// notify event handlers about used slot
Notify(GamePlayerEvent.UseSlot, this, new UseSlotEventArgs(slot, type));
This behaviour sounds unintended and possibly a bug. Can you think of any scenarios where a player would /use an item where we don't want the notify to be called?Be careful this event could be silenced if the item has any "real use event" (when it triggers a spell or a switch the method exits before notify...)
That actually works perfectly for the teleport, since almost everybody would have a custom pet anyway. That pet is going to also be your teleporter. Very slick.its not that nice but you could work around the script and create generetic inventory item or such that have an spell like spiritmaster pet bit modified and is loading teleport npctemplate or something.
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