Modding Help Need help understanding behavior decorator modules

Discussion in 'Starbound Modding' started by jakecool19, Sep 23, 2019.

  1. jakecool19

    jakecool19 Pangalactic Porcupine

    Hello there, I'm starting to get into messing around with behaviors and I understand what composite, action, and module nodes do but, I'm struggling to wrap my head around the decorator modules like succeeder, inverter, optional, failer, etc. How do these nodes work? Any help is appreciated!

    Edit: I've figured the more important ones out, they seem to alter values of their children or determine when to run them.

    Inverter - Gives the opposite value of its child

    Cooldown - Will not run it's children to its time has passed.

    Succeeder - Always returns true or success despite its children

    Failer - Always returns false or failure despite its children.

    Optional - Not sure about this one but I think it operates like an if statement, not firing it's children until it's arguments are met.
     
    Last edited: Sep 26, 2019

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