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Crafting Skills in last Builds.
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XuN
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Post: #1
Crafting Skills in last Builds.
I have commited a build recently related to http://tracker.sphere.torfo.org/bugs/view.php?id=2273 that fixed some behaviour related to SKF_CRAFT skills, wich leaded to some confussion with crafting delays... i'll explain here what is happening now with crafting:

First, this is how crafting is now working:

Code:
Added: Extra local arguments to @SkillStart and @Start (skill section) triggers for crafting
  skills:
  LOCAL.CRAFTITEMDEF - the UID of defname of the item we are currently crafting. Readable/Writable.
  Accepts ONLY UIDs of ITEMDEFs, for example:
    if (<LOCAL.CRAFTITEMDEF> == <DEF.i_katana>)
        LOCAL.CRAFTITEMDEF = <DEF.i_sword_long>
    endif
  LOCAL.CRAFTSTROKECNT - amount of strokes character makes while creating the item. Each stroke
  has DELAY specified in SKILL section. Readable/Writable.
  LOCAL.CRAFTAMOUNT - amount of items that will be created. Only usable for REPLICATable items,
  otherwise will make no effect. Readable/Writable.

What does that mean? for each stroke made, the character must wait the delay asigned to that skill in its [skill ] section, so if one item needs 5 strokes and skill's delay is 2, that means it will spend 10 seconds crafting it instead of the old 2 seconds.

How to make it work like it worked 'always'? Easy, just to to each [skill ] section related to a crafting skill, or to the crafting skill you want to revert back and place this:

Code:
ON=@Start
local.CraftStrokeCnt=1

Problem solved!


Note: As result of this change an unexpected sound bug related to crafting skills showed up, i'm fixing it.
02-21-2014 08:48 AM
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Messages In This Thread
Crafting Skills in last Builds. - XuN - 02-21-2014 08:48 AM
RE: Crafting Skills in last Builds. - XuN - 02-21-2014, 05:50 PM
RE: Crafting Skills in last Builds. - XuN - 02-22-2014, 09:24 AM
RE: Crafting Skills in last Builds. - XuN - 03-04-2014, 04:30 AM

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