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To create an assembly item, use this handy format:

#<assembled object vnum> 
<assembled object name>
<type of assembly> <number of components>
C <vnum of component>
C <vnum of component>
C <... >
S 
$


The assembly type determines which class can assemble the item. All classes can use the make command. Some classes are restrictive from using specific assembly keywords. Here is a table of assembly types:

Type Description Class Type Description Class Type Description Class Type Description Class
0 make all 4 craft mage 8 thatch all 12 copy mage
1 bake all 5 fletch warrior 9 weave all 13 construct thief
2 brew mage 6 knit all 10 forge warrior
3 assemble jedi 7 mix mage 11 load all


For example, to create an Arcane Blade, you would enter the following information using aedit:

#99001
Arcane Blade
0 3
C 914      * Vibrostaff from the Crimson Guard / Sea of Dreams
C 1612     * scrap of paper from the Alchemist in Old Elven Village
C 2000     * blood-red broadsword from the Demon Statue / Abyss
S
$


This entry is then saved as <vnum>.assm and the file is added to the flat index file in the assm subdirectory in running_game/lib/areas/.

The assembled object can then added to the .obj file using oedit.