TakeCreatureItems()
chimeric
Member Posts: 1,163
The code is
TakeCreatureItems(LastHeardBy(Myself),ALL)
For some reason the items become undroppable. Anybody know why or what to do about it?
TakeCreatureItems(LastHeardBy(Myself),ALL)
For some reason the items become undroppable. Anybody know why or what to do about it?
0
Comments
And I'm only answering you because you set a fine example of a wrong attitude. I'm addressing my questions and my proposals to people who are the opposite of this whole long post.
So, does anybody know what may be done about those items?
How/where are you using it?
It could be controlled by the engine checking for the PUPPETTYPE Stat ID.
I'm actually pursuing a different line now, cloning with CreateCreatureObjectCopy(S:ResRef*,O:Object*,I:Usage1*,I:Usage2*,I:Usage3*), because this one comes with the script name, and that's crucial for romances, NPC-specific dialogues and so on, but still thanks for the information. Hopefully the flag won't be a problem with creatures spawned this way. Regular clones are still useful, but not if you want a clone to follow you in the party, join the conversation etc.
But, @kjeron, a simulacrum is copied with all items in a normal state, at least they become normal once you've got the clone to join. If you kill it before, then they vanish, but afterwards, you can have both hands replaced with the Claws of Kazgaroth if you like. The problem comes up when I order a further clone - clones of clones come stripped - to take the items of the previous one. Well, this poor sucker does, but though they end up in the inventory, and equipped in the same places, they are undroppable.