The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm6 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Mining NPC
Author Message
Alaric
Journeyman
*

Posts: 227
Likes Given: 7
Likes Received: 9 in 4 posts
Joined: Oct 2012
Reputation: 7



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
Find all posts by this user Like Post Quote this message in a reply
karma
Moderator
****

Posts: 178
Likes Given: 17
Likes Received: 32 in 29 posts
Joined: Jul 2012
Reputation: 3



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
Find all posts by this user Like Post Quote this message in a reply
Alaric
Journeyman
*

Posts: 227
Likes Given: 7
Likes Received: 9 in 4 posts
Joined: Oct 2012
Reputation: 7



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
Find all posts by this user Like Post Quote this message in a reply
XuN
Sphere Developer
*****

Posts: 852
Likes Given: 102
Likes Received: 156 in 119 posts
Joined: Jul 2013
Reputation: 30



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
Find all posts by this user Like Post Quote this message in a reply
Alaric
Journeyman
*

Posts: 227
Likes Given: 7
Likes Received: 9 in 4 posts
Joined: Oct 2012
Reputation: 7



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
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 1 Guest(s)