Expand description
Saved creature snapshots from a save game’s module GIT. Doors as stored inside a save game. Items as stored inside a save game. Placeables as stored inside a save game. Sound emitters as stored inside a save game. Merchant stores as stored inside a save game. Triggers as stored inside a save game. Shared typed components reused across generic wrappers. Shared typed building blocks used across multiple GFF generic wrappers.
These types reduce drift between format modules by centralizing repeated field groups (for example trap settings and common trap-related scripts).
Structs§
- Common
Trap Scripts - Shared script hook bundle common to placeables and doors.
- GitTrigger
Point - A vertex in a trigger geometry polygon (
PointX/PointY/PointZ). - Inventory
Grid Position - Shared grid/repository position used by inventory list entries.
- Object
Id - A runtime object handle, as the engine hands them out.
- Trap
Settings - Shared trap configuration block used by door/placeable/trap-like templates.
Enums§
- Saved
Portrait - How a saved object names its portrait.
Constants§
- PORTRAIT_
ID_ USE_ RESREF - The
PortraitIdvalue that hands control back to thePortraitresref. - SCRIPT_
SLOT_ SEED - The resref a script slot holds when a file does not name one.
- TRAP_
TYPE_ ABSENT TrapType’s value when a file does not carry one.