Modding:General Best Practices: Difference between revisions

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{{Main|Modding:Random Functions}}
{{Main|Modding:Random Functions}}
To avoid conflicts and to keep consistency between seeds, Stat.Random() and Stat.Rnd() should not be called. The ideal is to use [[Modding:Random_Functions#GetSeededRandomGenerator.28string_Seed.29|GetSeededRandomGenerator()]] for your mod's randomness. The next best is calling RandomCosmetic() or Rnd2().
To avoid conflicts and to keep consistency between seeds, Stat.Random() and Stat.Rnd() should not be called. The ideal is to use [[Modding:Random_Functions#GetSeededRandomGenerator.28string_Seed.29|GetSeededRandomGenerator()]] for your mod's randomness. The next best is calling RandomCosmetic() or Rnd2().
=ObjectBlueprint Definitions=
==Stats==
Prefer using <code>value</code> over <code>sValue</code>, unless you're creating a unique creature. When loading ObjectBlueprints, the code loads both <code>sValue</code> and <code>value</code> into a stat, then if <code>sValue</code> is set, prefers using that to set a stat over <code>value</code>.