Originally Posted by Tinkerer
I don't know how Osiris internally handles item statuses. OTOH, saving and loading does not suddenly remove a poisoned status from a character either, so it would seem logical for all statuses to be stored as part of every object, since they were not necessarily set by the OnInit event of a script.

I'm not even sure that it has to do with Osiris at all. I'd think it's the engine itself. Osiris itself might only be an API to the engine.

Originally Posted by Tinkerer
The connection is that the scripts must be associated with the same game object. They do not have to include each other. The variables are not part of a script (otherwise you would have one global variable shared by all game objects that use that script), but part of a game object.

Of course, that's what I meant ;-)

Do you happen to know if a timer started from a script gets 'attached' to the starting object and sends its finish event only to that object or would that be sent to world ?

(Timers don't have anything but the timer name as parameter so I'm unsure about it.)