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0.63.3 bits and pieces

Posted: Tue Oct 09, 2012 9:15 am
by Mit
just a lil thread to keep track of some new world owner toys in 0.63.3

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Custom 'Use Item' Text

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*itemusetext ITEMNUM,Text
can now be used to set custom text for individual items on the inventory popup (replacing the standard 'Use Item' text that is normally determined by the item type)
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Overriding standard menu options with script
Manually override the buttons you want to using:

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*scriptedoption [OPTION_NUM],[TEXT]
Valid [OPTION_NUM]s right now are :
1- F9 option on the mini menu
2 - 1st option on the player popup menu (replaces barter)
3 - 2nd option on the player popup menu (replaces challenge)
4 - 3rd option on the player popup menu
5 - 4th option on the player popup menu
6- 9 : [Reserved for later use]
10 - 14 : Battle options

e.g. Doing

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*scriptoption 2,Attack
Means that when you click a player's name, instead of "Barter with" being the top option, "Attack" is instead. When selected by the user, the server triggers a MenuOption event instead of the Barter one. e.g.

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Event( "MenuOption", "2" )
{
	*msg %PLAYER% You selected option 1 on player %TARGET%	
}

Posted: Tue Oct 09, 2012 2:36 pm
by Omni
WONDERFUL!!!

Posted: Thu Oct 18, 2012 8:50 pm
by Mit
Just a wee time-saver :
When using osdaddat, or osdadditem, you no longer need the 'OSD' bit at the start of the item type.. i.e.
instead of

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osdaddat(OSDTEXT, 100, 10, 400, 50, "", "At the School you can learn new skills. " ) 
osdaddat(OSDBUTTON .. etc..
you can now just do

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osdaddat(TEXT, 100, 10, 400, 50, "", "At the School you can learn new skills. " ) 
osdaddat(BUTTON .. etc..
Also:

- added a *resetskills [PLAYER_NAME] which seemed to be lacking.

- added "PlayerLoginComplete" event that is triggered after "PlayerLogin" at the point where its valid to send player chat messages (etc)

- working version of *buildingconstruct [PLAYER_NAME] [BUILDING_NUM] [BUILDING_NAME]