A four-step guide for using Javascripts from the Vault
Posted: Sun Mar 29, 2009 10:04 pm
Setting up the Javascripts you find in the Script Vault may differ from script to script, and sometimes setup-instructions are included in the scripts, but generally speaking the process goes something like this:
Step One:
Copy & paste (or click the "Download" link if available) the script into a new text-file and save that text-file with the file-extension .js somewhere inside the UOX3/JS/ folder (the CUSTOM\ folder being a popular choice).
Step Two:
Open jse_fileassociations.scp in your favourite text-editor, and add an entry for your new .js script, assigning it a unique scriptID not used elsewhere in the file. Make sure that you add the entry for your script inside the proper section of the file. Most scripts go inside the [SCRIPT_LIST]-section, commands go inside the [COMMAND_SCRIPTS]-section, etc.
Example:
scriptID=foldername/scriptname.js
or
6000=custom/myCustomJavascript.js
Step Three:
Either restart UOX3 or reload the Javascript portion of the server through the console menu (accessible through * followed by ? in the console window)
Step Four:
Set up your item or NPC with the newly added JS-script, either by using the in-game command 'SETSCPTRIG <scriptID> or by adding a SCRIPT=<scriptID> tag to the definition of your item or NPC. If the latter, make sure that you reload the DFN-portion of UOX3 (or restart the server) using the console menu before you try adding the item/NPC ingame, or the script will not be active for said item/NPC.
Step One:
Copy & paste (or click the "Download" link if available) the script into a new text-file and save that text-file with the file-extension .js somewhere inside the UOX3/JS/ folder (the CUSTOM\ folder being a popular choice).
Step Two:
Open jse_fileassociations.scp in your favourite text-editor, and add an entry for your new .js script, assigning it a unique scriptID not used elsewhere in the file. Make sure that you add the entry for your script inside the proper section of the file. Most scripts go inside the [SCRIPT_LIST]-section, commands go inside the [COMMAND_SCRIPTS]-section, etc.
Example:
scriptID=foldername/scriptname.js
or
6000=custom/myCustomJavascript.js
Step Three:
Either restart UOX3 or reload the Javascript portion of the server through the console menu (accessible through * followed by ? in the console window)
Step Four:
Set up your item or NPC with the newly added JS-script, either by using the in-game command 'SETSCPTRIG <scriptID> or by adding a SCRIPT=<scriptID> tag to the definition of your item or NPC. If the latter, make sure that you reload the DFN-portion of UOX3 (or restart the server) using the console menu before you try adding the item/NPC ingame, or the script will not be active for said item/NPC.