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#1 |
Apprentice
Join Date: Dec 2007
Posts: 80
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New item changed name, what gives?
Okay, the scenario is this, I found one of my custom items, the giant lolipop:
N:566:& Giant Lollipop~ G:\:P I:21:15 W:5:2:180:500 A:20:20 to 100 P:0:9d1:0:0:0 But it was a giant lollipop of lightning. That's awesome. So I used a couple of scrolls to enchant it's damage. And then it changed it's name too "great hammer of lightning". What gives? ![]() |
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#2 | |
Veteran
Join Date: Apr 2007
Posts: 1,947
Donated: $40
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Quote:
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takkaria whispers something about options. -more- |
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#3 |
Apprentice
Join Date: Dec 2007
Posts: 80
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Ah, I see. Hm, sval - can it be any number or does it has to be specific numbers for specific kind items?
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#4 |
Veteran
Join Date: Apr 2007
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Ah, yeah, I wasn't clear. It's the pair of numbers that has to be unique, not just the sval. Beyond that it can be whatever you like (under 255). So you can have a {tval,sval} pair of both {21,15} and {22, 15} fine, but not two lots of {21, 15}. Is that clear enough?
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#5 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
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#6 |
Veteran
Join Date: Apr 2007
Posts: 1,947
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subtype maybe. There's not any point in having both index numbers and the {tval,sval} pair either - it is quite confusing - so we should work on getting rid of that.
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takkaria whispers something about options. -more- |
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#7 |
Apprentice
Join Date: Dec 2007
Posts: 80
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Ah, I think I understand. So the first number can be anything and I don't have to touch the second one?
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#8 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Quote:
Maybe go even other way around, and replace index-number with item type name and its sval in that specific category. Are there any actual use for index number? You could then make *slay* evil as such: N:of *Slay* Evil X:24:20:0 W:0:25:0:5000 C:0:0:0:2 T:hafted:0:99 T:polearm:0:99 T:sword:0:99 F:WIS | SLAY_EVIL | BLESSED and long sword like this: N:& Long Sword~ I:sword:8:W W:10:0:130:300 A:20:10 to 100 P:0:2d5:0:0:0 combining I: and G: lines, and symbol of that item type should go to object_base. |
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#9 | |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Quote:
The tval must match the item type you want to use. For your giant lollipop, that's presumably the tval for blunt weapons, so look up the mace, whip, etc. and see what they use. The sval must be unique for a given tval. So you can't use any sval that is already used by a different blunt weapon. |
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#10 |
Apprentice
Join Date: Dec 2007
Posts: 80
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Hm, I'm beginning to get the hang of it, quite complicated to make items for me, hehe. I managed to get my custom monsters up and running now, I thought I simply had to add them at the bottom, but no, had to ad them at the correct "dungeon level #" place. Is it the same for items too or can I just have them at the bottom of the textfile?
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