Difference between revisions of "ASSEMBLIES ASSEMBLY ASSEMBLE MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH W"

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The assembly still requires a script, which can be put on objects/mobs/rooms.  
 
The assembly still requires a script, which can be put on objects/mobs/rooms.  
  
The same script will also be added in the assembly itself.  
+
The same script will also be added to the assembly itself.  
  
 
Keep in mind that you can NOT set the script on an item that will be purged.
 
Keep in mind that you can NOT set the script on an item that will be purged.
 
  
 
* First you must create all the objects that you'll require for the assembly.  
 
* First you must create all the objects that you'll require for the assembly.  
* assedit new <vnum of the new assemblied item> -> will set up a new assembly
+
* assedit new <vnum of the new assembled item> -> will set up a new assembly
* assedit <vnum of the new assemblied item> -> will allow you to specify the  
+
* assedit <vnum of the new assembled item> -> will allow you to specify the assembly.
*; assembly.
 
 
* assedit delete <vnum> -> to delete an assembly
 
* assedit delete <vnum> -> to delete an assembly
  
T) Here you well set the kind of assembly: assemble, bake, brew, craft, fletch,
 
  
 +
T) Here you well set the kind of assembly: assemble, bake, brew, craft, fletch,
 
knit, make, mix, thatch, weave or forge.
 
knit, make, mix, thatch, weave or forge.
  
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+
A) Allows you to set all the needed components to make the new assembled item.
A) Allows you to set all the needed components to make the new assemblied item.
 
  
 
E) In the edit you can determine, what components will remain, which ones will  
 
E) In the edit you can determine, what components will remain, which ones will  
 
 
disappear and where they have to be (player's inventory or in the room.)
 
disappear and where they have to be (player's inventory or in the room.)
  
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Once the player activates the assembly, and has the right components, the  
 
Once the player activates the assembly, and has the right components, the  
  
new assemblied item will appear in the players inventory.
+
new assembled item will appear in the players inventory.
  
  
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this will check if the actor has every needed component.
 
this will check if the actor has every needed component.
  
If files get transfered from one port to another, the assembly will have  
+
If files get transferred from one port to another, the assembly will have  
 
 
to be readded to the port the files have been transfered too.
 
  
 +
to be readded to the port the files have been transferred too.
  
Seeing the transfer of files causes too much trouble, {cRPlease refrain from
 
  
using assemblies.{cx
+
Seeing the transfer of files causes too much trouble, Please refrain from
 +
using assemblies.

Latest revision as of 21:14, 12 January 2018

ASSEMBLIES ASSEMBLY ASSEMBLE MAKE BAKE BREW CRAFT FLETCH KNIT MIX THATCH W

With the assembly code, quests and crafts allow for items to be assembled,

baked, brewed, crafted, fletched, knitted, made, mixed, thatched, weaved or

forged out of various other items.

The assembly still requires a script, which can be put on objects/mobs/rooms.

The same script will also be added to the assembly itself.

Keep in mind that you can NOT set the script on an item that will be purged.

  • First you must create all the objects that you'll require for the assembly.
  • assedit new <vnum of the new assembled item> -> will set up a new assembly
  • assedit <vnum of the new assembled item> -> will allow you to specify the assembly.
  • assedit delete <vnum> -> to delete an assembly


T) Here you well set the kind of assembly: assemble, bake, brew, craft, fletch, knit, make, mix, thatch, weave or forge.

S) Here comes the vnum of the script - this script should also be added to

an object/room/mob, but can not be put on an item that will be purged.


A) Allows you to set all the needed components to make the new assembled item.

E) In the edit you can determine, what components will remain, which ones will disappear and where they have to be (player's inventory or in the room.)

D) Delete one of the added components.

Q) Quit the assembly editor.


Once the player activates the assembly, and has the right components, the

new assembled item will appear in the players inventory.


In the script you must add the following line:

  • if %actor.assemblycheck(vnum of the new assemblied item)%

this will check if the actor has every needed component.

If files get transferred from one port to another, the assembly will have

to be readded to the port the files have been transferred too.


Seeing the transfer of files causes too much trouble, Please refrain from
using assemblies.