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View Full Version : Animate (730) data?



Eodus
12-16-2016, 05:59 PM
Is there an object available with data on active animates?

adred
12-16-2016, 06:01 PM
No

Eodus
12-16-2016, 06:05 PM
Say I wanted to create a module within a hunting script to monitor the status of active animates, where there may be more than one sorcerer / more than one animate within the hunting party. Any thoughts on the sort of logic / programmatic approach that might go into something along these lines?

adred
12-16-2016, 06:40 PM
What "statuses" are you looking to monitor?

Eodus
12-16-2016, 06:52 PM
Could get the ball rolling with: "Mine" / "Not Mine"

adred
12-16-2016, 07:23 PM
>;eq echo GameObj.npcs
[exec1: [#<Games::Gemstone::GameObj:0x007fbad4a3ba38 @id="1235204", @noun="supplicant", @name="muscular supplicant", @before_name=nil, @after_name=nil>]]

>;eq echo GameObj.npcs
[exec1: [#<Games::Gemstone::GameObj:0x007fbb220bc428 @id="1235204", @noun="supplicant", @name="animated muscular supplicant", @before_name=nil, @after_name=nil>]]

next

You could use a script to cast 730 and store the id of the target, duration is easily tracked with Spell[730].timeleft, and "tell anim to" will obvious issue commands to your own animate regardless of how many are around. I'm not sure what else you want to accomplish yet.

I'm no expert but I don't think it would be difficult to add an upstreamhook to allow you to "look at anim/animate" which would basically replace anim or animate with the id of your animate so that if you were in a room with several identical animates you would be able to see the status of yours and parse the description for potential wounds or weapons you may be handing it.

Eodus
12-16-2016, 09:08 PM
>;eq echo GameObj.npcs
[exec1: [#<Games::Gemstone::GameObj:0x007fbad4a3ba38 @id="1235204", @noun="supplicant", @name="muscular supplicant", @before_name=nil, @after_name=nil>]]

>;eq echo GameObj.npcs
[exec1: [#<Games::Gemstone::GameObj:0x007fbb220bc428 @id="1235204", @noun="supplicant", @name="animated muscular supplicant", @before_name=nil, @after_name=nil>]]

next

You could use a script to cast 730 and store the id of the target, duration is easily tracked with Spell[730].timeleft, and "tell anim to" will obvious issue commands to your own animate regardless of how many are around. I'm not sure what else you want to accomplish yet.

I'm no expert but I don't think it would be difficult to add an upstreamhook to allow you to "look at anim/animate" which would basically replace anim or animate with the id of your animate so that if you were in a room with several identical animates you would be able to see the status of yours and parse the description for potential wounds or weapons you may be handing it.

::cackles maniacally::

Eodus
12-16-2016, 09:09 PM
Exactly what I was looking for. Thank you.