Quote:
Originally Posted by MrJackdaw
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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Confirmed for throwing error. Going out for Fathers day, should be able to test further later. Thanks