first run through..... Creates weapon of choice.
Second test.... I lay down to see if script killer(?) worked. entering command ;k ssword did evoke the proper response.
First issue, I tried to restart the script again right after killing it and got this:
;ssword longsword pooka miner
--- Lich: ssword active.
[ssword]>tell weapon to return
You don't even have one!
>
[ssword]>tell weapon to return
You don't even have one!
The one thing I noticed was that I had just a few moments ago dismissed the sword. Even though it wasn't in the room Uberspells showed a few minutes left on the song. Did a kill again and got the message the script wasn't running, ran a few checks:
>;list
--- Lich: narost, dreavening, uberbounty
>;listall
--- Lich: narost, dreavening, uberbounty, infomon, lnet, keepalive, uberbar, uberspells, sexual-favors, inspectweight, group_ajar, sorter
>spell active
You currently have the following active spells:
No spells found.
But was still showing up on uberspells. Waited for the counter to go away and tried again and script ran properly.
I don't know if you get knocked down and laying down are the same thing....I also ran the script and standing drank some death rum (which stuns you and you fall over). I was never pulled to a standing position.
I ran a quick test to see if it performed correctly in the field and saw a strange exchange:
[go2]>west
[Lower Dragonsclaw, Forest]
The underbrush is quite thick here near the forest's edge, forcing you to slow your steps as you maneuver through the trees. You also see a rolton, a vine-covered arch and a briar patch.
Obvious paths: north, east, southwest, west
Your animated longsword followed.
>
[go2]>southwest
[ssword]>tell weapon to return
Should there be an "end" at the end of this line? fput "tell weapon to return" if Spell[1025].active? && !GameObj.npcs.find{ |i| i.name =~ /#{script.vars[1]}/}