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Animals into pack
Author Message
Kanibal
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Post: #11
RE: Animals into pack
Full script please.

Grandmaster Localhost Admin
12-15-2016 08:44 AM
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mrkarlo
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Post: #12
RE: Animals into pack
Code:
[ITEMDEF i_potion_Shrink]
ID=i_bottle_empty
NAME=Shrink
TYPE=T_POTION
TDATA1=i_bottle_empty
RESOURCES=i_reag_batwing 10, i_bottle_EMPTY
SKILLMAKE=ALCHEMY 90.0

ON=@Create
//MORE1=s_shrink
MORE2=100.0
COLOR=color_gray_lt

ON=@DROPON_CHAR
SRC.SYSMESSAGE Double click on srhink potion and target your pet.
RETURN 1

ON=@TARGON_CHAR
IF (<REF1.DISTANCE> > 2)
SRC,SYSMESSAGE That is too far away.
RETURN 1
ENDIF

if (<act.targ.hits> < <act.targ.str>)
SRC.SYSMESSAGE Creature must be full HP.
RETURN 1
ENDIF
(This post was last modified: 12-16-2016 04:56 AM by mrkarlo.)
12-15-2016 07:15 PM
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mrkarlo
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Post: #13
RE: Animals into pack
Solved. thx Kani and other guys
(This post was last modified: 12-16-2016 04:58 AM by mrkarlo.)
12-16-2016 04:55 AM
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xwerswoodx
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UoMMO

Post: #14
RE: Animals into pack
Code:
[Function SHRINK_OLD]
SYSMESSAGE Shrink which creature?
TARGETF SHRINK_OLDx

[Function SHRINK_OLDx]
IF <ARGO.ISCHAR>
  LOCAL.P=<ARGO.P>
  ARGO.SHRINK
ENDIF

REF1=<UID>
FORCONTTYPE t_figurine
  IF (<MORE2> == <ARGO>)
    P=<LOCAL.P>
    UPDATE
    REF1.UPDATE
  ENDIF
ENDFOR

Here is the another way, without any potion.
(This post was last modified: 02-04-2017 02:03 AM by xwerswoodx.)
02-04-2017 02:02 AM
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Coruja
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Dimension Shard

Post: #15
RE: Animals into pack
the correct SHRINK function behavior is:
  • SHRINK 0 (or just SHRINK) = place figurine on ground
  • SHRINK 1 = place figurine on backpack

but taking a look at the code it seems to be bugged. The code always consider that the function have args=1 even when args=0 or empty, so it always place the figurine on backpack

I'm busy atm, but this will be fixed on next 56d nightly

EDIT: fixed
(This post was last modified: 02-11-2017 01:26 AM by Coruja.)
02-10-2017 02:54 PM
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