mob_death
mob_death handles monster death callbacks. It records the killer id and then evaluates common switch logic.
Use it from monster logic through on_death when a death should set info portions, trigger quest effects, or switch to
a cleanup section.
Parameters
mob_death has no scheme-specific config fields. It reads common switch fields from the section.
on_info, on_info1, …
Type: condlist.
Switch when the condlist selects another section.
on_signal, on_signal1, …
Type: signal | condlist.
Switch when a signal is set.
on_timer, on_timer1, …
Type: milliseconds | condlist.
Switch after the section has been active for the duration.
Runtime behavior
On death, the manager stores the killer id in the object’s death state:
killer.id()when a killer exists;-1when the killer is nil.
After that, it calls the common switcher for the mob_death state.
The stored killer id is available in the death state for code that needs to inspect who killed the monster. The scheme does not decide rewards by itself; put reward effects in the condlist.
Example
[logic]
active = mob_home@idle
on_death = mob_death@dead
[mob_death@dead]
on_info = nil %+bloodsucker_dead%
Notes
- This is normally referenced from a monster logic section through
on_death. - Use condlist effects to set info portions, spawn rewards, or advance quest state.
- Use
killer = -1as the nil-killer case when reading the stored state in script code.