View Full Version : Sloot4 phase (704) problem
critter
12-04-2014, 07:34 AM
The way it's set up currently, it tries to phase boxes while they're still sitting on the floor, then pick them up and put them in the container. Phase doesn't work unless you're already holding the item. I don't know who has access to the script to fix it, but whoever does, would you please change it to phase after the item is picked up, but before it's put away? Thanks.
Hazado
12-04-2014, 05:45 PM
Okay added a get_item call before it starts phasing. Let me know if it needs more work.
critter
12-05-2014, 06:53 AM
Yep, it works perfectly. Thanks!
critter
12-05-2014, 11:23 AM
Okay, I have another sorcerer sloot4 problem. The script recognizes my demon as an enemy and won't kneel for me to skin even if the room is otherwise empty.
Tillmen
12-05-2014, 03:17 PM
This is probably a two part fix. sloot4 should check if the npc is passive
around line 1903
!GameObj.npcs.any? { |npc| npc.status !~ /dead/ }
to
!GameObj.npcs.any? { |npc| npc.status !~ /dead/ and npc.type !~ /passive/ }
But the list of passive npcs isn't very complete at all. It mostly includes spirit servants, familiars, escorts, and town npcs. If you tell me what your demon looks like, I can add it to the list.
critter
12-06-2014, 10:37 AM
Ah, that explains it. The problem with demons is that we get a different one each time we summon, within several available types. Would a list of types help?
Imp
Grik'trak, Grik'mlar, Grik'pwal, and Grik'tval
Abyran'a, Abyran'sa
Grantris
haze, rouk, brume, haar, murk, nyle, mist, smoke, vapor, fog
Verlok'asha, Verlok'cina, Verlok'ar
Aishan
darkling and shadowling
Arashan
www.krakiipedia.org/wiki/725
On a related note, I'm guessing that the Wander script uses the same npc list? Each time I summon a new demon and then use Wander, the script tries to target my demon, gets an error message, then adds it to the ignore list and is fine from there.
Tillmen
12-06-2014, 04:21 PM
Just as I was about to upload the changes, I realized that these demons are not always passive. The ones that show up in invasions and from a casting failure will try to kill you. I'm not sure what to do about this now.
Hazado
12-06-2014, 08:02 PM
Could use the "aggressive npcs" type instead, so it checks if the npc is also aggressive
!GameObj.npcs.any? { |npc| npc.status !~ /dead/ and npc.type =~ /aggressive/ }
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