Author Topic: Cast Spell:Unique power self only?  (Read 324 times)

Legacy_Bubba McThudd

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Cast Spell:Unique power self only?
« on: March 27, 2011, 06:59:23 pm »


                Greetings all,

Can someone point me to a tutorial on how to make custom magic items that have custom scripted powers?

Cheers!
               
               

               
            

Legacy_ChaosInTwilight

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Cast Spell:Unique power self only?
« Reply #1 on: April 01, 2011, 06:53:40 am »


               Not sure one exists(as a tutorial anyway), but I'm willing to play Q&A if you write one up afterwards.  heh.

In general there's about 3(?) steps.
1) Determine unique item activation scripts in the module.
2) Work out where/when/how item activates.
3) Work out what oughta happten when item activates.
4) Write code.
5) Implement code.
6) Test code.


1.1) To whit: HoTU Tag based scripting(See Standard script x2_it_example) or SoU(See SoU module events).
1.2) In short the simple explanation is HoTU-style items, each get their own script which handles the item entirely.  SoU-style items each have their code written into the apporiate module events.
1.3) Both work mostly the same, but an HoTU item in an SoU style system won't work.  And all hell breaks loose if you try to support both at once.  You -CAN- add the HoTU triggering code to the Module events in a mod using SoU system.
1.4) What goes wrong is half the time folks used(in addition to sou system) a precursor to Hotu-system which makes it all sorts of SNAFU.  I'll sort all that out later if truly needed.

2.1) You tell me.
3.1) You tell me.
4.1) need 3.1
5.1) Need 4,3,2.1's
6.1) Not my problem.

So..  fill in the blanks:

My item works when_____.
My items does_____.
My modules OnItemActivate script is_____. Or if you want, just tell me(If you know).