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Author Topic: Any way to be a lifeguard?  (Read 1267 times)

Syreal

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Any way to be a lifeguard?
« on: May 26, 2011, 08:32:31 pm »

So my astute spearman henchman jumped into a river after we got ambushed by bandits ... to fight a stingray ... and he can't swim. Is there any way to help him out??
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Syreal

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Re: Any way to be a lifeguard?
« Reply #1 on: May 26, 2011, 08:33:56 pm »

Oh, and while I did just have a nice conversation with him ... he is still drowning.
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Axedwarf

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Re: Any way to be a lifeguard?
« Reply #2 on: May 26, 2011, 08:37:37 pm »

Oh, and while I did just have a nice conversation with him ... he is still drowning.
"here lies Astute McSpearman. He drowned for great justice. He stayed polite till the very end."
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snoopychicken

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Re: Any way to be a lifeguard?
« Reply #3 on: May 26, 2011, 11:26:27 pm »

If you can kill the bandits quick enough you can probably fast travel him out of there.
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Syreal

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Re: Any way to be a lifeguard?
« Reply #4 on: May 26, 2011, 11:39:59 pm »

Rodger that, snoopychicken. That's what I did. Unfortunately, one of my bowmen chased down an animal and was too far away when I fast traveled, so I lost him instead. I'd rather keep the spearman though, because he is, in fact, very polite and also has 5+ scars and always takes the heat in almost any battle, haha.
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TheMasterTurtle

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Re: Any way to be a lifeguard?
« Reply #5 on: May 27, 2011, 07:21:47 am »

Huzzah! Three cheers for Astute Mcspearman! Survivor of drownings, master of his policies and stingray killer!
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Megaman_zx

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Re: Any way to be a lifeguard?
« Reply #6 on: May 27, 2011, 05:38:35 pm »

Craikey!

oops, was that too early.
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truckman1

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Re: Any way to be a lifeguard?
« Reply #7 on: June 04, 2011, 09:34:49 pm »

Professionals have standards. e
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Rumrusher

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Re: Any way to be a lifeguard?
« Reply #8 on: June 05, 2011, 12:18:59 am »

So my astute spearman henchman jumped into a river after we got ambushed by bandits ... to fight a stingray ... and he can't swim. Is there any way to help him out??
Dfusion, add this and change the "Rum_tools" to "Adv_tools" and insert the code into adv_tools folder under plugin.LUA you might have to open the file in notepad to paste the code.

the code is this.
Code: [Select]
function rum_tools.carryEX() --better version of the said carry command to use this have the pointer on top of the creature you want to hold and insert a letter may lead to invisible blocks so user beware.
   myoff=offsets.getEx("AdvCreatureVec")
   vector=engine.peek(myoff,ptr_vector)
   indx=GetCreatureAtPos(getxyz())
   print("grab person how? N S E W")
   --repeat
   r=io.stdin:read()
   if r=="N" then
      repeat
      flg=engine.peek(vector:getval(0),ptr_Creature.flags)
      flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
      enty=engine.peek(vector:getval(0),ptr_Creature.y)+1
      entx=engine.peek(vector:getval(0),ptr_Creature.x)
      move=engine.peek(vector:getval(0),ptr_Creature.z)
      engine.poke(vector:getval(indx),ptr_Creature.z,move)
      engine.poke(vector:getval(indx),ptr_Creature.x,entx)
      engine.poke(vector:getval(indx),ptr_Creature.y,enty)
      until flg:get(15) ==true or flg2:get(1) ==true
   elseif r=="S" then
      repeat
      flg=engine.peek(vector:getval(0),ptr_Creature.flags)
      flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
      enty=engine.peek(vector:getval(0),ptr_Creature.y)-1
      entx=engine.peek(vector:getval(0),ptr_Creature.x)
      move=engine.peek(vector:getval(0),ptr_Creature.z)
      engine.poke(vector:getval(indx),ptr_Creature.z,move)
      engine.poke(vector:getval(indx),ptr_Creature.x,entx)
      engine.poke(vector:getval(indx),ptr_Creature.y,enty)
      until flg:get(15) ==true or flg2:get(1) ==true
   elseif r=="W" then
      repeat
      flg=engine.peek(vector:getval(0),ptr_Creature.flags)
      flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
      entx=engine.peek(vector:getval(0),ptr_Creature.x)-1
      enty=engine.peek(vector:getval(0),ptr_Creature.y)
      move=engine.peek(vector:getval(0),ptr_Creature.z)
      engine.poke(vector:getval(indx),ptr_Creature.z,move)
      engine.poke(vector:getval(indx),ptr_Creature.x,entx)
      engine.poke(vector:getval(indx),ptr_Creature.y,enty)
      until flg:get(15) ==true or flg2:get(1) ==true
   elseif r=="E" then
      repeat
      flg=engine.peek(vector:getval(0),ptr_Creature.flags)
      flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
      entx=engine.peek(vector:getval(0),ptr_Creature.x)+1
      enty=engine.peek(vector:getval(0),ptr_Creature.y)
      move=engine.peek(vector:getval(0),ptr_Creature.z)
      engine.poke(vector:getval(indx),ptr_Creature.z,move)
      engine.poke(vector:getval(indx),ptr_Creature.x,entx)
      engine.poke(vector:getval(indx),ptr_Creature.y,enty)
      until flg:get(15) ==true or flg2:get(1) ==true
   end
   --[[flg=engine.peek(vector:getval(0),ptr_Creature.flags)
   flg2=engine.peek(vector:getval(indx),ptr_Creature.flags)
   --print("how high?")
   --entry=io.stdin:read()
   --Crepos=engine.peek(vector:getval(0),ptr_Creature.x)+entx
   move=engine.peek(vector:getval(0),ptr_Creature.z)
   --print("W and E")
   --entry=io.stdin:read()
   move2=engine.peek(vector:getval(0),ptr_Creature.x)
   --print("N and S")
   --entry=io.stdin:read()
   move3=engine.peek(vector:getval(0),ptr_Creature.y)
   repeat
   engine.poke(vector:getval(indx),ptr_Creature.z,move)
   engine.poke(vector:getval(indx),ptr_Creature.x,entx)
   engine.poke(vector:getval(indx),ptr_Creature.y,enty)
   until flg:get(15) ==1 or flg2:get(1) ==1]]--
end

this will allow you to pull up the person if you place the look or talk pointer on the creature.
also to end the command you have to lay on the ground or the person dies.
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