Damien, did you create an entry for each new log you defined in the script? If not you'll need one.
Example:
Code:
Item 0x4001
{
Name yewlog
desc yew log%s%
graphic 0x1bdd
color 0x002c
Weight 1/2
VendorSellsFor 10
VendorBuysFor 1
}
To add qualities to items based on wood type, in this example bows, you will need to edit each script that uses the wood, in this example bladed.src
Test for the wood type using
if or
case statements. Then apply the mods accordingly. Here is a small piece of my code that does that:
Code:
if (wood == UOBJ_LOGS)
return;
elseif (wood == UOBJ_WOOD_OAK)
bow.maxhp_mod := bow.maxhp_mod + 120;
bow.hp := bow.maxhp_mod;
bow.quality := bow.quality - 0.3;
bow.dmg_mod := bow.dmg_mod - 3;
bow.color := 0x002c; // Set to your colour for oak logs
SetName(bow, ("an oaken " + tname) );
As I said that is an example and not a fully working script. Hopefully using that you can see how mods are made and build your own sections in the appropriate scripts.