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7Seas Fishing Forum • View topic - Twisting the Blueprint concept

Twisting the Blueprint concept

No promotion here please! Discuss building, collecting, and using community catchables and 7Seas-compatible buyables. Any registered user can start new threads here and reply.

Twisting the Blueprint concept

Postby Barbara Schwarz » 27 Jan 2009, 10:40

(removed)
Last edited by Barbara Schwarz on 24 Feb 2009, 09:54, edited 2 times in total.
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Re: Twisting the Blueprint concept

Postby Seven Shikami » 27 Jan 2009, 12:30

Sounds good here. All Blueprints are is, in the end, a way to pull an item from a CPG directly... that's why the upcoming Contest Expansion Pack uses the blueprint "hook" to deliver prizes, despite not actually being a crafting system. By mixing up what conditions you must fulfill in order to pull that item, or even what item you end up pulling, you can make your project unique and different.

I haven't made anything like this myself -- we're kinda stuck to being the 'star example' of the standard way of doing things, not a lot of wobble available to us -- but can't wait to see what the community comes up with!
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Re: Twisting the Blueprint concept

Postby Amara Twilight » 03 Feb 2009, 22:01

How would you do that exactly? Once you finish a blueprint it gives you an item. The only way I can currently think of doing this would be a set of cascading blueprints and items.

Blueprint A needs Item A to create it, gives you item B1 & blueprint B.
Blueprint B needs item B1 and item B2 (which you must fish up), gives you item C1 and blueprint C.
Blueprint C needs item C1 and item C2 (which you must fish up), etc..
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Re: Twisting the Blueprint concept

Postby Seven Shikami » 04 Feb 2009, 05:06

With the CURRENT scripts, yeah, that'd be the only way. But who says you gotta use the OpenSalvage and OpenBlueprint scripts as-is? All those scripts are is a bunch of gymnastics to qualify you for a product, then a call to a CPG to deliver said product. The gymnastics in question could be picking options from a blue popup, or loading optional pieces of salvage, etc. Once the script decides you're done -- or you could grab it on demand, once YOU'VE decided you've added enough optional parts to your product -- it goes and grabs that specific configuration of the prize from the CPG.
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Re: Twisting the Blueprint concept

Postby Atashi Toshihiko » 04 Feb 2009, 05:12

Another way to do it would be to build the prize with all possible extras on it already, but have them invisible and inactive. Then when the fishers catch a required bonus-salvage, they rez the item and rez the bonus-salvage, click it, and it communicates directly with the object to 'unlock' those particular features.

-Atashi
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Re: Twisting the Blueprint concept

Postby Amara Twilight » 04 Feb 2009, 07:56

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Re: Twisting the Blueprint concept

Postby 7Seas Sass » 05 Feb 2009, 03:56

You can just call me "Sass." I am your official customer support gal! Send me an IM in Second Life (name: 7Seas Sass) if you need individual help.
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Re: Twisting the Blueprint concept

Postby 7Seas Sass » 06 Feb 2009, 09:06

P.S.: I only just realized this is in the wrong forum -- I'll move it from General Discussion to OpenSeas. :)
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