Two event suggestions

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Galbuu
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Two event suggestions

Post by Galbuu »

I'd love to see these two events in a future version of UOX3.

onMount(pMounter, pMounted)

Attached to rideable creatures to do effects.

onTime(time)

Would run when time is reached.
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Xuri
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Post by Xuri »

Or even attached to player chars to do effects when they mount whatever :P
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Galbuu
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Post by Galbuu »

Xuri wrote:Or even attached to player chars to do effects when they mount whatever :P
Well attaching them to creatures gives more customizeability (is that a word?), because then you can give penalties/bonuses based on creature.
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Post by Xuri »

You could do that independently of which object the script was attached to, as long as both the playercharacter and the mount-character are provided as arguments in the event header.
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Maarc
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Post by Maarc »

You wouldn't need an onTime event if you had an onMountStatus( on/off ), as you could create a timer loop from within that, if you really wanted to.

There might be a way of doing what you want anyway.... create a script for mountable NPCs, there might be a way to override the onUse event (or hook up the plumbing for it) so that would become the onUse event. You'd have to take care of the mounting responsibilities. You'd have to attach an unmount script to the created mount (which is an item, not character), and override it's onUse script to do the switcheroo again.
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Post by Galbuu »

You must've misread what I want from the onTime function. It would be part of UOX's scripts or something and whenever time is reached the script would run. The reason I want this is for my food calorie system (to set calories to 0 in the morning and do appropriate effects).
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Post by Maarc »

I had the thought that the two of them were related, I didn't see a difference.

However, I still don't see the need for an onTime event like you suggest. You could easily achieve that through using a StartTimer from within another event which would set it all off (eg from onLogin for an PC). Ultimately, you're still having to start the onTime event somehow (we can't magically divine the end time from nowhere), so all the functionality already exists.
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