This began as an attempt to streamline the scripted item handling in my mod to make it more efficient and elegant.
I began to notice that the scripted items in my mod, which is a PW, seemed to fall into one of several catagories. This makes it so one script can handle a whole class of items. To make an item work, all that needs to be done is put the correct varables on the item. When the unique power is used, the module on activate item script looks at the ITEM_TYPE variable and executes the correct generic script which in turn pull the spacific information it needs from variables on the item. Item types include:
KEY � For Master Keys. In our mod, we had master keys to player homes that could make copies for friends and family. Also, the owner could teleport directly to their house.
SUMMON � For Summoning Items
TELEPORT � For Teleport Items
POLYMORPH � For Polymorph Items
CONVERSATION � For Items that run a conversation to provide a choice for other functions.
Once the system is in place, often no scripts need to be written to make a new item. Best of all, items can be manufactured on the fly and muled in by a DM with no update necessary. And it cuts down on redundant scripts that do the same thing with one small difference like teleporting to different places or playmorphing into different shapes.
I hope this makes it easier to create scripted items and keeps your module from becoming cluttered and bloated.
Posted by Whitethorn at 2006-10-10 08:16:14 Voted 10.00 on 10/10/06
This will make it easier for me to work on my own custom items now. Good work Tallman
Posted by Big_Shoe at 2006-10-09 21:42:39 Voted 10.00 on 10/09/06
I may be biased, but this is superb work. It allows even a novice scripter like me to make powerful items quickly and easily, without filling a module with redundant scripts. _________________________ Realms Of Destiny PW
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