View Full Version : Custom Subscreen Item Classes
The_Amaster
05-27-2007, 06:30 PM
I'm curious as to how these work. I can't seem to actually assing any items to them, making them somthing of an enigma. Anyone care to explain?
It's a bug. (http://www.armageddongames.net/forums/showthread.php?t=97235)
But what you're supposed to do is:
* Select a "z###" item family for the item in the Item Editor.
* Make sure that it's an Equipment Item and has an action script attached!
* Select the identical "z###" item family for an item object in the Subscreen Editor.
The_Amaster
05-28-2007, 11:00 AM
So my last question/suggestion. Can we get rid of the Script requirement, for items that don't have scripts attached. I'm thinking for an in-game event like some guy asks you to go get a vase for him, or something, something with no feasable use other than the fact that you can see it on the subscreen.
Well, the script isn't a requirement if you just want it to appear in the subscreen.
The_Amaster
05-30-2007, 08:30 PM
Ah, okay. Cool. I'm happy then.
cbailey78
05-31-2007, 12:26 AM
Would it be possible to make an extra potion that is beyond the red potion? It goes yellow and when it's used, it would cycle to the red potion.
You can make any item cycle to a lower item when used. Use the "Downgrade Item When Used" flag.
cbailey78
05-31-2007, 04:35 PM
I'm in the item editor and I don't see the "Downgrade Item When Used" flag. I looked in all tabs. would you mind posting a screen shot to see what you mean? Thanks in advance.
cbailey78
06-01-2007, 10:55 AM
Hello?
Let's say you make a custom item and attach a script to it that makes it a weopon. How would you get a flag that would trigger when hit by said weopon?
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