datguy
Sorceror
I've revamped my [getpet to now also have a device that you can place ingame.
Staff can set the price on the device with [props so there can be different prices depending where it is like for instance a newbie area could be free & towns a different price.
[getpet still works but can have it's own price so using it could potentially be costly in the field
if you don't wish a player command at all you can remove that option by commenting out
//#define USING_VOICE_COMMAND at the top
If it finds the funds in bank it'll send the pets to you no matter if they are dead or alive / fighting
You'll get a gump showing how many pets are in the world, then it calculates price based on what the particular device is set for or by [getpet command what it is set for in the script.
If player reads warning that it includes the mount they're currently sitting on & decides to shrink/stable it without closing gump, & then says OK. It'll recalculate pets found & charge accordingly.
This replaces the other script if you have it
Staff can set the price on the device with [props so there can be different prices depending where it is like for instance a newbie area could be free & towns a different price.
[getpet still works but can have it's own price so using it could potentially be costly in the field
if you don't wish a player command at all you can remove that option by commenting out
//#define USING_VOICE_COMMAND at the top
If it finds the funds in bank it'll send the pets to you no matter if they are dead or alive / fighting
You'll get a gump showing how many pets are in the world, then it calculates price based on what the particular device is set for or by [getpet command what it is set for in the script.
If player reads warning that it includes the mount they're currently sitting on & decides to shrink/stable it without closing gump, & then says OK. It'll recalculate pets found & charge accordingly.
This replaces the other script if you have it