GUID: Difference between revisions

Jump to navigation Jump to search
28 bytes added ,  5 February 2019
no edit summary
>Aruki
No edit summary
>Aruki
No edit summary
 
Line 3: Line 3:
== MP3/DKCR ==
== MP3/DKCR ==


Script objects that need to preserve data between play sessions will have a GUID listed as a property (with property ID 0x16D9A75D). That ID is also stored in the [[SAVW (File Format)|SAVW]] file and associated with the object's instance ID. At runtime, when the object is loaded it uses the GUID to look up the value of the parameter and then updates itself accordingly. The GUIDs declared from the SAVW file are only valid within the world the SAVW file is associated with; reusing the same GUID from a different world is treated as a separate value.
Script objects that need to preserve data between play sessions will have a GUID listed as a property (with property ID 0x16D9A75D, which hashes to "ObjectId"). That ID is also stored in the [[SAVW (File Format)|SAVW]] file and associated with the object's instance ID. At runtime, when the object is loaded it uses the GUID to look up the value of the parameter and then updates itself accordingly. The GUIDs declared from the SAVW file are only valid within the world the SAVW file is associated with; reusing the same GUID from a different world is treated as a separate value.


GUIDs are also used by script layers to track whether the layer is active. The GUIDs associated with each layer can be found in the [[MLVL (File Format)|MLVL]] file. Layer GUIDs are different from the other IDs in that they are valid across the entire game, when referenced from any world.
GUIDs are also used by script layers to track whether the layer is active. The GUIDs associated with each layer can be found in the [[MLVL (File Format)|MLVL]] file. Layer GUIDs are different from the other IDs in that they are valid across the entire game, when referenced from any world.
Anonymous user

Navigation menu