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More information needed on custom items.

Posted: Mon Nov 12, 2007 1:47 pm
by popo
In the reference list under Custom Items, it says that you can apply an ID, a texture, and a funtion to each item. I know how to make one item act like another one, eg. the flower to act like a glowgem, or spy-eye. What I can't figure out is how to make an item useful if it isn't one of the listed 4, ie. spy-eye, glove, lamp or glowgem. For instance, how do I make a parcel or a letter icon useful like in WA, when you collected the parcel and the letter to give to someone?

I want to be able to pick up an item and take it somewhere else and 'deposit' it, either by giving it to someone or putting it down so it can be used again (if that's possible). For instance, I'd like to give someone a parcel then they would give me something else which I could then give to another person.

Would it be possible to give a more detailed explanation of how to do things with the custom items, with examples?

Posted: Mon Nov 12, 2007 10:24 pm
by superquookie
Remember that MS said there were some restrictions to the player?You nailed one! :(

Posted: Mon Nov 12, 2007 10:46 pm
by maxnick
superquookie wrote:Remember that MS said there were some restrictions to the player?You nailed one! :(
Actually you can do this. You have a NCP use "item check" and then the NCP gives you a item. Of course I don't know how to do any of this :roll: but I know it is possible dlcs18 did it in one of his adventures.

By the way how do you make items act like other items.

Re: More information needed on custom items.

Posted: Mon Nov 12, 2007 11:29 pm
by dlcs18
popo wrote:For instance, I'd like to give someone a parcel then they would give me something else which I could then give to another person
I'm very sure it's possible, but I haven't figured out the "Giving the item to NPC"
But I know how to make an NPC give you an item. :P

Posted: Tue Nov 13, 2007 4:39 am
by Midnight Synergy
Yes, it is possible, and yes, the NPC talk command "Item Check" does this for you.

Basically, you setup your NPC talk structure like this:

InterChange: "I'm Looking for a Blue Flower". Response: "I have one, do you want it?", which links to Function #5 with Data the ID of the item in question.

If you don't have this ID in your inventory, the next Interchange is started, which could be: "Hmmm, I don't think you actually have a Blue Flower on you, do you?" With Response: "Oops, my mistake".

If you do have this ID item, then the following (i.e. two down) Interchange is started, which could be "Oh thank you thank you" etc.

Posted: Tue Nov 13, 2007 5:23 am
by Qloof234
Adding on to what MS said, here is a small example of the object collection, trading, etc.

To figure it out a bit better, open the dialog in the Editor Dialog and the level to see how it works.

NOTE: For Custom objects (E.G the dot, flower, Sonic icon), the FN ID is what I believe is causing the thing to work. Experiment with it, you might be able to do something you didn't know how to do...

Well, there you go.

Posted: Tue Nov 13, 2007 8:39 am
by popo
maxnick wrote:By the way how do you make items act like other items.
While in the Items-Custom editor you can change the FN:.... to Gloves, Spy-eye, Lamp or Glowgem so whatever picture the icon has on it it will change to one of the above in your inventory. You have to set it to Spy-eye if you choose the spy-eye anyway, but you could choose the parcel item and set the FN:Spy-eye, then when you pick up the parcel it will go into your inventory as a spy-eye, like you opened the parcel.

I think those are the only 4 things you can change them to though, at least so they automatically act like the thing you changed them to.



Thanks for the download Qloof234 I'm going to study it today. :D

Posted: Tue Nov 13, 2007 5:01 pm
by Kilicool64
That´s a nice level MS. :stinkyhappy:

Posted: Tue Nov 13, 2007 5:35 pm
by dlcs18
Kilicool64 wrote:That´s a nice level MS. :stinkyhappy:
Wasn't it Qloof? :wink: :lol:

Posted: Wed Nov 14, 2007 1:42 pm
by maxnick
popo wrote:
maxnick wrote:By the way how do you make items act like other items.
While in the Items-Custom editor you can change the FN:.... to Gloves, Spy-eye, Lamp or Glowgem so whatever picture the icon has on it it will change to one of the above in your inventory. You have to set it to Spy-eye if you choose the spy-eye anyway, but you could choose the parcel item and set the FN:Spy-eye, then when you pick up the parcel it will go into your inventory as a spy-eye, like you opened the parcel.
Got it thanks :D .

Posted: Wed Nov 14, 2007 4:11 pm
by Kilicool64
dlcs18 wrote:
Kilicool64 wrote:That´s a nice level MS. :stinkyhappy:
Wasn't it Qloof? :wink: :lol:
Oops! :stinkyred:

Posted: Wed Nov 14, 2007 10:51 pm
by maxnick
popo wrote:
maxnick wrote:By the way how do you make items act like other items.
While in the Items-Custom editor you can change the FN:.... to Gloves, Spy-eye, Lamp or Glowgem so whatever picture the icon has on it it will change to one of the above in your inventory. You have to set it to Spy-eye if you choose the spy-eye anyway, but you could choose the parcel item and set the FN:Spy-eye, then when you pick up the parcel it will go into your inventory as a spy-eye, like you opened the parcel.
Edit: Why did I post this I already tried it?? :lol: :?: