Okay, checking the code, looks like it's actually a proximity check built into the mines themselves; if you move close enough to the mine, have a shovel (for example), and have no "Fatigue Tokens" or "Weaken Tokens" (invisible markers added each mining event) then you should get a message indicating you've mined, and five sand will be added to your inventory.
Thing is, it seems to be some sloppy code on my part since that check would either infinitely loop or trigger the once and require you to walk back and forth into and out of range.
To fix this, one would need to amend the Plot Objects file to change the mine to trigger periodically (4), rather than Player Near (1), and add Condition 15 to each to check if the player's within 200 pixels.
Or just replace 136:139 in it with this:
Metal Ore Mine;//name--------------------------------------- 136;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 119;//object definition number 0;//number of objects to be placed -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar none;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 2000;//trigger event parameter1 1;//show help text for conditions begin_effects_block; You recover some ore from the mine.;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; 0;//condition 374.000000;//condition parameter1 1.000000;//condition parameter2 0;//condition 544.000000;//condition parameter0 0.000000;//condition parameter1 0;//condition 545.000000;//condition parameter0 0.000000;//condition parameter1 15;//condition 200.000000;//condition parameter1 0.000000;//condition parameter2 end_conditions; begin_effects; 16;//effect number 367.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 544.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; Reflective Crystal Mine;//name--------------------------------------- 137;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 122;//object definition number 0;//number of objects to be placed -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar none;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 2000;//trigger event parameter1 1;//show help text for conditions begin_effects_block; You break off some crystal ore with your hammer and harvest it.;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; 0;//condition 371.000000;//condition parameter1 1.000000;//condition parameter2 0;//condition 544.000000;//condition parameter0 0.000000;//condition parameter1 0;//condition 545.000000;//condition parameter0 0.000000;//condition parameter1 15;//condition 200.000000;//condition parameter1 0.000000;//condition parameter2 end_conditions; begin_effects; 16;//effect number 369.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 544.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; Precious Ores Mine;//name--------------------------------------- 138;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 120;//object definition number 0;//number of objects to be placed -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar none;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 2000;//trigger event parameter1 1;//show help text for conditions begin_effects_block; You recover some ore from the mine.;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; 0;//condition 374.000000;//condition parameter1 1.000000;//condition parameter2 0;//condition 544.000000;//condition parameter0 0.000000;//condition parameter1 0;//condition 545.000000;//condition parameter0 0.000000;//condition parameter1 15;//condition 200.000000;//condition parameter1 0.000000;//condition parameter2 end_conditions; begin_effects; 16;//effect number 375.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 544.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; Sand Quarry;//name--------------------------------------- 139;//identifier -1;//map type to place to -1=any map 0=> type from areas.dat 0;//plot_object class 121;//object definition number 0;//number of objects to be placed -1;//location type, 0=random, 1=distance min(parameter1) max(parameter2) from player start, 2=distance min(parameter1) max(parameter2) from object parameter0, 3=coordinates [parameter0, parameter1] (0=min, 1=max) vary location=parameter2 0.000000;//location parameter0 0.000000;//location parameter1 0.000000;//location parameter2 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 20;//particle to shown on radar none;//radiate sound -1.000000;//time to delete object in milliseconds, -1=don't delete 4;//trigger event by 0=player click, 1=player near, 2=near or click, 3=map creation (try to avoid any creature specific effects when using this, also does not check conditions), 4=interval parameter1 2000;//trigger event parameter1 1;//show help text for conditions begin_effects_block; You push your shovel into the ground and extract some sand.;//event text none;//sound, none for nothing 2;//vanishes after event, 0=no, but cannot be reused, 1=vanishes, 2=no, and can be reused begin_conditions; 0;//condition 373.000000;//condition parameter1 1.000000;//condition parameter2 0;//condition 544.000000;//condition parameter0 0.000000;//condition parameter1 0;//condition 545.000000;//condition parameter0 0.000000;//condition parameter1 15;//condition 200.000000;//condition parameter1 0.000000;//condition parameter2 end_conditions; begin_effects; 16;//effect number 93.000000;//parameter1 5.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 544.000000;//parameter1 1.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block;
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