Ambrosia Garden Archive
    • Selling Ship != Selling Item


      Is there a way it can be?

      As part of a mission I put a nasty outfit on the player's ship. I want enemy ships to chase the player until he no longer has the outfit. Unfortunately the outfit's When Sold option doesn't seem to trigger when you sell your ship. Is there any secret crazy to make this work?

      Maybe Contribute / Require type stuff?

      I suppose if nothing else I could not let the player sell his ship by turning on NCB 424, the "Oh Heck, I'm a Telepath" bit....

    • You could make a second, invisible outfit that stays with the player through ship changes, and is granted by anything that grants the first outfit (including OnBuy the first outfit)—note this won't work if the first outfit is granted by a përs using GrantClass. Make a crön that triggers every day if the player has the permanent outfit but not the first outfit. Remove whatever expression you have in the first outfit's OnSell field and put it in the crön's OnStart, and also add Dxxx to remove the permanent outfit.

      This post has been edited by Qaanol : 26 August 2008 - 05:15 PM

    • How do I test for not having the first and having the second (permeant) outfit?

    • Oxxx & !Oyyy

    • Ah. I forgot about those! Thanks 🙂