Author Topic: C2's Trick or Treater 2.3  (Read 83944 times)

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Offline The Ghost

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Re: C2's Trick or Treater 2.3
« Reply #135 on: October 12, 2013, 08:01:05 AM »
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C_2 
Did anyone have try to use house teleporter.   I did a quick test and can't move to it, suspect that the start point XY and be found. 

Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #136 on: October 12, 2013, 08:48:27 AM »
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C_2 
Did anyone have try to use house teleporter.   I did a quick test and can't move to it, suspect that the start point XY and be found. 

i use house teleporter on my guys without an issue.  i walked in teh tele.  then out to get the coords. it def works

Offline WEBLINKS

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Re: C2's Trick or Treater 2.3
« Reply #137 on: October 23, 2013, 03:45:32 PM »
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how do you get doors work work?

Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #138 on: October 23, 2013, 04:05:34 PM »
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how do you get doors work work?

humm... i thought that I had this in here.

doors on a keep would be this:

for doors, enter the following code to open one and then if you move in and wish to close it again you can use the same snip-it again:
Code: [Select]
  finditem FJC_HJC
   set #lobjectid #findid
   event macro 17
   wait 20

you may need to item id your doors and just change FJC_HJC if needed

BAH, I did have the information on the page before this one  :(
« Last Edit: October 23, 2013, 04:07:15 PM by _C2_ »

Offline WEBLINKS

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Re: C2's Trick or Treater 2.3
« Reply #139 on: October 23, 2013, 04:48:10 PM »
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 i have a castle and it wont open i add the lines but nothing happens
« Last Edit: October 23, 2013, 06:49:35 PM by WEBLINKS »

Offline Endless Night

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Re: C2's Trick or Treater 2.3
« Reply #140 on: October 23, 2013, 07:46:49 PM »
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i have a castle and it wont open i add the lines but nothing happens

castles might be using a different door "type".... 
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Offline 12TimesOver

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Re: C2's Trick or Treater 2.3
« Reply #141 on: October 23, 2013, 08:46:48 PM »
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Yeah the doors in my custom were different too. Just open EUO, open your door, and look at the value for #LOBJECTTYPE and add that to the list of door types in the section C2 mentions above.

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Offline Oracle

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Re: C2's Trick or Treater 2.3
« Reply #142 on: October 24, 2013, 12:06:55 AM »
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So far 30 "Heads on a Spike" and no Mesanna's...!
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Offline 12TimesOver

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Re: C2's Trick or Treater 2.3
« Reply #143 on: October 24, 2013, 05:21:54 AM »
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So far 30 "Heads on a Spike" and no Mesanna's...!
40 here with 2 Mesanna's. I guess Mesanna is the one everyone is looking for?
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Offline NObama

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Re: C2's Trick or Treater 2.3
« Reply #144 on: October 24, 2013, 05:23:07 AM »
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Appears to be a rare drop.  There are a couple others that seems uncommon, but I've only gotten 3 Mesannas now out of about a hundred.

Offline Masscre

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Re: C2's Trick or Treater 2.3
« Reply #145 on: October 24, 2013, 11:14:39 AM »
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I have only gotten around 18 messana's so far :)

Offline Kandie

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Re: C2's Trick or Treater 2.3
« Reply #146 on: October 13, 2014, 12:07:15 PM »
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am having a problem, it works for awhile and then all of a sudden when I run in my house by my candy box it just keeps repeating pathfinding!

Offline Kandie

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Re: C2's Trick or Treater 2.3
« Reply #147 on: October 13, 2014, 02:03:05 PM »
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well  I got it to work, don't know if its a real fix, but its working.........I started the script un-mounted and its been working ever since.........

Offline The Ghost

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Re: C2's Trick or Treater 2.3
« Reply #148 on: October 13, 2014, 03:29:22 PM »
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Ensure you change the  #CHARPOSX & #CHARPOSY at the botton  

Been running for 30 min and it find. noting special yet.

Update,  got 3 heads , the rest is in the trash can.
« Last Edit: October 13, 2014, 07:36:50 PM by The Ghost »

Offline _C2_Topic starter

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Re: C2's Trick or Treater 2.3
« Reply #149 on: October 13, 2014, 06:36:18 PM »
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i don't think the new items are in there until they make part two go live.  Did they already?

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