Jump to content

special items


Recommended Posts

The docs for special items seem pretty skimpy (to say the least). confused Is it possible for the party to find a special item in, say, a crate (after killing the monster guarding it)? Or does it have to be granted programmatically?

 

If the former will work, how? I can't figure out how to place anything but regular items in the editor.

Link to comment
Share on other sites

Well, you'd have to give it to the party in a script. Generally, putting special items in crates and barrels is a bad idea because they can be pushed around, which would mean that your special node would sometimes be on a space without the crate. Using a chest or some sort of terrain would be better.

Link to comment
Share on other sites

Quote:
Originally written by Drakefyre:
Well, you'd have to give it to the party in a script.
I knew I didn't see any other way, but I thought (hoped?) I might have been missing something. smile

Quote:
Generally, putting special items in crates and barrels is a bad idea because they can be pushed around, which would mean that your special node would sometimes be on a space without the crate. Using a chest or some sort of terrain would be better.
Hmm... good point. I'm actually accomplishing pretty much exactly what I want with a normal ol' item right now. The only reason I was thinking of making it a special item is that it's the item necessary to complete a quest, and it looks like junk (actually it is... the scenario I'm working on is a lampoon of the worser variety of homegrown CRPGs wink ).

It's basically just the jug item. But I made mine with an icon color shift and gave it a slightly different name, so maybe that will be good enough. I just didn't want the player leaving it behind or throwing it out because s/he thought it was junk if s/he stumbled across it before receiving the quest to "FedEx" it to the NPC too lazy to get it himself. laugh

-spyderbytes

(edited for grammar)
Link to comment
Share on other sites

Actually, my jug-guardian spiders already have a custom script for some custom targeting AI, so that part isn't a problem. What was originally holding me up was trying to figure out how to give the special item when the last spider died, and not for each one (and that's why I wanted to place it in a nearby container, as I would a normal item).

 

But then I discovered friends_nearby, and now all's well with the world. smile I've changed it so I'm granting the special item when friends_nearby returns 0 (meaning all the others are already dead when this one dies). So, problem solved. smile

 

Thanks for the help!

 

-spyderbytes

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...