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NWN SCRIPTS

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Title  Rhydin Magic Craft System
Author  Sorceress Ashura
Submitted / Updated  04-10-2005 / 11-22-2006
Category  Conversation
Expansions  NWN-1.65
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
Rhydin Craft System. This detailed craft system involves crafting items with magical properties through use of ingredients, and tools.

Files

NameTypeSizeDownloads
Sorceress_Ashura1113167960703RhydinCraftSystem.rarSorceress_Ashura1113167960703RhydinCraftSystem.rar
Submitted: 04-10-2005 / Last Updated: 04-10-2005
rar361.54Kb508
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Comments (10):

Posted by DM Megadeth at 2007-09-09 21:18:18    Voted 10.00 on 09/09/07
a wonderfull system. i am including it in the PW i am building. if its ok i wanted to give you credit and use the npc of you so people know its your system.
_________________________
Peace sells... who's buying
Killing is my business and business is good.
Isles of Everbane
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Posted by SorceressAshura at 2006-09-05 12:19:48    Voted 10.00 on 04/18/05
Hey all.. Someone asked how exactly you were to add a weapon to my custom crafting system. Here's the explanation I gave them. I thought I should post it here, in case anyone else was wondering.

The process is quite simple, but somewhat tedious... First thing you do in the toolset is to locate the weapons I've already made for the system. Open the item properties window, and copy the tag and resref of the item. Keep in mind that the script is case sensitive, so copy it exactly the way it appears. An example would be for instance a Crafted Longsword. The tag for it is "Simple_LongSword", and the resref is "simplesword"

Now pick the item/weapon you wish to add to the crafting system. Let�s say you wanted to add a rapier. Create the weapon as you normally would, but for the tag and resref put in the ones I mentioned above. "Simple_LongSword" for tag, and "simplesword" for resref. Now make those tags are unique by adjusting it for the rapier... like "Simple_Rapier" and "simplerapier". Be sure to remember the new tag and resref. (I suggest writing it down, but that�s me).

Now open up the dialog conversation for the craft system. Scan through the options until you get to the weapons section. The part that looks like this...

Craft Axe.

Craft Battleaxe.

Craft Greataxe

Craft Longsword

Craft Shortsword

..etc..

To make it easy, I would click on one of those options, and either right click on it to copy it, or simply click on it and press Ctrl - C. To copy the selection. Then move your mouse up to the red writing dialog of that section.

Where it says:

[OWNER] - In order to craft a weapon you must purchase an item labeled as "Crafted" If there are no options below, then you do not have any on you to craft. Purchase the items from the merchant.

And paste the copied option to it. That way the selection gets pasted to the options below.

(Optional: Next thing that I would do is rearrange the options so that the "Craft Rapier" option appears in the appropriate place. This isn't important, but it makes it look better I think.)

Then most of the leg work is done. All you have to do now is alter the name of the option to "Craft Rapier", and adjust all the tags & resrefs in each of the scripts. Then be sure to save all the new scripts for the Craft Rapier option, under a different and unique name. Otherwise if you save it as is, it will rewrite the previous scripts for the weapon you copied.

And that is basically all you have to do to add a new weapon to the crafting system. Be sure to check both "Text Appears When" and "Actions Taken" tabs of the conversation editor, because this is the troublesome part of the system. The way the system is designed is that it checks the player's inventory to see if they have the weapon, tool, and material. Then for the actual crafting script that adds the property it runs a series of checks based off the crafting skill of the player. This is also where you can alter/change the messages that are sent to the player when they succeed/fail to craft an item.

I hope this explanation was helpful to you, if you have any more questions, please don't hesitate to ask. Thanks again for giving the Rhydin Crafting System a try. Keep in touch to let me know how it goes. Take care.

Ashura.

_________________________
AKA: GuardianofLore.

Interested in joining Rhydin's PW Staff?
Come make your dreams, a reality.

Posted by Sorceress Ashura ( 69.181.xxx.xxx ) at 2006-03-30 21:57:08    
Hey Liain! Omg! You found me on here! LOL Girl you havta IM me sometime I miss you, we need to talk!

Posted by Liain ( 207.69.xxx.xxx ) at 2006-03-27 23:26:44    
Hey! celest, i mean sorceress azhura, the system sounds great, i cant wait to try it, but i cant find it!! Well E-mail me if you get the chance.

Posted by SorceressAshura at 2005-06-10 12:44:42    Voted 10.00 on 04/18/05
I'll be posting an updated version of this script very soon, with new weapons like two-bladed swords, and axes. As well as left, and right rings, and more armor types. I will also include some add spells to items.. not all of them but a few. ........ Hmm Wish I could add a sequencer property... if anyone knows how to do this.. let me know? email me at [email protected].
_________________________
AKA: GuardianofLore.

Interested in joining Rhydin's PW Staff?
Come make your dreams, a reality.

Posted by SorceressAshura ( 67.180.xxx.xxx ) at 2005-05-06 16:45:30    
Yes,.. all the craftable items are premade, the real crafting is just adding the properties through the use of ingredients. The reason I did that, was I had made a seperate system, to make the "crafted" items but I wanted to leave that open for everyone here, just incase they had another system they want to use.

Posted by Hicks at 2005-05-03 22:07:21    
Quick Question - I had a quick look, and it appeared to me that all the items are pre-made, and to craft things you're just adding on abilities. Not actually making the items themselves? Is this correct?

Posted by SorceressAshura at 2005-04-24 23:36:00    Voted 10.00 on 04/18/05
I noticed a small little set back with the system, that I thought many should know. When a player crafts an item porperty on to a craftable item. The level of that item raises. There have been some reports from my players that after they crafted a property, they could no longer wear it becuase they were to low in level to wear it. I'm not sure if this will really effect anything. Once it does happen, the item is highlighted in red. So as a precaution I would try to mention this somewhere to the player, maybe in a Volume of the Craft books, or postit somewhere. Besides the obvious, I just thought I'd mention it.

Doesn't anyone have anything to say about this system? *Looks at the 78# of downloads.* ..Tee he he.
_________________________
AKA: GuardianofLore.

Interested in joining Rhydin's PW Staff?
Come make your dreams, a reality.

Posted by SorceressAshura at 2005-04-18 08:04:00    Voted 10.00 on 04/18/05
Oh I just wanted to mention, that certain enhancements can only be crafted to certain items. I did this becuase I didn't want players to get items that were TOO powerful... Of course you can change this by simply adjusting the conversation file by copying and pasting the enhancements to the item you want it to have. Then just adjust the tags of the item in the script. rename the script, and vola!


_________________________
AKA: GuardianofLore.

Interested in joining Rhydin's PW Staff?
Come make your dreams, a reality.

Posted by SorceressAshura at 2005-04-18 07:35:46    Voted 10.00 on 04/18/05

_________________________
AKA: GuardianofLore.

Interested in joining Rhydin's PW Staff?
Come make your dreams, a reality.

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