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 | ?????
}
Creating new items - Bunch of Questions
- Xuri
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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-- Used by the advanced trade system described here (ancient system, might be out of date or not working properly)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.
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
-= Ho Eyo He Hum =-
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, btwit 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 ?
- Xuri
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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.
-= Ho Eyo He Hum =-