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The Knicknack Trade
Players carry large boxes from Santerrain to Bogenera (or something like that).
They drop the box in a shop at the destination and get paid based on (current time - time of pickup), so the faster you deliver the package, the more they pay you for it. Since you have to carry it, you lose time by getting PKed, and can't use any weapons or horses, swim, take the train, etc in the process. Well, maybe you can take the train, I dunno. And if you're really clever, you set up a relay, where you get a bunch of guys together and just throw it from town to town! Well, maybe not. |
Yes we are working on making
the carry object adjustable (instead of only have some default objects and npcs which must be duplicated which is not good) |
actslikeabush;
If the player picks it up, it duplicates itself as the carried object and hides for 5 seconds, then shows itself again. The carried object runs as normally, but should have a destroy; command in its (wasthrown) bit...otherwise you get way too many of them all over the place! Maybe it has a destroy; by default after the (wasthrown) ? |
or maybe like
canbecarried objectname; duplicateoncarry delay in seconds ; if (carried(objectname)) |
arg that sounds too complicated
i mean we should have something that doesn't require special database npcs like when you pick it up it sets your carry object image, when you lay it down or throw it then it uses putnpc2 |
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