Throwable = false ?

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cromcrom
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Throwable = false ?

Post by cromcrom »

Would it be possible some time in the future, maybe a patch, to have some asset definition that prevents the player to throw items ? Or maybe there is a way I didn't come up with. Any help on this please ?
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Neikun
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Re: Throwable = false ?

Post by Neikun »

What could you pick up that you couldn't throw?
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scorp29
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Re: Throwable = false ?

Post by scorp29 »

Cursed item héhéhé
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Neikun
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Re: Throwable = false ?

Post by Neikun »

o:
...
Where's that mind_explode.gif?
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Xaxus
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Re: Throwable = false ?

Post by Xaxus »

But would you be able to drop the item, still?
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cromcrom
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Re: Throwable = false ?

Post by cromcrom »

Neikun wrote:What could you pick up that you couldn't throw?
Something very heavy ?
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Neikun
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Re: Throwable = false ?

Post by Neikun »

cromcrom wrote:
Neikun wrote:What could you pick up that you couldn't throw?
Something very heavy ?
If you make it very heavy, it will not be thrown very far at all.
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cromcrom
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Re: Throwable = false ?

Post by cromcrom »

Thanks for these helpfull insights, Neikun. What I am talking about is not being able to throw a very heavy or flagged item out of the square the party is currently in, which is currently not the case, AFAIK. Just let it drop in the same square, party facing, would be nice, be it weight/boolean/whatever dependant.
So maybe someone has found a way to do this, and would give some hints, and if not, I am just asking.
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Lollgramoth
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Re: Throwable = false ?

Post by Lollgramoth »

I know a way. Timer and a script. Every tick of the timer, it calls the script to check your mouseItem. Saves the mouseitem to compare it with the previews mouseItem. If the estimated Mouseitem is not there and is not in the inventory, then set location of the item to the square of your party and play the "item_drop" sound. Should do the trick.
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crisman
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Re: Throwable = false ?

Post by crisman »

Got an idea, but it's a bit long to implement for every item, but can be a start.
If the item is heavy, if thrown it should not go farther than 1 square. So, my idea is to place hidden pressure plates around the item, connected to a script.
When a plate is pressed, the script should check which items are on the plates, and if there is a match with the desired item, the item must be destroyed and spawned again on the original spot.
As I said, it's long to implement...
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