Add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx

Archive of the older Feature Request Forum Posts
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Lagoon
Grandmaster Poster
Posts: 118
Joined: Sun Mar 05, 2006 7:25 am

Add LISTEX_FLAG_CONCEALED to ListMobilesNearLocationEx

Post by Lagoon »

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
Former Developer
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Joined: Wed Jan 25, 2006 2:30 am

Post by Austin »

Done :)
Lagoon
Grandmaster Poster
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Joined: Sun Mar 05, 2006 7:25 am

Post by Lagoon »

Thanx, I really appreciate that :)
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MontuZ
Forum Regular
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Joined: Fri Feb 10, 2006 8:08 am

Post by MontuZ »

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. :)
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CWO
POL Expert
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Joined: Sat Feb 04, 2006 5:49 pm

Post by CWO »

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....
Lagoon
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Joined: Sun Mar 05, 2006 7:25 am

Post by Lagoon »

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
Yukiko
Distro Developer
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Joined: Thu Feb 02, 2006 1:41 pm

Post by Yukiko »

Wow! Now that's what I call service.

*smiles*

I hope Lagoon tipped you big for that Austin.
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