This is a complete skill based alchemy system, it works off of default game skills to handle the DC for various operations requiring no outside database, books, or other skill management systems. It uses the concentration and heal skills for the diffaculty checks for the respective powder creation and potion brewing.
The archive includes a sample module that has the complete system installed.
The system includes:
The 27 plants that spawn the various herbs, they are scripted to spawn a random 1-3 herbs per player character per server boot.
Books of Basic Herbology, Alchemy Volume I, and Alchemy Volume II
A sample Alchemist shop.
Configurable setting for the gold and experience costs associated with each operation and the option to have critical failure result in the brew or powder exploding.
All of the required herbs, powders, and potions.
The process of creating a potion is involved, it requires that the player combine certian herbs with a catalyst to create the base powders. These powders are then combined with other herbs to create a brewing powder of either a magical or a sacred nature. These powders are then brewed (combined) with a magical potion bottle to create the final potion. Each step has an associated gold and experience cost, and a diffaculty check against the players heal or concentration skills depending on the powder or potion type.
The system requires no special database, skill tracking, or other outside system to operate. The herb types and the combonation of herbs is based on the Celtic system of herbology. I included an experience cost to substitute for the time that would be spent mixing herbs and brewing potions, for those who would rather not have that cost included it can be eliminated as described in the readme.txt file included in the archive. The archive has multiple erf files, not all are needed and the explaination of what each is for is also included in the readme.txt file as well as other details.
nbane:
Accualy there is nothing about this that would clash with the CEP, there is no tlk file, it uses a unique 2da, scripts, and standard placables and items.
LD
Posted by nbane ( 86.132.xxx.xxx ) at 2005-06-23 09:35:49
Not compatible with the CEP. its a bloody shame as well, i would love to use the CEP item portraits for all the funky reagents. ah well. if anyone knows what i gotta do to fix it, a post would be appreciated.
dumbfounded:
The brewing process requires a skill check, and some "experience and gold" if the character your testing with has neither all the skill possible will not allow him/her to brew anything. The message your getting indicates a lack of experience to pay for the alchemy.
LD
Posted by dumfounded ( 67.85.xxx.xxx ) at 2005-05-17 19:43:36
Hello. this script is very cool and I have it on my mod. but for some reason on my test mod. when i try to put the correct herb in the catalyst it keeps telling me that I do not have enough experience no matter how much healing or concentration points i have. could you please help me with this
Posted by Gomi(san) ( 203.87.xxx.xxx ) at 2004-09-30 17:27:00
This looks VERY cool!
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