Geezer
Addict!
Started the Shard but Ran Away
Posts: 1,158
|
Post by Geezer on Jan 26, 2007 16:44:21 GMT -5
I have added some modifications to the base quest system to add more possible interactions.
The quest system now has OnCarve, OnTame, OnDiscord and OnProvoke events in addition to the existing OnKill event.
I have also created a new item class called StealableItem.
You can now create items and specify the skill required to steal them and the stealing code will adjust accordingly.
Example...
public class SecretPlans : StealableItem { [Constructable] public SecretPlans() { ItemID = 5360; Name = "Secret Plans"; SkillNeeded = 90; }
|
|
|
Post by Wanderer on Jan 26, 2007 18:04:46 GMT -5
Is there an event where when you talk to the NPC, the player can be moved to a different location and something be spawned there? *has an idea if its possible*
|
|
Geezer
Addict!
Started the Shard but Ran Away
Posts: 1,158
|
Post by Geezer on Jan 26, 2007 18:06:37 GMT -5
That's not an event. An event is something that is triggered automatically by another script when something happens.
Moving a playing when we speak to an NPC is easy to do without an event, as we are in the NPC code when we call the speak to routines.
|
|
Geezer
Addict!
Started the Shard but Ran Away
Posts: 1,158
|
Post by Geezer on Jan 28, 2007 12:59:45 GMT -5
OnSteal ( Item itm ) event has been added to quest events.
Triggered automatically when an item is stolen.
A new item class has been added ... PickableItem.
Has a few props ...
int PickedItem; Item with that ID will be put in backpack. string PickedName; new item will be given that name.
A new quest event has been added to take advantage of this...
OnPicked( Item itm )
|
|