Apply_Ignite

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Kelemvor
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Apply_Ignite

Post by Kelemvor » Tue Jul 14, 2009 11:06 am

Is there an Apply_Ignite in the same way that there is an Apply_climb Apply_Hide etc?

So, for example:

Code: Select all

#QQ00
{90}Really hot thing~
{80}a really hot thing for lighting fires~
{80}A really hot thing for lighting fires been left here.~
~
ITEM_TYPE_TRASH
0
CAN_WEAR_TAKE|CAN_WEAR_HOLD
QUALITY_AVERAGE MATERIAL_WOOD COND_PERFECT SIZE_MEDIUM
0 0 0 0 0 0
E
really hot thing~
This really hot thing could be used to start a fire
~
A
APPLY_IGNITE 5
...never send to know for whom the bell tolls,
it tolls for thee.
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Japcil
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Re: Apply_Ignite

Post by Japcil » Tue Jul 14, 2009 11:18 am

Pretty sure there isn't. I couldn't find one in the bit list but...

You could use a intercept prog, my favorite, on a command and have the item cast produce flame.

The only downside I can see is that the player wouldn't be using the actual ignite skill and wont have a chance to advance in it.

Robert
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Dalvyn
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Re: Apply_Ignite

Post by Dalvyn » Wed Jul 15, 2009 4:27 pm

The best way to check this is to take a look in the FKBIT.LST file.

I don't think there is one.
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