One item from two

Lich

Water Chip? Been There, Done That
How made one items from two parts found?
Or possibility to upgrade weapons if you found parts to them?

There can be lot items found everywhere: trashcan can be box where you may found strange items, paper scrathes, junks. Every boxes can be open and inside you found lot items without use. Well if its possible made system creation items- some usable from junks and trash- that will be great.
 
A simple method can be done with dialog option that says make item.

Script checks if the two required items are in inventory. If so, create new item and destroy two component items. You can see how this is done in hanuken's script, where you give him broc flowers and xander roots and he gives you healing powder.

As mentioned in your black steel forum, the teamx new vision mod uses custom pop-up windows to let you select component items to make new items. Very well done. I left a link to the source in your other thread.

http://www.nma-fallout.com/forum/viewtopic.php?t=14015&start=1
 
Actually, I was trying to make a mod to the SuperToolkit to do exactly that.

(rip apart the 'Algernon' scripts, and combine with the scripts from the 'mortar' item...)

I never figured out how exactly the item triggers the script. Is it related to some special hex value in a proto?
 
Already i known how made new items from found parts.
Its very simple, just activate hidden code in Obj_dude.ssl

In procedure map_enter_p_proc begin remove "/*" and "*/" then you will create healing powder and antidote


Code:
procedure map_enter_p_proc begin
/*
variable Outdoor;
variable Doctor;
variable First_Aid;
variable tail;
variable flower;
variable root;
variable item;
variable count;
variable count1;
variable Junkit;
variable Junkit1;

if (not(is_loading_game)) then begin
if (obj_is_carrying_obj_pid(self_obj,PID_SCORPION_TAIL)) then begin
First_Aid:=has_skill(self_obj,SKILL_FIRST_AID);
Outdoor:=has_skill(self_obj,SKILL_OUTDOORSMAN);
if (((First_Aid + Outdoor) >= 125) and (skill_success(self_obj,SKILL_SCIENCE,0))) then begin
tail:=obj_carrying_pid_obj(self_obj,PID_SCORPION_TAIL);
count:=obj_is_carrying_obj_pid(self_obj,PID_SCORPION_TAIL);
Junkit:=rm_mult_objs_from_inven(self_obj,tail,count);
item:=create_object(PID_ANTIDOTE,0,0);
add_mult_objs_to_inven(self_obj,item,count);
display_msg(g_mstr(1050));
end
end
if ((obj_is_carrying_obj_pid(self_obj,PID_XANDER_ROOT)) and 
(obj_is_carrying_obj_pid(self_obj,PID_BROC_FLOWER))) then begin
Doctor:=has_skill(self_obj,SKILL_DOCTOR);
Outdoor:=has_skill(self_obj,SKILL_OUTDOORSMAN);
if (((Doctor + Outdoor) >= 125) and (skill_success(self_obj,SKILL_SCIENCE,0))) then begin
flower:=obj_carrying_pid_obj(self_obj,PID_BROC_FLOWER);
root:=obj_carrying_pid_obj(self_obj,PID_XANDER_ROOT);
count:=obj_is_carrying_obj_pid(self_obj,PID_BROC_FLOWER);
count1:=obj_is_carrying_obj_pid(self_obj,PID_XANDER_ROOT);
if (count > count1) then
count:=count1;
Junkit:=rm_mult_objs_from_inven(self_obj,flower,count);
Junkit1:=rm_mult_objs_from_inven(self_obj,root,count);
item:=create_object(PID_HEALING_POWDER,0,0);
add_mult_objs_to_inven(self_obj,item,count);
display_msg(g_mstr(1051));
end
end
end
*/ 
end

Ofcourse its possible to change these items into another. So finall result may be that you dont have any weapons or armour on start game. You will be able to create it yourself, founding parts on some junkyard.

mix.gif
 
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