All things non-craftable

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Puck
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All things non-craftable

Post by Puck »

1) This one, I don't think I'll manage to understand and fix properly anytime soon:
When trying to build a "small forge" using carpentry skills, console throws up this, in unhealthy red. in fact it does this for most (all?) deed-like items. I suppose atm this is more or less intended:
[February 02 08:06:28 AM] CreateBaseScriptItem(): Bad script item 0x14ef (Item Not Found).
[February 02 08:06:28 AM] cSkills::MakeItem() bad script item # 0x14ef, made by player 0x3CEE
Crafty as I am, I tried ".add 0x14ef" which gave me a deed, of which I had "no idea how to use".
Was digging a bit through js and dfns... But this is still a bit over my head.

edit: Forgot my question. duh. Any hints what to do so those items are craftable? I probably just need the right budge to get rolling.

2) Tinkering.dfn (for instance)
Alright, now, I thought I could fix this on my own. (And I'm still somewhat convinced I actually can :lol: )
There are still some tools not craftable, but they are actually functional, so I thought, "hey, I know how to add them! Xuri showed me how to do that with a friggin buckler".

So I'm looking at the last item in the list, thinking I can just put the appropriate data for the according tool I want to make, after that entry, and then I'll just add the crafting menu entry for that somewhere further up in the file. (<- lets discuss that a bit later :lol:)
[ITEM 274]
{
NAME=Axle
ID=0x105b
RESOURCE=WOOD 2
SKILL=37 308 810
ADDITEM=0x105b
MINRANK=1
MAXRANK=15
}
Right. NAME. I guess this one can be anything and will be the one shown in the menu. I can easily test that.

ID...looking at how the menus work, I suppose thats the icon shown in the crafting menu, right?

RESOURCE is damn convenient to wrap my mind around, thankyouverymuch :D its just: What and how much :D (I guess)

And SKILL is where I hit a brick wall. The first entry has got to be a reference to the skill used. because, well, it seems to be the same for all the entries within one file. The other two... when it comes available in the menu aaaaand... success chance to make perfect item at 100 skill? Something like that.

ADDITEM, well, duh, is what kind of item it adds, should the skillcheck be successful.

MIN and MAXRANK I get just fine. I used, abused and broke it already. Thanks Xuri, for bringing it back in line again :lol:

I think one can add a SOUND= line too, to play a soundeffect when the item is successfully created, but I'm not sure whether the script for that skill actually needs to support it. I tried to find out, but failed.
Last edited by Puck on Tue Feb 02, 2010 5:50 pm, edited 5 times in total.
Puck
UOX3 Novice
Posts: 72
Joined: Sat Jan 23, 2010 3:22 pm
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Post by Puck »

Well, I actually figured it out! I think the "range" for MENUENTRY and SUBMENU as well as ITEM in create.dfn needs a little update, because I think they arent actually unused anymore ...

Well, of course there is always the chance I'm just doinitrong.

Either way, I'll just leave that here, maybe my ramblings are of use for somebody someday :lol:
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