IMHO, it'd be simpler to just add something like "press Y to combine ten bullets with ten ether" to the bullets themselves (or the reverse to ether), but... lemme whip up a quick code here...
Sniper-bullet combiner;//name--------------------------------------- ???;//identifier 7;//item class 0.000000;//weight Pressing L combines ten bullets with ten ether to make ten sniper bullets.;//short description none;//first pick up text 0.000000;//size on map 0;//show on radar 0=does not show, 1=show on scanner, 2=show even without scanner 0;//particle to shown on radar 0;//visible in inventory 0=no (can only be used via quick keys), 1=yes invisable.png;//texture name -1;//wielded script,-1=nothing, only applicable for wieldable items -1;//wielded item disabling script, -1=nothing, this script is only checked for conditions while the item is wielded, if the conditions prove false, the item is unwielded 1;//show help text for conditions begin_wield_slots; end_wield_slots; begin_effects_block; Sniper bullets created!;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key L;//quick key begin_conditions; 46;//use condition number 72.000000;//use condition parameter0 10.000000;//use condition parameter1 46;//use condition number 75.000000;//use condition parameter0 10.000000;//use condition parameter1 end_conditions; begin_effects; 16;//effect number 72.000000;//parameter1 -10.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 75.000000;//parameter1 -10.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 16;//effect number 108.000000;//parameter1 10.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block; begin_combinations; end_combinations;
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