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Unread 09-01-2012, 12:11 PM
MrJackdaw's Avatar
MrJackdaw MrJackdaw is offline
The Undying
Interface Author - Click to view interfaces
 
Join Date: Feb 2009
Location: Lancaster, England
Posts: 249
I have been testing this;

Code:
import "Turbine.Gameplay"

player = Turbine.Gameplay.LocalPlayer.GetInstance()

player.MountChanged=function(sender,args)

	Geoff=player:GetMount()
	

	--No mount? Then Geoff==nil else it points to an object for which we can get Morale, Power etc.

	if Geoff~=nil then
			Turbine.Shell.WriteLine(Geoff:GetName())
			--How to test if it is a combat mount or not?
			--How about calling a skill that ONYL WORKS FOR COMBAT MOUNTS?
			Turbine.Shell.WriteLine(Geoff:GetTurnRate())
	end

end
And it seems to work - throws an error of course if the mount is not a combat mount.

Now, and this is a big problem, I can't figure out how to get a combat mount without progressing the epic story - and I want to leave that until I get the expansion, not ruin it for myself.

Can anyone confirm that this throws an error if the mount is NOT a combat mount, but doesn't throw an error for a combat mount.

Oh! And the multiple trigger thing is quite common - don't worry about it. It's to do with the way buffs are handled.
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