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NWN SCRIPTS

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Title  PsychoForge 2.0
Author  psychospaz
Submitted / Updated  12-11-2004 / 11-22-2006
Category  Tutorials
Expansions  NWN-1.64
Format  Module and Code
Type  Type - Other
Includes  Custom
Description
Custom Forge System Extremely customizable forge. Created specialized forges for each item type with ease (weapons, two handed weapons, rings, amulets ...) with ease. Tune forge properties through a few simple variables. You will never loose track of balance on your mod. BEST FORGE EVAR !!! A tutorial is included ! * Done 100% from scratch by psychospaz * Tested on Aces LoTR server (http://nwn.sboserver.com/) Added Color to menu, fixed some bugs and added misc functionality as explained in the included tutorial. (CEP 1.5 is used in the demo module)

Files

NameTypeSizeDownloads
psychospaz1102829523974PsychoForge2.rarpsychospaz1102829523974PsychoForge2.rar
Submitted: 12-11-2004 / Last Updated: 12-11-2004
rar116.57Kb705
--
SCORE OUT OF 10
9.69
4 votes
View Stats
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Comments (27):

Posted by rathsrants at 2007-02-23 18:57:20    Voted 10.00 on 09/12/05
I seem to be having a problem with the lastest update and setting price variables. It does not seem to be working. I did a full rebuild a few times. The forge_inc_defs in the readme no longer matches the file included with the new erf.

Thanks Carrissis
_________________________
The Dirty Dwarf

Posted by hitch at 2007-01-19 03:17:28    Voted 8.75 on 01/19/07
Some of the players craft skill seems to diaspier when crafting AC bunuses, this has been happenning on a forge set up for Amulates and is somewhat inconsistant. For instance My charactor with a skill of 99, sings with a bard for +5 bunus, gets a report of 98 for crafting from the forge. Not a big deal but other (not mine) charactors seem to lose a huge amount dropping theres to below 20. Its great work and is well deserving of its score, Even with these bugs.

Posted by psychospaz_ at 2005-10-13 09:56:27    
My limiting system within the forge will be very intuitive and give functionality better that you suggested. Unfortunately it's not the only thing I'm working on, so I cannot really give an ETA on when it'll be ready.

Posted by psychospaz_ at 2005-10-13 09:55:59    
My limiting system within the forge will be very intuitive and give functionality better that you suggested. Unfortunately it's not the only thing I'm working on, so I cannot really give an ETA on when it'll be ready.

Posted by Tripwire at 2005-10-08 18:23:50    
A fixed (say 2.1) version would be nice while we're waiting for 3.0. Could you make the rules more individual for 3.0? As an example I think it is ok to allow fire/acid/whatever elemental resistance of say 30 or so but IMHO magic resistance should really be limited to 5 (or you would make spells like IGMS completely useless) but I can't disallow 5+ magic res without disallowing other resistances of 5+ without setting up another forge (I already use 2 forges [or similar devices] per anvil on my PW to fit the item rules I set).

Posted by psychospaz_ at 2005-10-02 15:38:56    
My new version is in progress, but i could probably make a package with what I'm using now which actually works fairly well. I've fixed bugs you've mentioned for the most part.

Posted by psychospaz_ at 2005-10-02 15:38:16    
My new version is in progress, but i could probably make a package with what I'm using now which actually works fairly well. I've fixed bugs you've mentioned for the most part.

Posted by Tripwire at 2005-09-18 15:04:49    
Oh, one thing I forgot: I set up a forge to craft ammo and wanted to reduce the gold/xp needed to craft those to 10% of the normal value (a sword lasts forever but an archer shoots 100 arrows in a minute...) so I set the cost scale to 0.1 on that forge. When I add a damage die I pay 50000 gold, for the second die it's 5000, then 500, 50, 5 and finally the price won't go up anymore. For some reason the script multiplies the factor over and over.

Posted by Tripwire at 2005-09-18 14:55:11    
The forge system is nice but a little buggy in some places. I did manage to correct the bugs that you could not add acid resistance (the word 'acid' was missing in the script) and that XP was not taken from the player (GiveXpToCreature does not work with negative values - used SetXP instead). What I still can't manage to fix is that REF and WILL saving throws are mixed up (buy one - get the other) and that it is impossible to add UNIVERSAL saving throw bonuses. I do appreciate that you are working on a new version but in the meantime could you give out some hints/script fragments how to fix those problems?

Posted by rathsrants at 2005-09-12 14:35:56    Voted 10.00 on 09/12/05
Was wondering if we actually needed these files that are not included.

inc_text_colors.ncs
forge_inc_menu.ncs
forge_inc_ip.ncs
forge_inc_func.ncs
forge_inc_defs.ncs
_________________________
The Dirty Dwarf

Posted by rathsrants at 2005-09-12 14:30:29    Voted 10.00 on 09/12/05
I have worked with a lot of forges. I have to say this one rocks all the way across the board. Easy to setup (if you can read, lol) and even easier to use.
_________________________
The Dirty Dwarf

Posted by psychospaz ( 24.6.xxx.xxx ) at 2005-08-29 18:15:23    
new version being worked on will let you set rules for forging

Posted by Roadwyrm ( 207.200.xxx.xxx ) at 2005-05-29 18:26:31    
Does anyone know how I could limit the forge to allow only 3 enchantments per item? Id like for the players to be able to increase enchantments already applied to the item but not have more than three types of enchanments.
Therefor if I forged +1FIRE damage, Keen and +1 enchanment bonus then I wouldnt be able to add another enchanment but Id be able to still us the forge to increase my FIRE damage and Enchanment bonuses up to a max of +8 per enchantment.
Any ideas?

Posted by jGGG at 2005-03-29 18:17:00    Voted 10.00 on 12/19/04
any news on an update? "Back to your box priest you had your chance."

Posted by Anonymous ( 64.12.xxx.xxx ) at 2005-03-06 05:42:00    
My bad dude I see what you mean. Anyhow adjusting this so it doesn't cost crazy gp like to high or to low was a pain. Here is what I did. I open a shop and put a blank sword in it then put +1 attack on it and seen what it would cost to buy it so I used that amount of money in the script when they craft it to cost the same as if they bought it. If anyone comes up with a better way. Please post it. As for the DC *bangs head on desk*

Posted by psychospaz_ ( 24.6.xxx.xxx ) at 2005-03-01 11:05:00    
it is easy to adjust. you can set the DC for every upgrade and also scale all DCs per forge (AS DESCRIBED IN THE INCLUDED INSTRUCTIONS)

Posted by Anonymous ( 24.166.xxx.xxx ) at 2005-02-20 09:42:00    
Dude come on you have this posted on your forge "BEST FORGE EVAR" even thoe I know what you mean >ever< the thing is your forge has a lot of bugs and the cost is something you should have made sure was easy to adjust. I wouldnt even care if there was only half the options to make stuff as long as I can adjust the price to best suit my needs for my players. Im not bitc'n becuse i love what you did here. It just kinda useless atm unless you have a power gamer mod.

Posted by Anonymous ( 24.6.xxx.xxx ) at 2005-02-15 17:33:00    
forge_damagebonus_dice
4
6
8
10
12

set it to one of these and it will give all of the latter choices as well.

Posted by Graldor ( 83.135.xxx.xxx ) at 2005-02-04 06:34:00    
Hi there, this script is great, but how can i get dice based damage bonus to weapons (e.g. 1d6) instead of 1,2,3...points of damage.

I thougt the "forge_damagebonus_dice int 1" variable would change it, but it didn´t do it here.


Posted by psychospaz_ ( 24.6.xxx.xxx ) at 2005-02-01 23:02:00    
lol i just checked the code. I'll try to have a 3.0 release soon with a bunch of bug fixes and maybe a few more options.

Posted by jGGG at 2005-01-31 05:35:00    Voted 10.00 on 12/19/04
hey psychospaz, in testing this i've realized that xp is never taken away from the player. the proper xp cost shows up in the conversation, but it never deducts it. any ideas?"Back to your box priest you had your chance."

Posted by psychospaz_ ( 24.6.xxx.xxx ) at 2005-01-30 10:13:00    
Make sure that when you change something in an include script file, you do a full script recompile of the module, or else it wont apply to the scripts that happen when the forge conversation is used.

Posted by DM Spike of Elrond's World ( 81.79.xxx.xxx ) at 2005-01-13 15:53:00    
Great forge. I would love to use it but have trouble making the cost right.
It costs 10million to add plus 1 to base armour ,for example. Everything I do in the variables or the scripts change nothing. Help me out here.
Thanks.

Posted by jGGG at 2004-12-19 09:10:00    Voted 10.00 on 12/19/04
very nice and tidy. offers a great amount of customization, solid read me, effortless install. perfect for those of us that can read nwn script but not write it. also some decent anger in the scripts' comments, which is always a plus.

thanks for sharing your work psychospaz."Back to your box priest you had your chance."

Posted by jGGG at 2004-12-19 08:55:39    Voted 10.00 on 12/19/04

Posted by ManChild at 2004-12-16 22:45:45    Voted 10.00 on 12/16/04
This is by far the best forge script i have used todate bravo very nice

Posted by psychospaz_ ( 24.6.xxx.xxx ) at 2004-12-16 14:05:00    
Okay, this is the upgrade from the old "Custom Forge".

I have added an XP price with vars, color coded conversation for easy readability, fixed forge tools, fixed bugs.

Enjoy.

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