Difference between revisions of "Prop ItemBinder"

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===Notes===
 
===Notes===
 
*Bind on Pickup will automatically bind on purchase as well, even if the purchaser can't carry the item and it is instead left on the shop floor.
 
*Bind on Pickup will automatically bind on purchase as well, even if the purchaser can't carry the item and it is instead left on the shop floor.
 +
*A builder handing an Item with Prop_ItemBinder to a shopkeeper for sale may (needs verification) result in the item being bound to the shopkeeper AND sold by the shopkeeper. Therefore, you may wish to take the following steps to manually add an unbound item with Prop_ItemBinder to a shopkeeper's inventory:
 +
**GOTO shopkeeper room.
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**RESET ROOM
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***This is just to make sure you don't mess up the shopkeeper's current inventory. Please ask any players to leave the room before resetting.
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**Create or Drop your desired bound item
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**MODIFY the desired bound item
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***Add the Prop_ItemBinder with the parameters you desire
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**SAVE ROOM
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**MODIFY SHOPKEEPER
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***Add the bound to their shop inventory with appropriate sale price
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**SAVE ROOM
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**Make sure shopkeeper is selling the bound item as desired
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**DESTROY the bound item in the room
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**SAVE ROOM.
 +
 
[[Category:ITEMS(BuilderInfo)]]
 
[[Category:ITEMS(BuilderInfo)]]

Revision as of 15:45, 17 August 2023

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===Prop_ItemBinder===
Effect: Allows an item to be bound to player, account, or clan.
Targets: Items
Parameters: TO=CHARACTER/ACCOUNT/CLAN ON=PICKUP/EQUIP MESSAGE="ZAPMSG"
Examples: TO=CHARACTER ON=PICKUP MESSAGE="Bound -- you can't do that."
Description: Allows an item to be bound when an event occurs to the person, account, or clan that either picks it up or first equips it. Once bound, an item can only be picked up by that same player, account, or clan. The zap message is also configureable.

Notes

  • Bind on Pickup will automatically bind on purchase as well, even if the purchaser can't carry the item and it is instead left on the shop floor.
  • A builder handing an Item with Prop_ItemBinder to a shopkeeper for sale may (needs verification) result in the item being bound to the shopkeeper AND sold by the shopkeeper. Therefore, you may wish to take the following steps to manually add an unbound item with Prop_ItemBinder to a shopkeeper's inventory:
    • GOTO shopkeeper room.
    • RESET ROOM
      • This is just to make sure you don't mess up the shopkeeper's current inventory. Please ask any players to leave the room before resetting.
    • Create or Drop your desired bound item
    • MODIFY the desired bound item
      • Add the Prop_ItemBinder with the parameters you desire
    • SAVE ROOM
    • MODIFY SHOPKEEPER
      • Add the bound to their shop inventory with appropriate sale price
    • SAVE ROOM
    • Make sure shopkeeper is selling the bound item as desired
    • DESTROY the bound item in the room
    • SAVE ROOM.