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2x i_memory
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ThatSide
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Post: #1
2x i_memory
At first I have to apologize for shitty thread subject. Just couldn't come up with a better one.
Lets say this is my script:
Code:
[ITEMDEF i_mem_one]
ID=I_MEMORY
TYPE=T_EQ_SCRIPT
NAME=Memory One

ON=@CREATE
ATTR=attr_decay|attr_invis

On=@EQUIP
timer=10
cont.say You have 10 sec before You will get memory two.
return 1

on=@timer
SERV.NEWITEM i_mem_two
NEW.LINK=<cont.UID>
NEW.EQUIP
remove
return 1

[ITEMDEF i_mem_two]
ID=I_MEMORY
TYPE=T_EQ_SCRIPT
NAME=Memory Two

ON=@CREATE
ATTR=attr_decay|attr_invis

On=@EQUIP
timer=10
cont.say You have 10 sec before memory two will be removed.
return 1

on=@timer
cont.say Memory two has been removed.
remove
return 1

As far as I understand - The issue is that second memory doesn't link up with a player.
ERROR:GC: 1 unplaced object deleted
ERROR:UID=040001edd, id=04521 'Magic Shield', Invalid code=3202 (Object not placed in the world)

Is there some kind of conflict with adding second memory under first ones timer trigger?

I tried to add a function under the on=@timer trigger
Code:
on=@timer
cont.add_memory_two
remove
return 1

[function add_memory_two]
SERV.NEWITEM i_mem_two
NEW.LINK=<UID>
NEW.EQUIP

that works perfectly on its own or even while the first timer is active.
Just dont get it... Doubt Any ideas ?
(This post was last modified: 08-08-2015 01:49 PM by ThatSide.)
08-08-2015 01:48 PM
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sco
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Elantharil

Post: #2
RE: 2x i_memory
[ITEMDEF i_mem_one]
ID=I_MEMORY
TYPE=T_EQ_SCRIPT
NAME=Memory One

ON=@CREATE
ATTR=attr_decay|attr_invis

On=@EQUIP
timer=10
cont.say You have 10 sec before You will get memory two.
return 1

on=@timer
SERV.NEWITEM i_mem_two
NEW.LINK=<cont.UID>
cont.equip <NEW.uid>
remove
return 1
08-08-2015 08:50 PM
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ThatSide
Apprentice
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Posts: 17
Likes Given: 5
Likes Received: 0 in 0 posts
Joined: Feb 2015
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Post: #3
RE: 2x i_memory
Damn.. How could I miss that ... TY, mate!
And apologies for my silly mistake
08-08-2015 09:37 PM
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