When was the last time you saw anyone keep a gem except as a potential magic ingredient? This system works to bring gems
back in line with the generic NWN description: "Gems are very popular with Adventurers, because they are small, portable,
and light."
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Wish that you could make Appraise mean something, without taking forever to build a system? Have a realistic crafting
system, but the components materialize from thin air? Using a system that makes GP into inventory items?
I have the system for you!
Non-overwriting of other items!
No Scripting knowledge needed!
Works with all your existing merchants!
Hak includes 250+ original item icons in less than 2 megs!
Plug-n-Play NPC Appraiser- No muss, no fuss!
Inherent variability- one Shiny Stone may become any of ten different final Gems!
FULL descriptions, including gem lore, pricing and mythology converted for FR!
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Depending on how your module is set up, this system can do a lot of things for you-
Provide an alternative to huge piles of gold in chests
Supplement a GP-as-Items system
Add realism to a crafting system
Make Appraise an actually meaningful skill
Re-insert uncertainty in treasure values
Or, you could just use the item blueprints, in which case you have 126 final gem items with fully detailed descriptions,
accurate relative pricing, gorgeous icons (if I do say so myself), plus a set of 42 Magical Gems with powers chosen
to match the folklore of that particular gem.
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The coolness of the icons is apparent by looking at the screeshot- either you like them or you don't. The coolness of
the system is a bit harder to catch in a screenshot. Descriptions are a bit better, but you really should look for
yourself if this sounds at all interesting:
Gems transform in front of your eyes as you Appraise them; one pile of generic gems can get sorted out into several piles
as you determine more about them. The NPC Appraiser can either charge you or keep the gem, so you don't pay more than the
gem is worth, but you lose income over time, so there's encouragement to learn Appraise.
This is a completely self-contained system; other than two small "hooks" into the OnAcquire and OnUnacquire scripts, and
a need for a tag-based onActivate script (x2 and the old community standard both work), this system has no interaction
with outside scripts. You don't need any scripting knowledge whatsoever to use this system. Simply attach the Event
scripts and drop the items into your Mod, and it will work, including the fact that every store in the module will
Appraise gems automatically.
If you want to use the NPC appraiser, you simply make two objects (an appraiser and a table), attach a store and the
conversation in their appropriate places, and go!
The kits are now balanced for a 20-level game, but have easy-to-adjust bonuses if you would like them to be more or less
effective. Skill checks are displayed so that the player can see how well they are doing in their appraisal attempts.
~~~~~~~~~~~~~~~~~~~~~~~
Seriously, it's a kinesthetic kind of thing- a lot more elegant in action than it is to describe, and, I think, a lot
cooler.
Sound good? Give it a try!
Come on, it's less than a meg to download! You know you're curious...
Posted by Henesua at 2011-12-03 18:42:37 Voted 9.00 on 12/03/11
This is a nice system, but it has a few bugs that render it unusable without modification. Also with version 1.69, I'd prefer to use the quality item property with this system. I might update this system and if I get around to it, I'll credit you as the visionary.
Although I can't use this without fixing it, I can see the quality here, and won't kill your rating with a very low vote. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Daijin at 2011-09-15 22:04:13 Voted 10.00 on 09/15/11
Posted by dsabrae at 2009-09-26 12:41:45 Voted 9.25 on 09/26/09
sorry meant to vote!
Posted by dsabrae at 2009-09-26 12:41:22 Voted 9.25 on 09/26/09
I had to do some work to get this merged {it is a rough merge with PRC as line 200 is in use } but boy was it worth it. What a great system im surprised more have not used commented!
Posted by dsabrae at 2009-08-22 12:35:18 Voted 9.25 on 09/26/09
Oh this looks great! going to give it a try and see if it works then move it into my PW
I am hoping someone still looks at this page. I am trying to add this to a mod I am making. It looks great. The problem I am having is everytime I rebuild (required when adding another hak like cep) it says all my merchants are too full and clears their inv. I thought I was doing something wrong, but I encountered the same issue when I installed the demo mod and did a rebuild (on the mod unchanged).
Has anyone else encountered this, and how do I work around?
I discovered your nice gem system not so long ago, and I am trying to use it in my module, but I will have to adapt it first (to make it compatible with my crafting system, and remove some of your very generous magical properties *grin*). This brings me to ask you a question regarding to how you differenciated the different appraised stones. According to your documentation :
Appraise a shiny Stone -> get either gem, worked or glass
Appraise a gem -> get either cracked, fine, flawless or pearl
Appraise a worked stone -> get either ruined or carved
Appraise a qualitied stone -> get a semi-precious, precious or magical
I do not understand where the semi-precious/precious qualification happens (there won't be gems with magical properties in my system, rather flawless gems used to make enchanted rings, for example). Is it possible for me to apply a crafting system over your system, and if yes, how should I proceed (just some guidelines) ?
Thank you in advance for your time, and contribution :)
Posted by Frayne at 2005-11-03 03:43:11 Voted 10.00 on 11/03/05
The cherry on the top of my mod's economy.
Posted by Anonymous ( 217.144.xxx.xxx ) at 2005-10-30 06:23:34
Nice! I especially like that this is now fully CEP-compatible!
Sorry about the "no more major changes" bit. I'm learning not to promise that, but I can say that it now has no major problems that will want fixing. There is one minor script glitch, but I'm probably going to leave that alone, and I'll post just the one script if I figure it out, so you'll only need to do the tiny download. :-J
Just instituted a naming convention in our mod, so there will be one more modification on this. It continues to be bug-free, however, so we're good on that count. :-)
I got yelled at by my staff scripters about using the old version of the module event scripts, so I will also be bringing this into alignment with the X2 system, which means that as long as you're using the default x2 system, you will just have to drop the erf in and place items, without having to mess with the module events at all.
I'll probably post both the old-style and the X2 system, so that established modules don't have to change styles to use this system, but after seeing how it works, I highly recommend the X2 system for new modules. I put an Idea up requesting a tutorial on how to use it- it makes a lot more sense once you get the concept. :-)
FWIW we will be using this (modified) on Carpe Terra. Reason need to modify it is to fit with custom Mining, Lapidary and Jewel Crafting skills, but the expert-level research that has gone into the "raw components" makes this a fantastic addition... at least to those that like their games with realism.
Thanks for sharing.Carpe Terra, Project Lead
carpeterra.com
Posted by nereng at 2005-04-11 08:27:01 Voted 9.75 on 04/11/05
An expertly scripted, professionally documented package that shows your artistic talent. Should add value and interest to any module.
Posted by nereng at 2005-04-11 08:24:00 Voted 9.75 on 04/11/05
Since you had the unprecedented audacity to go and bug-test one of my productions I decided to revenge myself by doing the same for you.
What I found: This is an expertly scripted, professionally documented and highly artistic package which will bring added interest and value to any mod using it. Builders don't need any level of scripting-ability to use it as it is. I have to give it my full endorsment. (Grrr!)
So far ridiculously few builders have downloaded it, which I think is because you don't advertise well enough what it is, and how great it is. (I didn't understand that myself until I had looked at the demo.) I think you should also make clear on the site page that the hak is only 1.23 meg zipped, as many are afraid of large haks.
Question: You didn't use the existing gem-descriptions from the Baldur's Gate games. Were they unknown to you? Not that I want you to change them. Just curious.
Suggestion: The description on the worthless gems says they are only useful for crushing and using as enamel or ingredients in potions etc. How about making a "gem-crusher", a book of recipes, and an alchemical table for making potions?
In order to make the magical jewels possible you had to make them "misc small", which causes a sound problem. Maybe you should sidestep that problem by making a requirement that the jewels must be on worn items like amulets and rings in order to cast spells with them. That would also do away with what I consider a role-playing issue: The diligent fighter-class PC who has amassed so many magical items that he could challenge a mage to a wizards duel.
There is also the concept of "pommel-jewels" which confer their magical properties to a weapon.
Forgot to mention in the docs: The script that identifies the gems when you sell them works on every store in the game, so you don't need to do any special scripting on individual stores. Just set them up as usual, and you're good. :-)
(That gets added to the next update's docs.)
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