SphereCommunity
Mining NPC - Printable Version

+- SphereCommunity (https://forum.spherecommunity.net)
+-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d)
+--- Forum: Script Requests (/Forum-Script-Requests)
+--- Thread: Mining NPC (/Thread-Mining-NPC)

Pages: 1 2


RE: Mining NPC - Alaric - 05-06-2014 07:55 PM

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.


RE: Mining NPC - karma - 05-06-2014 10:32 PM

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


RE: Mining NPC - Alaric - 05-07-2014 12:34 AM

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.


RE: Mining NPC - XuN - 05-07-2014 02:57 AM

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


RE: Mining NPC - Alaric - 05-07-2014 05:55 AM

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