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On Hit instead of on Break
Posted: Sat Sep 26, 2009 8:28 pm
by Soaponarope
This seems like a newbish question, but I can't find how to do this. How do I make an item convert when striking something without having that item break.
I want to add a convert spell effect on hit, and keep items intact.
Re: On Hit instead of on Break
Posted: Sun Sep 27, 2009 1:17 am
by beowuuf
I think you would code it into the attack action of the item, instead of looking to the item itself.
Sorry, unless you mean a thrown item, in which case have the convert on break effect also create an identical copy of the item
Re: On Hit instead of on Break
Posted: Sun Sep 27, 2009 5:58 pm
by b1llygo4t
just have the item create the same item and the spell effect on break? it would muck up charges tho
Re: On Hit instead of on Break
Posted: Mon Sep 28, 2009 11:08 am
by Gambit37
Charges are copied across to converted items, so this would be OK.
Re: On Hit instead of on Break
Posted: Mon Sep 28, 2009 9:49 pm
by Soaponarope
Yes I meant thrown items and did not think of just creating a new one since I thought there was another way besides on break.
Thanks, this works for me since I wasn't using this for charged items.
With charged items though, the charges wouldn't be copied over since a new item must be made though, right? So I don't think that would work for Billygoat.
Re: On Hit instead of on Break
Posted: Tue Sep 29, 2009 7:02 am
by b1llygo4t
to bad objects cant break when they hit the floor, or am i wrong?
Re: On Hit instead of on Break
Posted: Tue Sep 29, 2009 10:01 am
by Gambit37
@Sopaonarope: It's my understanding that when an object is converted, if its properties have matching properties in the new object, they are copied over. And even non-matching properties can be matched, for example CHARGES might be converted to HEALTH if you convert a potion to a monster.
Only George knows exactly how this works, so it looks like you have lots of experimentation ahead...
"Break" only applies to objects thrown against a wall. There's no event matching for objects landing on the floor.