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Throwable = false ?

Posted: Fri Nov 02, 2012 9:52 pm
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 ?

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 12:26 am
by Neikun
What could you pick up that you couldn't throw?

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 12:27 am
by scorp29
Cursed item héhéhé

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 1:01 am
by Neikun
o:
...
Where's that mind_explode.gif?

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 5:07 am
by Xaxus
But would you be able to drop the item, still?

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 8:35 am
by cromcrom
Neikun wrote:What could you pick up that you couldn't throw?
Something very heavy ?

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 12:52 pm
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.

Re: Throwable = false ?

Posted: Sat Nov 03, 2012 2:50 pm
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.

Re: Throwable = false ?

Posted: Sun Nov 04, 2012 12:00 am
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.

Re: Throwable = false ?

Posted: Sun Nov 04, 2012 1:04 am
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...