the "onUse" function checks to see if a character is in range, because of this it is impossible to use an archery butte.
When clicking on the archery butte, the c++ code says "This item is too far away to use". When you get close enough (point blank range) the .js code says "This is too far away, back up".
Robin Hood eventually gets tired and collapses and dies while running back and forth to find where he is allowed to shoot.
I am not sure how to fix this bug. I'm going to switch the "onUse" to "onAttack" and maybe if you double click the butte while in War Mode, the script will fire.
What are your thoughts?
[FIXED] Archery Butte's bugged!
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Known issue to me, and I'm not sure how to work around it. It started happening after some code was changed to make onUse work under the same conditions as the hardcoded double-clicking, i.e. can't use while dead, can't use while out of range, can't use rapidly (object-use-delay) - which in my own opinion sort of goes against the principle of the JS engine in the first place, seeing as it becomes (like in the case with the archery buttes) a limitation that you cannot work around without modifying the source code for UOX3.
-= Ho Eyo He Hum =-
maybe when Giwo or Grimson gets more time to code they can look into this.
I, like you, would like to have more power with the JS engine for onUse events.
I've thought of teleporting the PC to another remote area when dead and having different side quests (js scripted) available to ressurect the PC; however, this is impossible with the current hard-coded double click limitation.
Oh, and switching the code to <onAttack> does nothing, the c++ engine still thinks it is too far away.
I, like you, would like to have more power with the JS engine for onUse events.
I've thought of teleporting the PC to another remote area when dead and having different side quests (js scripted) available to ressurect the PC; however, this is impossible with the current hard-coded double click limitation.
Oh, and switching the code to <onAttack> does nothing, the c++ engine still thinks it is too far away.