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Mining NPC
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Alaric
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Post: #11
RE: Mining NPC
Also doing 1 anim item and using default pickaxe, would be imho better.

[itemdef anim_item]
id=i_memory or so
more1 would be anim number
more2 timer
morex i don't know, what you want... maybe the tag.nomovetill

equip it as a memory item and get it basic pickaxe.

I know, it sux that you have to have 2 items, but operating with it is much easier if you decide to have another npc smashing with a mace - equip the mem item, set atributes and its done.
(This post was last modified: 05-06-2014 08:10 PM by Alaric.)
05-06-2014 07:55 PM
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karma
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Post: #12
RE: Mining NPC
You can do this with an item event Big Grin Instead of having two items, you can equip whatever weapon and add it the event that manages animation
(This post was last modified: 05-06-2014 10:34 PM by karma.)
05-06-2014 10:32 PM
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Alaric
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Post: #13
RE: Mining NPC
Its the same attitude, you don't think ahead obviously... what is better.
Making one animation item which is easily operated - easily removed, modified, you see everything you need.
Or making new event for every single animation with a little different parametres.
(This post was last modified: 05-07-2014 12:35 AM by Alaric.)
05-07-2014 12:34 AM
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XuN
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Post: #14
RE: Mining NPC
The typedef event can also remove the item, change animations, change the id, just the same way the itemdef would do but saving space in the worldsave 't_yourevent' against the whole item... its a huge difference Smile
05-07-2014 02:57 AM
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Alaric
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Post: #15
RE: Mining NPC
How could an event possibly store any arguments?

E: It's gonna be long I guess. I don't feel like discussing this. He has the event with static values, whatever. It works. Anything worksSmile
(This post was last modified: 05-07-2014 06:29 AM by Alaric.)
05-07-2014 05:55 AM
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