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

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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 in 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 assemblied item> -> will set up a new assembly
  • assedit <vnum of the new assemblied 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 assemblied 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 assemblied 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 transfered from one port to another, the assembly will have

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


Seeing the transfer of files causes too much trouble, {cRPlease refrain from

using assemblies.{cx