Features for multis and addons

If Wishes were UOX Coders, we'd be done by now ;P Post your wishes/suggestions for UOX3 changes/improvements here.
Post Reply
dragon slayer
UOX3 Guru
Posts: 776
Joined: Thu Dec 21, 2006 7:37 am
Has thanked: 4 times
Been thanked: 26 times

Features for multis and addons

Post by dragon slayer »

Looking at camps to spawn but at this moment we do not have any js functions or scriptable to do so.

Like to see a new js function

onSpawnMulti this function would trigger if spawner was placed as a multi example

onSpawnMulti( iused, npc, pc )
{
       we can then spawn items and npcs inside this function.
}
onSpawnItem(iused ,pc)
{
we can only spawn items with this function
}
onSpawnNPC(npc,pc)
{
we can only use this to spawn npcs
}
onSpawnContainer(iused,pc)
{
we can use this to do something with spawn containers only
}
this all would add more functions to build on

We also need to look at expanding spawners to beable to spawn house addons and multis.
These users thanked the author dragon slayer for the post:
Xuri
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Great suggestion, this is needed. The implementation might piggyback on the existing CreateDFNItem/CreateBlankItem functions, but with support for a new parameter specific to multis.

Likewise for doing something when a multi is created, we can extend the onCreateDFN function to support multis as a new parameter if it doesn't support it already. Attach a script to the multi's definition in dfndata/house/house.dfn with the event in it, and it should trigger when the house is created (whether that is done by a player placing it or a script creating it).

Added a task in the UOX3 Trello board to keep track of this:
https://trello.com/c/PLmGkxxs/189-imple ... -js-engine
-= Ho Eyo He Hum =-
Post Reply