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TakeCreatureItems()

chimericchimeric 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?

Comments

  • subtledoctorsubtledoctor Member Posts: 11,468
    edited December 2016
    Just another thing that doesn't work, perhaps.

    I don't know why I write stuff like this, since you will just ignore what I say and turn around and be rude. But you're really not understanding how this game works, and the lack of understanding leads to spamming a million unhelpful threads.

    Here's the thing: the game was not meant to be modded. This is said, over and over and over, but for some reason it doesn't sink in. So try to digest it: the game was not meant to be modded. You look in NI and you see all the fields that can be modified, and you think "oh look, modding tools!" But that was not provided, or aided, or even necessarily sanctioned by the devs. Enterprising modders cracked open the files with hex editors and painstakingly mapped out the structure and use of each and every byte.

    Opcode 261 has a "resource" field where you can specify a spell to be restored... but it doesn't work. Why? Because the spell made by the devs, Wondrous Recall, doesn't let you specify what gets restored. So the devs left the opcode only partially functional. Partially functional was good enough to get the game released.

    Why does TakeCreatureItems() make items undroppable? It was probably used once in a cutscene or something, and that was good enough, and so nobody ever went back and made it work better. And now it's too late.

    The games are riddled with stuff that doesn't work as it should. Or as you would expect it to. Or at all. It's not even really a matter of bugs; it's just what we have to work with. Lots of people have already figured out what can be done and what the limits are. There are no more ilhas desconhecidas here.

    GrimLefourbeLavaDelVortelCrevsDaak
  • chimericchimeric Member Posts: 1,163
    edited December 2016
    If your toilet leaks because it's old, are you going to just sit there in a pool of shit and philosophize or will you try to plug it and make it work?

    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?

  • kjeronkjeron Member Posts: 2,137
    I do not get this behavior when using TakeCreatureItems(), the items retain their current flags.
    How/where are you using it?

  • chimericchimeric Member Posts: 1,163
    A clone does it on a creature calling to it. It's supposed to be a chain of clones, each one taking the items from the previous one. But there really seems to be nothing special about clones outside of the COPY script name they all have and extra effects applied by SIMULACR.SPL, MISLEAD SPL etc. Nothing unusual that I notice about their CRE files, at least. I should try having a regular character do it.

  • kjeronkjeron Member Posts: 2,137
    Using Images would be the problem, they do a lot more than advertised in IESDP, one of which is flagging all their items as undroppable, to prevent you from looting/pickpocketing them.

    CrevsDaak
  • AstroBryGuyAstroBryGuy Member Posts: 3,414
    It makes sense that a simulacrum's items would be flagged undroppable. Otherwise, when a simulacrum were killed, it could drop copies of all the items in the caster's inventory.

    It could be controlled by the engine checking for the PUPPETTYPE Stat ID.

    CrevsDaak
  • chimericchimeric Member Posts: 1,163
    edited December 2016
    So if PUPPETYPE is set to 0, which is "talkative, uncontrollable", can that make the clone a normal creature?

    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.

    Post edited by chimeric on
  • subtledoctorsubtledoctor Member Posts: 11,468
    edited December 2016
    Ah so the problem was once again the inane reluctance to actually talk about what you are attempting.
    chimeric said:

    If your toilet leaks because it's old, are you going to just sit there in a pool of shit and philosophize or will you try to plug it and make it work?

    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.

    Sigh.

    Getting around engine limitations is, like, all I do.

    Granted, I would have done nothing without the help of many others (including the devs in several cases)... but at least I've turned workarounds for engine limitations into actual playable mods, instead of boring YouTube videos.

    Why not put your money where your mouth is and produce something? You waste so much time talking trash, it's hilarious.

    Post edited by subtledoctor on
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