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  #1  
Old 08-03-2008, 12:51 PM
ChaosSlayer
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they greying out effect simply dissapeared from EMulator over last year.
when i was making my first clicky items back in 07 - I saw it - now its simply GONE.
as far as numbers for clicky types go, the primary diffirence is:

1 - anyone from inventory
3 - SPECIFIED CLASS ONLY from inventory
4 - specified class only equped into specified slot

all of them can be self only or targetable
note that items marked as potions ALWAYS self only
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  #2  
Old 08-03-2008, 04:13 PM
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trevius
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I don't think they disappeared from the emu. I know mine were working when I first made my server in January this year. That is why I said I think it only works under certain circumstances. I know for sure that I was able to click them multiple times and they all got the cooldown effect after I first created them. But then after that point, the next time I started the server, they haven't ever done it again. So, I am wondering if maybe it only works right after you create an item, and then never again. My best guess is that there needs to be a table created to track cooldowns of items and probably some code to handle it. I bet they work right after they are created for the first time, because they assume there is a table, but when no table to track them is found, they just stop working from that point on.

That makes sense to me anyway, and is the only way I can explain why it seems to act the way that it does. Everyone seems to see the effect when they first use clicky items with cooldowns on their server for the first time after making the server and then never again.

This would be a cool feature to get fixed in the emu.
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  #3  
Old 08-03-2008, 08:33 PM
spider661
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Join Date: Oct 2005
Location: michigain
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i would be happy with making a table to track the cooldowns and then just telling the player its usable again.. where is item click tracking done in the server code.. maybe we can just work out a message.
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  #4  
Old 08-09-2008, 02:42 AM
ChaosSlayer
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it is posible its conected to all timers of same type actualy having same reuse time.

in other words:
you have clicky item A with effect B with recast type 1, and recast time 55 sec

now

you have clicky item C with effect D with recast type 1, and recast time other than 55 sec

since they BOTH have recast type 1 - their reuse timer is SHARED and which ever number is greater- thats the actual timer.

which means if you have zillion items of this type with 0 sec recast but have 1 with 77 minutes- recast timer should be 77 min for AL items.

folowing this logic - if you ever have a diffirent recast time for items that share timer type- the greying out effect is not shown.

so the potential solution is to make sure than ALL items using recast type X have identical recast time.

note- all above are pure speculation based on previous observations of item behavior =)
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  #5  
Old 08-09-2008, 10:44 AM
Neiv
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Join Date: May 2008
Location: Colorado
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Default On a related note . . .

Learning a lot from this thread that I will need to know going forward. But still have some questions. Like, where does the code for a clicky item go? Is this a perl script? Does it go into the source folder? How should it be named? Etc. Also . . .

I need to make it so that a certain item on my server, when worn, turns the player invisible to other players, and when clicked spawns a mob or two. Is the "worn" part a quest script, or is it part of the item code? And if so, what exactly is it? And how would I get the clicky part working? Thanks.
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  #6  
Old 08-09-2008, 11:26 AM
Neiv
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Disregard my questions till I read through the wikki article . . . unless, of course, I asked something you know I won't find there
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  #7  
Old 08-09-2008, 07:23 PM
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trevius
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Use GeorgeS Item Editor and with that it is pretty clear what needs to be done.
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