Difference between revisions of "Talk:OnEquip"
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''(Responding to above)'' I will continue to test this. My two separate tests were two separate savegames, and I don't know what the difference was. I think we'll find that the instructions to display a message when an item is "equipped" are hardcoded into the game, and the only control scripters have over it is changing the message displayed. In other words, probably hiding it with a space character is the best we can ever hope for. The first test I ran, when messages were still displayed, might not have registered the changed message because that character did not possess the item with the OnEquip script. Maybe if I had had him pick it up, messages would have been hidden for him as well. I don't know if something like that would affect it or not. Logic says no, the plugin was still loaded for both saves, but coding and programming have been known to have a few quirks.<br /> | ''(Responding to above)'' I will continue to test this. My two separate tests were two separate savegames, and I don't know what the difference was. I think we'll find that the instructions to display a message when an item is "equipped" are hardcoded into the game, and the only control scripters have over it is changing the message displayed. In other words, probably hiding it with a space character is the best we can ever hope for. The first test I ran, when messages were still displayed, might not have registered the changed message because that character did not possess the item with the OnEquip script. Maybe if I had had him pick it up, messages would have been hidden for him as well. I don't know if something like that would affect it or not. Logic says no, the plugin was still loaded for both saves, but coding and programming have been known to have a few quirks.<br /> | ||
--[[User:RedFault|RedFault]] 09:49, 15 January 2008 (EST) | --[[User:RedFault|RedFault]] 09:49, 15 January 2008 (EST) | ||
I'm working on a script and during playtesting I keep getting a reoccuring bug when I switch between two items with the same script. I've checked it throughly, meaning the chance that this bug is due to a syntax error is next to 0. I have managed to come up with one other plausible explanation, which explains my problem prefectly: When an item is equiped, replacing another equiped item, the onequip block of the new item is run before the onunequip block of the old item. Could someone please confirm this if they have proof for or against it, or can people please being yelling at me if this is explained somewhere else and I've missed it. | |||
(First time posting here, or even editing a wiki page for that matter, so point stuff out if i've gone wrong)<br /> | |||
[[User:Skevitj|Skevitj]] 05:36, 18 May 2010 (EDT) |