better messaging on handling of unknown functions. fixes #606
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@@ -444,6 +444,9 @@ algorithm has taken in to account last time mobs spawned.
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Schedules a user defined function to run with a specified `delay` ticks of delay. Scheduled functions run at the end
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of the tick, and they will run in order they were scheduled.
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In case you want to schedule a function that is not defined in your module, please read the tips on
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"Passing function references to other modules of your application" section in the `call(...)` section.
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### `statistic(player, category, entry)`
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Queries in-game statistics for certain values. Categories include:
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@@ -746,6 +746,10 @@ Required arguments: `entity, amount, source, attacking_entity`
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It doesn't mean that all entity types will have a chance to execute a given event, but entities will not error
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when you attach an inapplicable event to it.
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In case you want to pass an event handler that is not defined in your module, please read the tips on
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"Passing function references to other modules of your application" section in the `call(...)` section.
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### `entity_load_handler(descriptor / descriptors, function)`, `entity_load_handler(descriptor / descriptors, call_name, ... args?)`
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Attaches a callback to when any entity matching the following type / types is loaded in the game, allowing to grab a handle
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@@ -263,6 +263,10 @@ handle_event('tick', _() -> foo('tick happened')); // built-in event
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handle_event('tick', null) // nah, ima good, kthxbai
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</pre>
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In case you want to pass an event handler that is not defined in your module, please read the tips on
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"Passing function references to other modules of your application" section in the `call(...)` section.
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### `signal_event(event, target_player?, ... args?)`
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Fires a specific event. If the event does not exist (only `handle_event` creates missing new events), or provided argument list
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