Difference between revisions of "Unplayable Items"

9 bytes added ,  16:14, 30 November 2006
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'''Timing/persistance issues''': Tokens on actors that are engaged in major activity, e.g. fighting, may not get executed predictably every frame. [[User:GuidoBot|GuidoBot]] 16:09, 19 October 2006 (EDT)
'''Timing/persistance issues''': Tokens on actors that are engaged in major activity, e.g. fighting, may not get executed predictably every frame. [[User:GuidoBot|GuidoBot]] 16:09, 19 October 2006 (EDT)


'''Tokens in Containers''': It turns out that '''Unequip <item> 1''' does not appear to work when applied to actors to force them to not equip an item, even if they have it currently equipped. This means you cannot ensure that any ''valuable'' wearable item added to merchant will be available for sale (although it should always be available for pick-pocketing). The safest way to ensure such items show up for sale is to add them to a nearby vendor chest instead. Fortunately, this is an example of where adding a token to a container is more useful than adding it to an actor. [[User:GuidoBot|GuidoBot]] 15:00, 30 November 2006 (EST)
'''Tokens in Containers''': It turns out that '''Unequip <item> 1''' does not appear to work when applied to actors to force them to not equip an item, even if they have it currently equipped. This means you cannot ensure that any ''valuable'' wearable item added to merchant will be available for sale (although it should always be available for pick-pocketing). The safest way to ensure such items show up for sale is to add them to a nearby vendor chest instead. Fortunately, this is an example of where adding a (vendor) token to a container is more useful than adding it to an actor. [[User:GuidoBot|GuidoBot]] 15:00, 30 November 2006 (EST)


[[Category: Useful Code]]
[[Category: Useful Code]]
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