
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.
