The Forge of Wonders is a utility module consisting of one area with the following NPCs:
- A smith who modifies items. Most of the item properties available in the toolset can be added by the smith. - A trainer who provides experience or gold on request. This is useful when modules require a character of a specified level. - A merchant who sells all the items included in the toolset.
The Forge of Wonders can be used to build up characters for use in other modules, or could be included as part of a module.
I think I have the most current version of this wonderful tool. I was wondering how I might limit the number of times it can be done on certain or all items?
I was also wondering if there was a bug or something for me to turn on to allow Deflection AC to add to your AC? _________________________ James
Is there a way to make the forge only work say 9 times on an item? _________________________ James
Posted by fredseeker at 2007-11-28 23:23:21 Voted 9.50 on 11/28/07
Thanks for making this it is right up there with body models in my book
Posted by ffbj at 2007-03-01 21:41:27 Voted 9.50 on 03/01/07
Especially odd that Steve would say something like that after asking this question and receiving this answer in his own interview.
"10. Please compliment something to Nigel Kearney, originator of "The Forge of Wonders."
Styzygy: I meekly followed where Nigel had boldly gone before. Forge of Wonders was a big evolutionary step up from the weaponsmith in HotU. It's a great design, which is why it earned a Hall of Fame rating, variations showed up in a bunch of persistent worlds, and I assimilated it into PGC3. Really, I look at a lot of stuff on the Vault but I steal only the best... that's about the highest compliment I can give."
Posted by ffbj at 2007-03-01 21:32:24 Voted 9.50 on 03/01/07
I find Steve's vote a comment pretty silly since Stydgy himself says his forge is based on this one. So if I take someone else's work and do a few fixes then my work is worth what? If their original work is worth a 1. Try reading the comments before tanking a contribution. For the bug with identification you could add in a subroutine that identifies the item so you can't exploit the forge.
Posted by bezdar1 ( 81.177.xxx.xxx ) at 2006-07-17 23:40:40
I'm really impressed!
Posted by Calan at 2006-05-24 03:25:44 Voted 10.00 on 05/24/06
Nigel- just wanted to let you know that I used your forge in my module called "Shopton." I addressed a few issues and added "Cast Spell" and "On Hit Cast Spell," as well as the ability to rename items to whatever the player wants (thanks to 1.67...). Please check it out and let me know what you think...
Posted by Calan at 2006-05-24 03:22:34 Voted 10.00 on 05/24/06
Would have given a 9 (there were a couple issues), but Steve's vote of 1 was waaaay too low...
Posted by Lord Azagthoth ( 62.163.xxx.xxx ) at 2006-01-05 06:13:00
Hi,
I encountered a bug in the Forge system. When a character places an unidentified magic item on the Forge, modifies it to a maximum (its very cheap because the base prise is low). Identifies it for 100 GC and then sells the item (gaining millions of GC).
Posted by Steve_Savicki at 2005-11-29 10:21:12 Voted 1.00 on 11/29/05
Because stygzy's is so much better. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by Ogre498 at 2005-11-27 13:22:47 Voted 8.50 on 11/27/05
Very useful
Posted by Unarmed Strike at 2005-11-23 21:08:56 Voted 9.50 on 11/23/05
I use this on a regular basis. Thanks for saving me hours of work making my own by not saving them yourself. _________________________ Unarmed Strike
Posted by Persh at 2005-11-19 14:19:18 Voted 10.00 on 11/19/05
.
Posted by CleoK99 at 2005-11-19 03:50:22 Voted 9.00 on 11/19/05
Nice character tool mod! I've been writing up my own character "twink" scripts but your module here does it faster. Haven't tested if the anvil will modify non-weapons yet as the merchant says it's for modifying weapons. That might be the only thing to look into. Otherwise great little character tool you got there.
Posted by haildodge at 2005-11-15 18:01:52 Voted 9.00 on 11/15/05
Thanks for doing this. I plan to resuse some of your robust code in a mod I working on. Only suggestion would be to add Appraise skill in the price calculation.
Posted by Gordzylla at 2005-10-03 13:50:48 Voted 9.50 on 10/03/05
To make the Forge of WOnders recognise the CEP weapons,the following needs to be placed at the bottom of the listed weapons in:
isweapon
isaweapon
ismeleeweapon
isallweapon
Dont forget to add the and "||" notations to the last bioware weapon or it wont compile.
Many thanks to Doorman and Adam for your help.
_________________________ The sun is the same in a relative way,
but your older. Shorter of breath, and one day closer to death.
Posted by FinitysEnd at 2005-09-21 09:45:40 Voted 9.50 on 09/21/05
This is a great mod & deserves to be int he Hall of Fame for how much it's been used and copied. Some bugs in the Forge and some of the feature limits keep me from giving this a perfect 10.
I used Forge of Wonders in my character setup mod, with due credit to Nigel for his excellent work. My mod has an upgraded version of the Forge which addresses some of the bugs and enhancements discussed below.
If you are interested, the mod is called Pretty Good Character Creator / Customizer. PGC3 Version 1.02 is now available on the Vault.
Posted by Shadowspawn2k5 at 2005-08-02 20:20:00 Voted 9.00 on 08/02/05
I think I've found a bug. When you try to get the martial weapons proficiency feat added to an item, it adds simple weapons proficiency instead. If the item already had simple
Posted by Katrina ( 24.12.xxx.xxx ) at 2005-07-31 22:50:04
Actually, that's quite easy to do yourself. Just look through the conversation, find where it checks what type of item you have, and add in BASE_ITEM_TYPE_GLOVE, or whatever it is.. I haven't played with this thing for a long time, but I know I had to do that for a few other weapons that didn't show up. Like the two bladed sword and such. But that was a long long time ago. So, yeah.
Posted by ASH1951 at 2005-07-10 14:58:29 Voted 9.50 on 07/10/05
greate
Posted by vitaee at 2005-07-08 06:16:10 Voted 9.00 on 07/08/05
Noticed that the original author hasn't updated this for about a year and a half now. Does anybody know if he's still active in the NWN community?? If not, what would be the etiquette and procedure for me volunteering to take over upgrading and maintenance of this utility mod?? I think it's great, but there are improvements that could be made. I made some for myself, and imagine, based on some of the more recent comments, that others would love to see those made publically available.
Hi. Was wondering if you would consider allowing the weapon options for gloves? As a monk, gloves become your primary weapon and it would be nice to have the same great options you've already built in be appliable to gloves, for example the 'on hit' effects and elemantal damage. Also, would you consider adding to the immunities option magical, negative, and divine damage? Hope you'll consider these suggestions. Thank you for an excellent resource
Posted by Steve_Savicki at 2005-05-24 19:00:20 Voted 1.00 on 11/29/05
This seems to have a problem interpreting 2-bladed swords as armor. The dwarf only gave me armor enhancement options, not weapon ones. _________________________ Steve's Characters - please don't forget to vote on them if you play them.
Thanks,
Steve
Posted by bashnako at 2005-05-21 01:48:44 Voted 8.50 on 05/21/05
cat calcmodvalue2
// percent to add/substract when creating IP
// > 100 - to increase cost when creating IP
// < 100 - to decrease cost when creating IP
const int percent_add_ip = 200;
// percent to add/substract when removing IP
const int percent_remove_ip = 50; //
//Get values of original item and modified copy, then destroy copy
int iCurrentValue = GetGoldPieceValue(oItem);
int iNewValue = GetGoldPieceValue(oCopy);
DestroyObject(oCopy);
//Either amount to pay, refund or no change
int iValue = 0;
int iDiff = 0;
if (iNewValue > iCurrentValue)
{
iValue = iNewValue - iCurrentValue;
iValue = (iValue * percent_add_ip )/100;
iDiff = 1; //iValue is amount to pay
}
else if (iNewValue < iCurrentValue)
{
iValue = iCurrentValue - iNewValue;
iValue = (iValue * percent_remove_ip )/100;
iDiff = -1; //iValue is refund
};
SetLocalInt(oPC, "MODIFY_VALUE", iValue);
SetLocalInt(oPC, "MODIFY_DIFF", iDiff);
SetCustomToken(101, IntToString(iValue));
}
Ahhh, this is wonderful. I downloaded, took a pc in the area, put a plain longbow on the anvil, spoke w/ smithy and ordered mighty +3 @ 600 gold. He didn't move, just said "what would you like me to do" incinuating I may have wanted another modification. I said no; went to anvil, opened it, there was the longbow; picked it up, it says I picked it up, but nothing in my inventory. Oke.. whasup w/ this?
Posted by nigel_k at 2005-04-05 16:43:19 Voted 10.00 on 04/05/05
Posted by frankie at 2005-04-05 07:13:00 Voted 9.00
Excellent utility module, very handy for customizing a character.
It's missing a few options (monk gloves, possibly some feats, ability to selectively remove many properties) and has a couple bugs (-10% spell failure actually places a +10% penalty) but otherwise a very comprehensive forge.
My request for improvement: the ability to add arbitrary OnHit properties by casting the relevant spell onto the forge.
If it had these things, definitely a Hall of Fame 10 rating.