A simple application to write the scripts for an equipment set, known here as a synergy set. The items in the set gain power as more of them are equipped, making the whole much greater than the sum of its parts. By filling out a few forms, the set can be easily put together, without any scripting needed.
What's new in version 2.0:
- Rewrote the Scripter from scratch
- Made both of the windows resizable
- Made the Scripter run more efficiently
- Added the readme file to the Scripter's Help menu
- Added "Copy All" button to the script window
- Changed error handling to display a message, but the Scripter is not terminated
- Completed all property data files, namely:
- On Hit
- Regeneration: Vampiric
- Fixed a bug that would cause a parsing error in the Aurora compiler if an item name had special characters in it
- Fixed a bug where the Scripter would not write the closing braces for items that didn't have the same number of levels as the number of items in the Synergy Set
- Fixed a bug where rings would only work on the left hand
- Fixed a bug where arrows were the only valid ammunition that could be added to a synergy set
Posted by Ozymandius at 2012-09-27 05:55:59 Voted 9.00 on 09/18/12
I accidentally left out a few other On Hit properties that could be added...
VORPAL, WOUNDING
There's probably a few more I'm forgetting, but hey, I can't do everything for you. Look in the toolset for a complete list.
Posted by Ozymandius at 2012-09-27 05:47:52 Voted 9.00 on 09/18/12
Here's some of the bugs I've encountered and the solutions. These changes should be made in the itemset's include file.
Damage Bonus vs. Racial Type is flawed. The damage type constant should come before the damage bonus constant in the statement, but it's reversed for whatever reason, and it won't work. Swap them around and it will work fine.
EXAMPLE
ip = ItemPropertyDamageBonusVsRace (IP_CONST_RACIALTYPE_UNDEAD, IP_CONST_DAMAGETYPE_BLUDGEONING, IP_CONST_DAMAGEBONUS_2d12);
The On Hit Cast Spell property is flawed, such that it works as the Cast Spell property. The script was missing the words ONHIT in the statement.
EXAMPLE
ip = ItemPropertyOnHitCastSpell (IP_CONST_ONHIT_CASTSPELL_ACID_FOG, 11);
The normal On Hit property is also flawed, in that it wasn't even included in the program. How this can be overlooked, I'll never know. Add the following line, and change it to suit your needs.
The property constant can be ABILITYDRAIN, BLINDNESS, CONFUSION, DAZE, DEAFNESS, DISEASE, DOOM, FEAR, HOLD, ITEMPOISON, SILENCE, SLAYRACE, SLAYALIGNMENTGROUP, SLAYALIGNMENT, SLEEP, SLOW, or STUN.
Save DCs constant ranges from 14-26.
The last constant is either a duration (as seen below), a poison effect (1D2_STRDAMAGE), etc...
EXAMPLE
ip = ItemPropertyOnHitProps (IP_CONST_ONHIT_STUN, IP_CONST_ONHIT_SAVEDC_20, IP_CONST_ONHIT_DURATION_5_PERCENT_5_ROUNDS);
So far, this is all the bugs I've encountered. Don't forget that you need to add a // before the last Void Main statement in the itemset include file, and save it, don't compile it. It really is a nice little program, despite its bugs, but I found it does save me a lot of time. I hope this helps those people that aren't that great at scripting.
Posted by Ozymandius at 2012-09-18 01:01:46 Voted 9.00 on 09/18/12
Hehe... Still works after all these years. I've used a few other similar applications, but this was the easiest by far. Only sorry I didn't find this one sooner.
There's are still a few bugs, but they're nothing I can't work around.
And I can't believe you only have 4 votes. It deserves better.
Posted by Jaysyn at 2008-04-08 11:29:33 Voted 10.00 on 04/08/08
This is cool, I can't believe it's only garnered 2 votes.
_________________________ -=Jaysyn=-
Posted by ShrikeKnight at 2007-06-14 13:33:43 Voted 9.00 on 06/14/07
Excellent utility. I'm using it in a module I am tinkering with. One problem remains... The OnHit property for melee weapons is unavailable. I see that it is available for ammunition and wondered if it could be instituted for melee as well. _________________________ Where the Spirit of the Lord is, there is Liberty.
Oops, sorry about that glove thing. It's a quick fix. Open the SynergySet.xml file in the data folder with Notepad. Hit Ctrl+F and search for "Glove" (with or without quotes, since it's in quotes in the file). In the Slot tag, change INVENTORY_SLOT_GLOVE to INVENTORY_SLOT_ARMS. Save it and it'll work just peachy.
As for the compiler error... well, this has come up before. This isn't actually my fault. It's the script compiler's fault. The problem is that the include script has a main() function, but so do the files that include it, so they're conflicting. What you need to do is compile the include file first as normal. Then, go to the very end of the file and comment out the last line that reads, "void main() {}" with a pair of slashes so it reads, "//void main() {}" (without quotes, of course). Save it, but *don't* compile it. If you try to compile, it'll complain that there's no main() function. Just say that you don't want to compile it as a starting conditional and try using the Save button instead. Once that's done, the item scripts will compile just fine. I'm sorry for the inconvenience, but this is the only way that I've found to do it. Note that if you change the include script for any reason, you'll need to uncomment the last line, compile, and then repeat the above steps. You'll need to recompile the item scripts as well, in this case.
This is a remarkable scripting tool but there seams to be a couple of problems we have found.
1. INVENTORY_SLOT_GLOVE is actually INVENTORY_SLOT_ARMS
2. This might be somthing we are doing ourselves but we keep getting this error in the Aurora toolset compiler (we are both getting this on two different computers)
19/10/05 9:55:43 PM: Error. 'twink_ring' did not compile.
twink_ring.nss: ERROR: DUPLICATE FUNCTION IMPLEMENTATION (main)
We have tried compiling the set that has been included with your download and we get the same error.
Any ideas?
Harley
Posted by Merkio at 2005-10-18 13:48:21 Voted 9.00 on 08/09/05
Yep, it looks like it's missing from melee weapons. I'm trying to make a "giant slayer" type weapon, and onhit is not an option in the scripter. Thanks!
I know for a fact that the On Hit property is valid for Ammunition. If it's not an option for the rest of the item types, then it wouldn't be a valid property for that type in the Aurora toolset. I'll double check this, but it'll take a bit of time since my computer crapped out on me last Friday. Good news is that the hard drive is still in good shape.
Thanks for your feedback, Merkio!
Posted by Merkio at 2005-10-17 18:13:06 Voted 9.00 on 08/09/05
Sets made with the old versions do not work unless you go to each item and change the item type to something different and back. (Otherwise the old file will be missing newly added slot location data, and the scripts will not be created). Once you do this and save, everything seems to work fine.
I did notice that you have an "OnHit.xml" file, but I can't seem to get that as an option for any of my items. Only OnHitCastSpell shows up. Maybe I'm doing something wrong again.
Let me say again, great program.
Posted by Merkio at 2005-10-17 17:38:12 Voted 9.00 on 08/09/05
Haha, forget my last post. I forgot to update my shortcut to the new executable. Testing again...
Posted by Merkio at 2005-10-17 17:36:48 Voted 9.00 on 08/09/05
Thanks for all your hard work you've put into this. It is greatly appreciated. Unfortunately, I just downloaded and tried the current version and it crashes as soon as I click on any item property box (Item - Level - Property - *crash*). Getting JIT error saying: "Object reference not set to an instance of an object."
Hey everybody! Version 2.0 of the Synergy Set Scripter is now available! Sorry for the delay, but I've been bogged down with "real life". *shudder*
So, what's new with it? Well, for starters, I completely rewrote the Scripter from the ground up. While this shouldn't have too much effect on how it's used, it runs much more cleanly and efficiently now. I also did a lot better job with the code itself, so updates should be easier and more timely. I hope.
I believe that I addressed all of the comments made on this forum, both bugs and suggestions. However, nobody is perfect, and the Scripter is no exception. Let me know if you find a problem with anything.
Thanks for your comments, Merkio! I'll look into them. "Real life" has been pretty hectic lately, but expect a new version soon.
Posted by Merkio at 2005-08-09 07:53:21 Voted 9.00 on 08/09/05
(Looks like my comments got truncated...)
4) Version 1.8 still says 1.2 in help | about
5) Rings only work on the left hand.
Thanks again for the great utility!
Posted by Merkio at 2005-08-09 07:52:21 Voted 9.00 on 08/09/05
I'm loving the scripter. So far, I've put together about nine or ten sets in about an hour's time. Really cool.
If you are taking requests, then I'd like to make a few.
1) Any chance of being able to resize the window? Scrolling around is a nuisance when the window takes up only a fraction of my desktop.
2) If an XML file is not found, the error message pops up and then BAM! All your work since your last save is gone. How about if the program just lets you know what the missing file name is and lets you continue working?
3) If you create a set that has N items, but you don't assign N levels to each item, then the script doesn't generate the close braces properly. The code looks like this:
oItem = GetItemInSlot (INVENTORY_SLOT_LEFTHAND, oPC);
if (GetTag (oItem) == ITEM_TAG)
{
Posted by Merkio at 2005-08-09 07:50:46 Voted 9.00 on 08/09/05
I'm loving the scripter. So far, I've put together about nine or ten sets in about an hour's time. Really cool.
If you are taking requests, then I'd like to make a few.
1) Any chance of being able to resize the window? Scrolling around is a nuisance when the window takes up only a fraction of my desktop.
2) If an XML file is not found, the error message pops up and then BAM! All your work since your last save is gone. How about if the program just lets you know what the missing file name is and lets you continue working?
3) If you create a set that has N items, but you don't assign N levels to each item, then the script doesn't generate the close braces properly. The code looks like this:
oItem = GetItemInSlot (INVENTORY_SLOT_LEFTHAND, oPC);
if (GetTag (oItem) == ITEM_TAG)
{
That was quite a problem. It has now been fixed. I'm surprised that version 1.2 had been up for almost a month and no one else ever let me know about that major problem... Oh, well... It's fixed now.
Thanks for the feedback, and PLEASE let me know if there's a problem so I can fix it!
Posted by Merkio at 2005-07-23 16:26:54 Voted 9.00 on 08/09/05
I have a question. I tried this out, but there is a function being called that I can't find anywhere:
EquipLevel1 (oPC);
Is this a built-in, or should it show up in the generated scripts? None of my generated scripts work, so I assume I'm doing something wrong.
Posted by Merkio at 2005-07-23 16:25:48 Voted 9.00 on 08/09/05
I have a question. I tried this out, but there is a function being called that I can't find anywhere:
EquipLevel1 (oPC);
Is this a built-in, or should it show up in the generated scripts? None of my generated scripts work, so I assume I'm doing something wrong.
Well, it should only flash that if you have duplicate tags... Hmm... Go ahead and send me your XML and I'll see if I can figure it out.
Posted by JimDandy ( 84.234.xxx.xxx ) at 2005-06-13 08:03:32
This looks so cool. I had to email you a kudos, too. If you allowed voting I'd give it a 9. It'd get a 10 if I didn't get the error "You cannot have duplicate tags" when I click write scripts. I don't have duplicate tags so I don't understand what it's referring to. I could always email the xml that I saved of it if that could help you bug test or something.
I'm not sure, dutch. Do you have the .NET Framework? I believe it's version 1.1. Also, it may not like it if you try to run from the zip, since it has to look in the data directory. If neither of these are the solution to your problem, then, um... I'm afraid I don't know. Any ideas, anyone?
Posted by dutch206 ( 12.221.xxx.xxx ) at 2005-06-12 17:59:21
After downloading and trying to run this application I get an error message which reads "This application has failed to initialize properly and needs to close". Am I doing something wrong?
Hey guys, thanks for the 80+ downloads after only one day. Makes me feel good. I just uploaded a new version that contains a number of bug fixes and error checking. It seems to be a lot more robust, now. Sorry for any problems you've encountered. Let me know if you find more.
Hey guys, thanks for the 80+ downloads after only one day. Makes me feel good. I just uploaded a new version that contains a number of bug fixes and error checking. It seems to be a lot more robust, now. Sorry for any problems you've encountered. Let me know if you find more.