Class = line_count
Modifies the activation counters of the referenced lines.
Each XG line has a built-in counter that is used to determine if a line can be activated or not. If a line's count is -1 it can be activated an infinite number of times. If a line's count is 0 it cannot be activated. If a line's count is greater than 0 it can be activated.
Each time a line is activated it's line count is decreased by 1 until it reaches 0. So a line's count is the number of times a line can be activated.
A line's activation_count in essence is a variable. Now a line can check the line count of other lines so for example if line X's line count is lower than A then don't activate this line. A combination lock maybe?… (see SecondaryActions for info on how to check a line's count remotely)
Prm | Name | Type | Meaning |
---|---|---|---|
Ip0, Ip1 | Target Ref, Target Num | lref, lrefd | Reference to one or more lines. Specifies the line(s) we want to change the count on. |
Ip2 | Set Absolute | Integer | If Ip2 is zero, the value in Count Delta (Ip3) is a delta. If Ip2 is non-zero, the counters of the referenced lines are set to the exact value in Count Delta (Ip3). |
Ip3 | Count Delta | Integer | Delta or the new counter value. If Set Absolute (Ip2) is zero, this is treated as a signed delta that is added to the current counter value of a line. |
Line Type { ID = 5006 Comment = "Reduce all tagged lines, line count by one" Flags = player_shoot Flags2 = when_act | any Class = line_count Count = -1 Time = 1 Target Ref = "lref_tagged" Set Absolute = 0 Count Delta = -1 }
The line is triggered when the player shoots the line (Flags = player_shoot). The line is active in any skill mode and any game type (Flags2 = any) and the line carries out it's action when active (Flags2 = when_act). The line can be triggered an infinite number of times (Count = -1). When activated, the line subtracts 1 (Ip3= -1) from the line count of all lines tagged with the same tag (including this one but because the count is -1 it has no effect on this line).