Drop-able items?

Can you have deletable items that can be dropped(placed on the map)?

I have set the items 'drop' link to 'Launch item" and it gets put at your feet. But when I use the 'drop' command in 'Item wizard', it gets put at your feet. Does it really use the items drop link to determine how it is deleted? Or is there a way around this?

Sincerly stumped about this...

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-Albadar-
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Just trying...

I dont think you can, no. It is bad that there are no "delete" command instead of "drop". If you are using it to delete quest items, you can create a conditional for dropping the item, and make it be like "level is equal to 1500" or something like that. Then the player cant drop the item if an event doesn't do it for him :). Makes sense?

Good luck 😉

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Quote

Originally posted by Ledorax:
**snip Makes sense?

Good luck ;)**

Yes, it does make sense. But THAT is exactly what I want to do. Let the player drop an item, and still be able to delete later.

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-Albadar-
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Just trying...

Quote

Originally posted by Albadar:
**Yes, it does make sense. But THAT is exactly what I want to do. Let the player drop an item, and still be able to delete later.

**

I ried doing the same thing but, for potions when used they disapear from your inventory like they should but they will just fall on the ground instead of completely disapearing.

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Thanks,
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Maybe use a conditional with a dedicated global variable - &&gb;_DropNotDelete or the like?

Item's drop link:
If (&&gb;_DropNotDelete == 1) then
     Launch item (this item)
(Else do nothing - just let the item be deleted from inventory)

Leave the variable at 1 most of the time and whenever you want to use an event to delete the item, just temporarily set the global to zero, call the Item Wizard, then set the global back to 1. Would that work?

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Quote

Originally posted by Glenn:
**snip Would that work?

**

No. That doesn't work either. 😉 Anyone else have any suggestions?

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-Albadar-
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Just trying...

Quote

Originally posted by Albadar:
**Anyone else have any suggestions?

**

To try to clear up some confusion, the word "drop" does not mean "place on the ground" it means only "get rid of." If you want to place it on the ground use a "launch item." If you link something to the "drop action" of an item it will be something that happens when you get rid of that item. Equate "drop" to "delete" and proceed from there to accomplish your goal. ~RD

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Quote

Originally posted by Rubber Ducky:
**To try to clear up some confusion, the word "drop" does not mean "place on the ground" it means only "get rid of." If you want to place it on the ground use a "launch item." If you link something to the "drop action" of an item it will be something that happens when you get rid of that item. Equate "drop" to "delete" and proceed from there to accomplish your goal. ~RD

**

Exactly!!!
When I am trying to drop something on the ground, that's what I want to happen. Use the drop button in the inventory screen will put something on the ground.
But when I drop in an event, I want to delete the item.
Is there any way to get around this. I have tried many different ways and so far, NONE work out. Even the use of globals to determine the "launch item", doesn't work for me. HELP!

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-Albadar-
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Just trying...

Uh, Albadar, Glenn's suggestion above works. Do this:

Make a global called: inventory_open
In the event that opens your inventory, make 2 change globals actions. One to change inventory_open to 1, one to change it back to 0. Sandwich the open inventory event with these two actions. So:

change global "inventory_open" to 1
engine call: open inventory
change global "inventory_open" to 0

Opening the inventory puts all other actions in the event on hold until the inventory is closed.

In the "Drop" link of your items, add a conditional that checks to see if the inventory is open, and only allow the item to be lauched if it is:

conditional: "inventory_open" = 1?
if so, launch item
if not do nothing

myshkyn

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(This message has been edited by myshkyn (edited 10-09-2003).)

Quote

Originally posted by myshkyn:
*snip
conditional: "inventory_open" = 1?
if so, launch item
if not do nothing

myshkyn

**

Thanks. That works well. I didn't do it this way. This is by far easier than what I had envisioned! Thanks all!!!

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-Albadar-
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Just trying...