Frenchie
24th Jan 2009, 10:41 PM
Hello,
I've been working on a chemistry set inspired by the one from Livin' Large. So far, thanks to Echo's tutorials I've managed to make a skilling BHAV to make the sim using it gain Logic and to make the skill gain message appear on the right hand side of the screen.
http://www.modyourpanties.com/images/090124074116-ChemistrySet2.jpg
However, I'll need to ask more questions about how to make it a truly awesome item here.
First question: I'd like an item to appear next to the chemistry set after a set amount of time (say 6 sim hours) of working on it. Those six hours wouldn't have to be six hours in a row, it'd somewhat work like an easel, on which you can resume your work. How could I do that?
Later functions I'd wish to implement:
- the item generated is random (different potions modded from the NL ones... maybe even gold?)
- sims with under 5 logic may, now and then, set the chemistry set on fire.
- different potions may include: maxing out of three random motive bars (or just one), disease, evil clone (NPC that would copy the appearance of the drinker?), cure for the disease...
But so far, I only need the know-how to make potions appear after a certain time of working on the set :D Can someone help?
I've been working on a chemistry set inspired by the one from Livin' Large. So far, thanks to Echo's tutorials I've managed to make a skilling BHAV to make the sim using it gain Logic and to make the skill gain message appear on the right hand side of the screen.
http://www.modyourpanties.com/images/090124074116-ChemistrySet2.jpg
However, I'll need to ask more questions about how to make it a truly awesome item here.
First question: I'd like an item to appear next to the chemistry set after a set amount of time (say 6 sim hours) of working on it. Those six hours wouldn't have to be six hours in a row, it'd somewhat work like an easel, on which you can resume your work. How could I do that?
Later functions I'd wish to implement:
- the item generated is random (different potions modded from the NL ones... maybe even gold?)
- sims with under 5 logic may, now and then, set the chemistry set on fire.
- different potions may include: maxing out of three random motive bars (or just one), disease, evil clone (NPC that would copy the appearance of the drinker?), cure for the disease...
But so far, I only need the know-how to make potions appear after a certain time of working on the set :D Can someone help?