Is it possible to create a waypoint for the map via scripting? Do I have to rely on editing the arealis?
Also if anyone knows how to code a merchant to set an item to infinitie, that would really help me out.
[help] waypoint scripting?
Débuté par
KigenBarzhad
, mars 07 2010 06:40
#1
Posté 07 mars 2010 - 06:40
#2
Posté 07 mars 2010 - 06:50
You can place waypoints and set them to be innactive by default, then activate them using scripting. I don't think you can create them dynamicaly. I can't remember the function name, but filter for map or pin and it should show up.
I don't remember how to make items infinite on a merchant, I'll try and look into it.
I don't remember how to make items infinite on a merchant, I'll try and look into it.
#3
Posté 07 mars 2010 - 07:35
Thank you so much, I'm also trying to figure out how to give an item/money to an existing npc and make it stealable.
#4
Posté 11 mars 2010 - 06:53
Bleh are these tasks impossible? My programming background is failing me.
#5
Posté 11 mars 2010 - 09:19
While there is no SetItemStealable function, there is an event sent to the area, EVENT_TYPE_STEALING_SUCCESS, which will let you add whatever items you want to the creature doing the stealing, based on whatever conditions you choose (including who is being stolen from, etc.)
If you are creating the creature in the toolset, you can just add the items and money (in the form of coppers) to the inventory and mark them as stealable.
If you are creating the creature in the toolset, you can just add the items and money (in the form of coppers) to the inventory and mark them as stealable.
Modifié par Craig Graff, 11 mars 2010 - 09:20 .





Retour en haut






