[quote='darksun84' pid='12294' dateline='1378319041']
Adding a completely new skill can cause clients problem, it's better to change one of the many useless skills ( in your case, i think that Camping is perfect). Also your skill will be not be displayed in the skill menu !
The KEY field is important, it's used by other objects like items,characters and so on, if you change it you'll have to change all the other scripts where it's used.
I'll add more after dinner
[/quote]
Thanks! This was also the case with POL, which I was looking into before. I have a list of skills I hope to implement by changing certain other skills (some new weapon specific combat skills, druidry, this foraging skill, a bard magic system, another magic system, and a marksmanship skill to work with archery, among possible others).
For the shard I am trying to create, there are a quite a few skills that I do not need or want including some that are not considered useless (even the bard skills and possibly stealing and snooping). Camping might indeed be a good choice, though it likewise might not be as useless in my shard as in other shards, with some of the changes I am considering making to my shard.
Good to know about the KEY field. It is a shame about the the new names not appearing in the skill menu. I had read in this thread:
What did you do with camping?, that Rayvolution had discovered a way around this:
[quote='Rayvolution' pid='5670' dateline='1347857901'] I have a custom skill tree gump and custom gain systems/messages. So I can add/remove as many skills as I want with no regard to the hardcoded limits. [/quote]
A custom skill tree gump and custom gain/system messages would be a welcome addition for inserting the new names of the skills. Any idea on how to implement such a gump and system? Otherwise, I may have to curtail my ideas for skills a bit, as I think skills that do things but have totally unrelated names would detract a bit.
If not, I think I can find a work-around for most of the skills, a modified Spellweaving for Druidry, Mysticism for my other magic system, combine a few weapons systems. Still it would be nice to implement it as originally planned.
[quote='RanXerox' pid='12295' dateline='1378322469']
[quote]
The Axe has a TYPE (t_weapon_axe or t_weapon_sword both work)... the hard-coded behavior of that TYPE is what allows it to trigger the lumberjacking skill.
For your new harvesting skill, I would suggest making your own TYPEDEF that can be added to your item of choice (by adding a TEVENT=t_yourtype to the ITMDEF.)
No, you cannot add ITEMDEF values to the entries in sphere_types.scp ... the numbers in there are associated to "terrain", not items...
For you to harvest from static logs in the world, you would use REGIONTYPE and REGIONRESOURCES. In the REGIONRESOURCES you can put some code in @ResourceTest and @ResourceFound triggers that uses a FOR loop through the <SRC.TARGP.STATICS> of the location that was targetted to see if a fallen log is there...
FOR <SRC.TARGP.STATICS>
Maybe you can get some more ideas from this thread:
http://forum.spherecommunity.net/Thread-...pe-of-tree
[/quote]
Thanks! That answer a lot of questions and your custom Lumberjacking script helps a lot. It is quite brilliant in its own right, and something I would like to include. I do have a question about certain items I do not want to include, in this script and in general. There are a few tree log/board types that I do not want to include, both in the script and the world in general (this extends to certain types of ores/ingots, items, creatures, even entire scripts and systems, etc.). Can I simply uncomment or delete them. Will this cause problems elsewhere?
I think I get the general picture from looking at your script, but it will require some more research and experimenting. So my new TYPEDEF would go in the Add-ONs? This is starting to make a lot more sense now. Thanks again.