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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Sun Oct 25, 2009 9:48 am Post subject: equip "lock" |
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Is there such thing as "locking" an item to an equipment slot, or would I have to use some plotscripting wizardry?
Like ... an ongoing script that keeps checking to see if TAG "Thing is equipped" ever turns off? _________________ Working on rain and cloud formation |
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NeoSpade Of course!

Joined: 23 Sep 2008 Posts: 249 Location: Wales GB
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Posted: Sun Oct 25, 2009 10:01 am Post subject: |
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I believe that using the Force equip command on each step will do it...I think,
Hey that's a point, there's a command to check if a menu is open, but no command (that I can clearly see in the plotscripting dictionary) to check if the menu has been closed, is there one? Cause if that was the case it'd go something like:
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if menu closed (menu:Equipment then(check tag(tag:NoUnarm==On))
then (force equip(find hero(hero:Bob)),slot:weapon,2)
end |
EDIT: Yes...I'm fully aware that I missed the else commands...both of them... |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Sun Oct 25, 2009 2:30 pm Post subject: |
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I posted in another thread about wrapping the equip menu in a script. I would suggest that rather than an each-step or on-keypress script.
The only catch is that you would need to use the latest nightly build, since just a couple days ago I fixed a bug where equipment tags were being enforced when the main menu closed, instead of when the equipment menu closed. |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Tue Oct 27, 2009 5:39 pm Post subject: |
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I found your previous post -
Would the wrapper just re-equip the item if the user unequips it?
Ok, that's work-able.
I guess I could throw in a text box which informs the player what happened.
"YOU MUST WEAR THAT HAT! >:-( " _________________ Working on rain and cloud formation |
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