Creating new items - Bunch of Questions

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Tunai
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Creating new items - Bunch of Questions

Post by Tunai »

For example I want to create new items from an existing item.


[0x0f62]
{ facing North
get=base_item
name=spear
id=0x0f62
...


First what to use here [0x0000], can i look the list of items and use next unused one like 0x0z12(if list ends with 0xz11)

weight=700 | 7 weight right ?
value=32 16 | value is between 32 and 16 ?
layer=2 | two handed weapon ?
lodamage=2 | lowest damage weapon can do ?
hidamage=36 | highest ?
hp=31 80 | items durability ?
spd=46 | if speed is 1 that means slowest item or fastest ? what to do for making the new one slower or faster ?
str=30 | min str req ?
restock=10
movable=1 | when dropped on ground is it movable or not ?
decay=1
good=22 | ?????
}
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Xuri
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Post by Xuri »

The contents of the brackets is basically the scripted ID of the item. In your example it says [0x0f62], which at first glance looks like the actual tileID of the item, but in reality it's a string named "0x0f62".

You could give your item a scriptedID like [bananaphone] or [RichardNixon] or [1337coconut14] and it would still work - as long as the ID is unique to that item. Using the tileID as the scriptedID is just an easy way of ensuring that the scriptedID is unique.

weight=700 <-- 7.00 stones
value=32 16 <-- first value is the price you buy the item for from NPC vendors, second value is the price you sell the item for to the NPC vendors
layer=2 <-- two handed weapon. Or shield
lodamage=2 <-- minimum damage done
hidamage=36 <-- maximum damage done (randomizes between lo and hi)
hp=31 80 <-- items durability
spd=46 <-- higher value equals faster attack. Example: Katana has spd=58, viking sword has spd=30
str=30 <-- min strength required to wield weapon
restock=10 <-- Used by NPC vendors to determine how many items they should restock of this type
movable=1 <-- 0 is default movement status from tiledata, 1 is movable, 2 is non-movable, 3 is locked down
decay=1 <-- Set to 0 to make sure item never decays, or 1 to make sure it decays normally when put on the ground
good=22 <-- Used by the advanced trade system described here (ancient system, might be out of date or not working properly)

You should check out the link on the Documentation-page labeled UOX3 DFN tag-list, btw :) it contains lists of all DFN tags in UOX3 for characters, items, regions, etc in downloadable form. Zip contains these lists in html, xls and ods file formats.
-= Ho Eyo He Hum =-
Tunai
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Post by Tunai »

Xuri wrote:The contents of the brackets is basically the scripted ID of the item. In your example it says [0x0f62], which at first glance looks like the actual tileID of the item, but in reality it's a string named "0x0f62".

You could give your item a scriptedID like [bananaphone] or [RichardNixon] or [1337coconut14] and it would still work - as long as the ID is unique to that item. Using the tileID as the scriptedID is just an easy way of ensuring that the scriptedID is unique.

weight=700 <-- 7.00 stones
value=32 16 <-- first value is the price you buy the item for from NPC vendors, second value is the price you sell the item for to the NPC vendors
layer=2 <-- two handed weapon. Or shield
lodamage=2 <-- minimum damage done
hidamage=36 <-- maximum damage done (randomizes between lo and hi)
hp=31 80 <-- items durability
spd=46 <-- higher value equals faster attack. Example: Katana has spd=58, viking sword has spd=30
str=30 <-- min strength required to wield weapon
restock=10 <-- Used by NPC vendors to determine how many items they should restock of this type
movable=1 <-- 0 is default movement status from tiledata, 1 is movable, 2 is non-movable, 3 is locked down
decay=1 <-- Set to 0 to make sure item never decays, or 1 to make sure it decays normally when put on the ground
good=22 <-- Used by the advanced trade system described here (ancient system, might be out of date or not working properly)

You should check out the link on the Documentation-page labeled UOX3 DFN tag-list, btw :) it contains lists of all DFN tags in UOX3 for characters, items, regions, etc in downloadable form. Zip contains these lists in html, xls and ods file formats.



Hehe thanks Xuri, I chechked dfn tags and didnt find one more thing I try to find.

How can I a set item's lowest skill to use it ?

For example:

Player has at least 60.0 tactics to use that item, or magery.

Is this possible ?
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Xuri
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Post by Xuri »

Hmmm off the top of my head I can't remember if there is such a DFN tag. You might have to control that with the onEquip( pEquipper, iEquipped ) JS event where you check the skill of the pEquipper, for instance.
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