item picked up but not in inventory...

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Hariolor
Posts: 42
Joined: Sun Apr 15, 2012 5:59 am

item picked up but not in inventory...

Post by Hariolor »

Hey all,

I couldn't find this issue in the forums, but I have to think it's been addressed...

I have an area(s) where I don't want it to be possible to pass if a certain item type is in any character's possessions.

Found a few options and got one implemented (Billick's solution)

I put in some teleporters, etc to keep the party from just throwing the item past the area, or from doing the "place - step - pickup - repeat" game to inch it past without "carrying" it past.

But I can still break it if I just pick up the item with the pointer but never put it into anyone's hands/pack...is it clear what my issue is?

Basically, is there a way to check for an item that's being held by "Theron's hand" (DM reference)?
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Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: item picked up but not in inventory...

Post by Komag »

getMouseItem
you could run a fast repeating script checking it, and if it finds it delete it and spawn a new one on the ground a step back or something like that
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Hariolor
Posts: 42
Joined: Sun Apr 15, 2012 5:59 am

Re: item picked up but not in inventory...

Post by Hariolor »

Komag wrote:getMouseItem
you could run a fast repeating script checking it, and if it finds it delete it and spawn a new one on the ground a step back or something like that

Code: Select all

 
if getMouseItem() and getMouseItem().name == "foo"
  then 
    setMouseItem(nil)
    spawn("foo",l,x,y,f)
end
worked like a charm...can't believe I didn't notice those functions in the cheat sheet....that's what I get for modding at 2:00am

Thanks!
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