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nebula type can be set anywhere between 0-255 in scripting - via setting nebType it will be copied over (well the low order byte) to type
with a type of 0 (also 256, presumably anything mod 256==0) the nebula will show/ but wont stop warp (presumably 0==no nebula somewhere in the code but it still displays)
would it be worth including the colors to types as an enum its the same as is defined in scripting but that seems to be documented no where (1=>purple, 2=>blue, 3=>yellow)
approximately suggested text -
(before)
Type (bit 1.7, byte, since v2.7.0)
Valid values are 1, 2, or 3. All nebulae limit ships within them to warp 1, but other than the color used to render them on map views, they are indistinguishable in stock scenarios. Scripts can use them for unique effects, though.
(after)
(enum listed with enums)
Type (bit 1.7, byte, enumeration since v2.7.0)
Invalid values can be set via mission scripts but will visually default to type 1, if value is 0 it wont impact warp but will otherwise appear as type 1. Other than the color used to render them on map views, they are indistinguishable in stock scenarios. Scripts can use them for unique effects, though.
The text was updated successfully, but these errors were encountered:
approximately suggested text -
(before)
Type (bit 1.7, byte, since v2.7.0)
Valid values are 1, 2, or 3. All nebulae limit ships within them to warp 1, but other than the color used to render them on map views, they are indistinguishable in stock scenarios. Scripts can use them for unique effects, though.
(after)
(enum listed with enums)
Type (bit 1.7, byte, enumeration since v2.7.0)
Invalid values can be set via mission scripts but will visually default to type 1, if value is 0 it wont impact warp but will otherwise appear as type 1. Other than the color used to render them on map views, they are indistinguishable in stock scenarios. Scripts can use them for unique effects, though.
The text was updated successfully, but these errors were encountered: