It would be useful if an item with a negative lifetime expired instantly upon creation.
What possible use could this serve? Several, actually:
- SWAP_GLOBAL works -almost- like a forced convert action would, except, it can't execute an action on conversion. You can, however, convert to an object with no lifetime. Right now, it requires a delay of 1 tick, which isn't always desirable. This would eliminate that problem.
- A useful way to get things to happen at the party's location no matter where the triggering object is located is to create objects into their hands that have no lifetime and have those objects perform actions on expiring. Again, this would eliminate the 1 tick delay such objects now require.
- A chain of instantly-expiring objects all performing actions when expiring can simulate one object performing multiple actions as it expires-- again, without a delay that may cause problems.
[Done for V0.37] Instantly expiring items
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- George Gilbert
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