities.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/entities.md b/entities.md index 6808a49..9deb9b1 100644 --- a/entities.md +++ b/entities.md @@ -20,9 +20,12 @@ Most entities have a script attached. There are some exceptions, the following e * Gas Cloud (green cloud that does damage, appears in Mithalas cathedral) * Avatar (Internal name for Naija) -* FlockEntity (Fish grouped in a school as placed by the `` tag in a map XML file). There are two variations: Fish that are spawned in the foreground do regular shot collision and die when hit; fish in the background are unkillable by normal means and purely decoration. +* FlockEntity (Fish grouped in a school as placed by the `` tag in a [[map XML file|map-basics#schools-of-fish]]). There are two variations: Fish that are spawned in the foreground do regular shot collision and die when hit; fish in the background are unkillable by normal means and purely decoration. * Ingredients * ManaBall (the small sparkly bits that refill health when picked up) * Spore (apparently does not normally appear in the game) They can still be controlled by scripts though. + +Li, on the other hand, is completely script controlled, but receives a lot of special handling in the game's code. The Li entity, if Li is enabled, is actually spawned before the map file is even loaded. So if you have any super-special code that must run before anything else on map load, put it inside _li.lua_'s `init()` function, and stick `setFlag(1000, 100)` into your _mod-init.lua_'s `init()` function to enable Li from the very beginning. +