Idler_pl
Idler_pl
void MagicField::onStepInField(Creature* creature) { if(!creature) return; if(isUnstepable() || isBlocking(creature)) { if(!creature->isGhost()) g_game.internalRemoveItem(creature, this, 1); return; } if(!creature->isAttackable()) return; const ItemType& it = items[id]; if(!it.condition) return; uint32_t ownerId = getOwner(); Tile*...
purposeful function is actually depracated i had to remove it and something else within my code to make fields work properly.
remove purposeful
void MagicField::onStepInField(Creature* creature, bool purposeful/*= true*/) to void MagicField::onStepInField(Creature* creature)
and if(ownerId != 0 && purposeful){ if(ownerId != 0){
yes basically. for smoother lever creation for quests and such. maybe its time to add IDE into RME or something idk.. would be quite handy with some script menu and...
so if player moves doesnt the monster calculate path to player? shouldnt you just set its attacking delay to 0 there within pathfinding refresh and targetplayerpos != lasttargetplayerpos
> Sounds like asking for a memory leak, but I can understand that this is a feature that would be nice to have. player->getStorageValue(storage.conditions.reserved+(subIdOffset), value) where memory leak?

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