Is your feature request related to a problem? Please describe.
In Reforged especially we like to add perks to entities depending on their equipment. The entities get assigned equipment during assignRandomEquipment and then if we have a separate event like onSetupEntity we can use that separate function to add perks depending on equipment.
This keeps the assignment of equipment separate from the assignment of perks, so if a submod of a mod wants to modify an entity's equipment, they don't have to copy the entire perks implementation too. They can simply overwrite the equipment function and let the main mod's perk assignment logic remain unchanged.
Describe the solution you'd like
Add an onSetupEntity event in actor.nut that is called at the end of the setupEntity funtion in tactical_entity_manager.
Is your feature request related to a problem? Please describe.
In Reforged especially we like to add perks to entities depending on their equipment. The entities get assigned equipment during
assignRandomEquipmentand then if we have a separate event likeonSetupEntitywe can use that separate function to add perks depending on equipment.This keeps the assignment of equipment separate from the assignment of perks, so if a submod of a mod wants to modify an entity's equipment, they don't have to copy the entire perks implementation too. They can simply overwrite the equipment function and let the main mod's perk assignment logic remain unchanged.
Describe the solution you'd like
Add an
onSetupEntityevent inactor.nutthat is called at the end of thesetupEntityfuntion in tactical_entity_manager.