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@fish4terrisa-MSDSM
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Now players can use #loot command on their pets to exchange items with their pets.
It basically functions the same as #loot in xNetHack(in fact most added functions are imported from xNetHack and modified to fit fiqhack)
(Idk if I messed up anything in the process. I did tested it and it works fine, but I'm not really sure.)

…ir pets

 - Now players can use #loot command on their pets to exchange items with
their pets. It basically functions the same as #loot in xNetHack.
now the pet will correctly check if it can try to wear a new armor or
use another weapon after their current one is gone.
Also fixed the previous issue that prevent the player from taking away
the weapon from their pet.
@FredrIQ
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FredrIQ commented Dec 12, 2025

While I can definitely see the use for having a dedicated pet inventory management function, shouldn't it rely on the existing systems that handle thrown items to the pet? Rather than essentially creating a completely separate pet inventory handler for it. I assume this code is taken from EvilHack (or xNetHack), because it references items we don't actually have, such as gold dragon scales.

@fish4terrisa-MSDSM
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While I can definitely see the use for having a dedicated pet inventory management function, shouldn't it rely on the existing systems that handle thrown items to the pet? Rather than essentially creating a completely separate pet inventory handler for it. I assume this code is taken from EvilHack (or xNetHack), because it references items we don't actually have, such as gold dragon scales.

It is taken from xNetHack(Evilhack has a whole different system and is hard to port)
i didnt clean out all unneeded things, just made it work
for system it replaced the ability to take saddle from a pet by using loot

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2 participants