kartoFlane wrote:As far as I'm aware, everything after a <store/> tag in an event won't ever be executed by the game. Thus, it acts as an event termination tag, the same as <event/>.
I'm not completely sure, but I tested this a bit, and it seemed to behave that way. No idea whether there are more tags like this though.
From my experience, placing the <store/> tag (as well as e.g. <distressBeacon/> and <repair/>) at the very top of an event block does not hinder execution of subsequent statements, as the tags seem to be used comparable to e.g. environment triggers by the game - for special beacon display on the star map and to call up the store UI after event execution.
kartoFlane wrote:Does it happen with drones, too? What about blueprint lists linked via <weaponList load="FOO"/>, and their contents?
Or is it just theCode: Select all
<weaponList count="#">
<weapon name="FOO_WEAPON"/>
...
</weaponList>
that is problematic?
So far, I can only confirm the latter, as I haven't encountered (or tried) this with drones or blueprint lists. Will have to verify when I get home.