Every item you find is a possibility, nothing can be qualified as junk anymore.
Includes Several Workshop Stations to create items based on reagents, recipes and skill checks (ex. blackmiths have to bash the anvil with a hammer).
In English and Spanish
Any item in the game can be created using these scripts.
Not enough? Create items with the magical properties of your choice.
All your players need to know is in the game books: manuals, recipes, stories.
Lots of other features.
Monster and Chest regeneration. As a module builder, you'll see that areas with encounters take a long time to load in the toolset. These scripts spawn the monsters and restore the chests for you without using encounters.
VERSION 4.0:
The full list of recipes is now centralized in the Craft Skills Menu.
Players can now add or remove gems from socketed items from the Craft skills menu (no need for a table anymore).
Design hostile areas in a few seconds using the monster and chest regeneration scripts.
Mark their locations with waypoints and the scripts will do the rest.
I like what I see so far......But how about an instruction Manual for us non-scriptere. With things like where to find the work stations. And where to place the Files *Spins rotating stone on colume while facing Old Chinese Dudes* I need some hellllp * spins again* PLEEEEESE.
I will vote after I figure it out
If your .2das in your hak file implement custom skills, you'd have to search and replace
SKILL_CRAFT_* with your skill constant.
Craft Trap is used to create non-equippable items and upgrade metals.
Spellcraft is used in alchemy: amulets,rings and cloaks.
Craft Weapon/Craft Armor is used to create Weapons and Armor.
I haven't had a chance to look this over yet, but I was wondering how hard it would be to implement custom skills with it, like Craft (Alchemy) or Craft (Metallurgy)? I already have these skills added to my mod and was working on a system for them, but it sounds like your system does what I want, but doesn't have the skills.
Posted by Jeyme ( 24.177.xxx.xxx ) at 2005-08-08 12:24:03
Good work on the system. I've implemented this on a new server I've been working on with a lot of good feedback from it. With implementing this system, I've been able to sell lower grade gear and put the higher grade equipment in the hands of the crafters. Great way of starting a player-based economy system on any server.
* All recipes are now centralized in the Craft Skills menu, players will now maintain a collection of over 80 recipes categories in one item. I did this for the ease of maintenance and translation to Spanish which was kinda screwed. It will also reduce the size of characters in both pounds and kilobytes.
* Melting Metals: Craft Trap is used now instead of Pick Pocket and now is a very easy way to get enhanced metals (if you have the items).
* Socketed Items: Now you can insert and remove gems from your socketed items using the Craft Skills Menu. You won't need to find a table too add or remove gems but you'll use the table to add sockets to a weapon/shield.
* The Workshop Station "Table" No longer exists: It was meant handle socketed items and upgrade ammunition. Now that the socketed items are handled through the craft skills menu, that station is obsolete.
* The Smithing Hammer no longer melts as enhanced metal.
* Language selection has been removed from all stations, now it depends on your game installation (dialog.tlk )
* All resrefs have been fixed to start with "m_".
* Fixed a stupid bug in the Table's conversation.
* All books have been rewritten since the information is now stored in the craft skills menu.
* Added the posibility to disable certain features (see builder's manual)
* Removed the Henchmen creatures from the .erf and documentation.
* M_WORKSHOPS_USEHOTUSKILLS module var is no longer used, this .erf cannot be imported on SoU only so all script checks assume the player has HotU skills.
* Transmuting objects into gold does not consider the caster level as a % anymore, excessive gold was created for epic characters.
Custom Items cannot be transmuted.
Socketed items will never cost more than 200gp when transmuted.
* USUARIOS EN ESPAÑOL: El sistema está 100% traducido al español, sin embargo en las pruebas la función GetName() de los scripts parece mostrar el nombre en inglés de los objetos. Esto puede ser debido a que mi versión de Neverwinter Nights es en inglés con tlks en español, espero que no cause problemas en versiones nativas en Español. Así que si por ahí ves algo en inglés, házmelo saber.
muahaha, I was gonna call my scripts Juan Scripts cos my name is Juan also, spanish btw ;)
Posted by Jeyme at 2005-06-04 13:45:34 Voted 9.50 on 06/04/05
Excellent system! I'll be implementing it in a server I'm working on now. There are a few items that need to be not so readily available for all servers, but it's an incredible script build. Good work! _________________________ *static*
The reason why the crafting and regen scripts are together is that you need your chests to spawn the special items to craft your items.
By the way, since I can only put 4 files to download here, if you just want the Crafting System, import the .erf file and delete the following:
- All scripts that include the string 'regen'
- All m_chest* placeables
*there are a few extra items you may find in the palette.
Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-08-12 19:03:00
Since I already use the excellent NESS system for my monsters & placeables, is it possible to split this into two seperate systems.
The crafting system does interest me.
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