I changed it to:at the beginning "if(base.Interact(player))" changed to "else if(base.Interact(player))" is not great for readability, and it's mandatory...
if (player == null || player.InCombat)
return false;
if (!base.Interact(player))
return false;
else
{
<actions after requirements are met>
return true;
}
That's livelike. They are offered to all players, but you can't port with level 11+ (here handled in WhisperReceive)Your change offer "borderkeep" teleport to every player ? even if they are over their tenth season ?
That was intended, but yeah it turned out to be wrong ;D. I changed that, so that you get the movement offer and greeting in non-RvR zones.And the Hastener won't talk anymore in most of the world ? (not even some greetings)
That's the same for meThank you for your the remarks.
I changed it to:at the beginning "if(base.Interact(player))" changed to "else if(base.Interact(player))" is not great for readability, and it's mandatory...
- Code: Select all
if (player == null || player.InCombat) return false; if (!base.Interact(player)) return false; else { <actions after requirements are met> return true; }
if (player == null || player.InCombat) // <--- filter
return false; // <--- exit
if (!base.Interact(player)) // <--- filter
return false; // <--- exit
// <--- no "else" needed the method is exited anyway if filter condition is met
<actions after requirements are met>
return true; // <--- Now this case can act as "default" return value
That's ok for meThat's livelike. They are offered to all players, but you can't port with level 11+ (here handled in WhisperReceive)Your change offer "borderkeep" teleport to every player ? even if they are over their tenth season ?
Great, that makes NPC more "alive"That was intended, but yeah it turned out to be wrong ;D. I changed that, so that you get the movement offer and greeting in non-RvR zones.And the Hastener won't talk anymore in most of the world ? (not even some greetings)
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