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Add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx

 
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Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Thu May 04, 2006 8:28 am    Post subject: Add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx Reply with quote

Please add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx
concealment may be used in custom scripts for purposes different from the original intent of the developers. Personally I use it to give characters with very high stealth the ability to run while hidden. Sicne I have player characters concealed I need a function to list them together with visible and invisible characters. I think the best thing to achive this would be adding a LISTEX_FLAG_CONCEALED flag, which won't break any existing script and will add a useful functionality.

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Austin
POL Developer


Joined: 30 Jan 2006
Posts: 354
Location: San Diego, California

PostPosted: Thu May 04, 2006 10:01 pm    Post subject: Reply with quote

Done Smile

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Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Thu May 04, 2006 10:23 pm    Post subject: Reply with quote

Thanx, I really appreciate that Smile

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MontuZ
Distro Developer


Joined: 10 Feb 2006
Posts: 293
Location: Myrtle Beach, South Carolina

PostPosted: Fri May 05, 2006 12:07 am    Post subject: Reply with quote

What about;

LISTEX_FLAG_POISONED
LISTEX_FLAG_FROZEN
LISTEX_FLAG_PARALYZED

It's scriptable, but so is all those other things right? I know I'd use them for new spells or something. Smile

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CWO



Joined: 04 Feb 2006
Posts: 685
Location: Chicago, IL USA

PostPosted: Fri May 05, 2006 1:29 am    Post subject: Reply with quote

well thats scriptable. Concealed were excluded automatically by this command and there was no way to find out unless you possibly scan everyone online for their XY....

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Lagoon



Joined: 05 Mar 2006
Posts: 118
Location: Italy

PostPosted: Fri May 05, 2006 4:44 am    Post subject: Reply with quote

To CWO: of course, there's also another way, one can use ListObjectInBox which lists concealed mobiles and trash all non-mobile objects... but both solutions are far from optimized, I definitely prefere the presence of a fag for a dedicated function like ListMobileNearLocationEx.

To Unreal: I can't see the need for that. Adding those flags won't give you better performance than filtering the results of the function in the script because I don't think the devs have the intention to keep dedicated lists of poisoned, frozen and paralyzed mobiles (inside the core). And those categories of mobiles are already included in the list. I can't see the problem in using an if statement inside a foreach to find mobile poisoned, paralyzed or frozen. And adding those flags will break scripts because, since flags add categories, the normal flag should be deprived of poisoned, paralyzed and froxen mobiles. Honestly I see it as a forced addition

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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Fri May 05, 2006 4:06 pm    Post subject: Reply with quote

Wow! Now that's what I call service.

*smiles*

I hope Lagoon tipped you big for that Austin.

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