Changes for page Item Acquisition
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 8.1
edited by Alexandros Mloukie
on 2025/12/11 22:19
on 2025/12/11 22:19
Change comment:
There is no comment for this version
To version 16.2
edited by Alexandros Mloukie
on 2026/01/12 19:51
on 2026/01/12 19:51
Change comment:
Update document after refactoring.
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... ... @@ -1,1 +1,1 @@ 1 - Testfile.WebHome1 +Game Design.WebHome - Content
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... ... @@ -1,7 +5,3 @@ 1 -{{toc/}} 2 - 3 ----- 4 - 5 5 = 0 - Introduction = 6 6 7 7 This document defines the sources of items within the game, as well as their respective methods of acquisition. It outlines: ... ... @@ -140,4 +140,20 @@ 140 140 141 141 == 2.2 Replenishable Source Component == 142 142 143 - 139 +This component is responsible for handling the functionality used by the forageable actors, as well as mineral growths. 140 + 141 +(% class="table-bordered" %) 142 +(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 324px;" %)Type|=(% style="width: 652px;" %)Details 143 +|(% style="width:187px" %)GrowthMesh|(% style="width:324px" %){{info}}Mesh{{/info}}|(% style="width:652px" %)The mesh used for the forageable/minable part of the actor. 144 +|(% style="width:187px" %)TimerMax|(% style="width:324px" %){{success}}Float{{/success}}|(% style="width:652px" %)The maximum amount of time it takes for the growths to regrow. 145 +|(% style="width:187px" %)TimerHandle|(% style="width:324px" %){{info}}Timer Handle{{/info}}|(% style="width:652px" %)The handle for the regrowth timer. 146 +|(% style="width:187px" %)Loot|(% style="width:324px" %){{info}}Data Table Row Handle - Loot Data Table{{/info}}|(% style="width:652px" %)The Loot Data Table entry used for deciding on the drops. 147 + 148 + The difference between forageable actors and mineral growths is in how the component gets utilized. Forageable actors are coded to make interactions with the actor trigger the component's functionality, while mineral growths trigger it when the health of the growth reaches 0 instead. 149 + 150 +== 2.3 Mineral Deposit Actor == 151 + 152 +(% class="table-bordered" %) 153 +(% class="active" %)|=(% style="width: 187px;" %)Variable Name|=(% style="width: 324px;" %)Type|=(% style="width: 652px;" %)Details 154 +|(% style="width:187px" %)Health|(% style="width:324px" %){{success}}Float{{/success}}|(% style="width:652px" %)The health of the deposit actor. Once it reaches 0, the items are awarded. 155 +|(% style="width:187px" %)Loot|(% style="width:324px" %){{info}}Data Table Row Handle - Loot Data Table{{/info}}|(% style="width:652px" %)The Loot Data Table entry used for deciding on the drops.