This erf includes the complete enchanting setup from the persistent world Mirellest. It allows wizards and clerics to enchant or bless items respectively. These are permanent bonuses to items just as if they were made in the toolset. As characters increase in power so too will the number and power of their enchantments increase to attempt to keep things balanced. These scripts are intended for medium-high magic worlds and may unbalance worlds that are designed to be low magic if enchant rods are made available to players.
DMs have full access to all player enchants, as well as a number of DM-only enchants. Not all item properties are available for enchanting using the rod, though it does cover the most commonly used enchantments. Even if just used for DMs, it can be a powerful tool to generate quest rewards for your PCs in-game without needing to import items.
I have no plans on supporting this release further, and have no plans on updating the scripts, or conversation files myself. There may be a few bugs left in the code, if so they're minor and not encountered often.
Posted by Dr Fate at 2007-09-02 06:59:55 Voted 10.00 on 09/02/07
ok i figgured out i placed the script in the wrong place but im still getting the same compile error
here is the new script
//::///////////////////////////////////////////////
//:: Example XP2 OnActivate Script Script
//:: x2_mod_def_act
//:: (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Put into: OnItemActivate Event
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-07-16
//:: Modified by: Shayan 28/06/05 - line 21.
//:://////////////////////////////////////////////
ExecuteScript("sha_on_itemactiv", GetModule());
//Enchant Rod script
if (sWandTag == "EnchantRod")
{
ExecuteScript("ench_start", GetItemActivator());
return;
}//End of Enchant Rod script.
//Soul Stone script
if (sWandTag == "SoulStone")
{
SetLocalObject(oUser, "SoulStone", oWand);
AssignCommand(oUser, ActionStartConversation(OBJECT_SELF, "SoulStoneConv", TRUE, FALSE));
return;
}
//End of Soul Stone script
// * Generic Item Script Execution Code
// * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
// * it will execute a script that has the same name as the item's tag
// * inside this script you can manage scripts for all events by checking against
// * GetUserDefinedItemEventNumber(). See x2_it_example.nss
if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
{
SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACTIVATE);
int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
if (nRet == X2_EXECUTE_SCRIPT_END)
{
return;
}
} _________________________ Link
Posted by Dr Fate at 2007-09-02 06:24:50 Voted 10.00 on 09/02/07
i like the system alot and plan on using it in my PW. only problim im haveing is when i add the scripting to the on activate item i get a compile error of ERROR: UNEXPECTED END COMPOUND STATEMENT
here is my on activate items script,
//::///////////////////////////////////////////////
//:: Example XP2 OnActivate Script Script
//:: x2_mod_def_act
//:: (c) 2003 Bioware Corp.
//:://////////////////////////////////////////////
/*
Put into: OnItemActivate Event
*/
//:://////////////////////////////////////////////
//:: Created By: Georg Zoeller
//:: Created On: 2003-07-16
//:: Modified by: Shayan 28/06/05 - line 21.
//:://////////////////////////////////////////////
// * Generic Item Script Execution Code
// * If MODULE_SWITCH_EXECUTE_TAGBASED_SCRIPTS is set to TRUE on the module,
// * it will execute a script that has the same name as the item's tag
// * inside this script you can manage scripts for all events by checking against
// * GetUserDefinedItemEventNumber(). See x2_it_example.nss
if (GetModuleSwitchValue(MODULE_SWITCH_ENABLE_TAGBASED_SCRIPTS) == TRUE)
{
SetUserDefinedItemEventNumber(X2_ITEM_EVENT_ACTIVATE);
int nRet = ExecuteScriptAndReturnInt(GetUserDefinedItemEventScriptName(oItem),OBJECT_SELF);
if (nRet == X2_EXECUTE_SCRIPT_END)
{
return;
//Enchant Rod script
if (sTag=="EnchantRod")
{
ExecuteScript("ench_start", oPC);
return;
}
//Soul Stone script
if (sTag=="SoulStone")
{
SetLocalObject(oPC, "SoulStone", oItem);
AssignCommand(oPC, ActionStartConversation(oPC, "SoulStoneConv", TRUE, FALSE));
return;
}
//End of Soul Stone script
Alright, what am I missing here.. I keep getting:
ERROR: VARIABLE DEFINED WITHOUT TYPE for the line
> if (sWandTag == "EnchantRod")
Posted by Dragonsbane777 at 2005-07-22 10:25:53 Voted 10.00 on 07/22/05
excellent addition to any PW . . really allows DMs quick crafing of items, and PCs almost limitless opps for fun and creativity . . powerful, more for high magic worlds, but can easily be toned down . . excellent, two thumbs up! _________________________ Talernon3 - Age of Dragons Link
Talernon Team Submissions: Link
3C Music Compilation: Link
Posted by Durgin at 2005-06-28 11:15:38 Voted 10.00 on 06/27/05
For a low magic world, you might want to try 1/2 for enchanters and clerics, and 1/3 for wizards (That might be cutting it too much). Then reduce or add from there if necessary. Note that if you want to get rid of the enchanter tokens and put all wizards on the same footing, ench_start is the script to make that change also.
Posted by Durgin at 2005-06-28 11:09:18 Voted 10.00 on 06/27/05
Okay, if you want to modify the scripts for a low-magic world, the easiest way to do so would be to reduce the modifiers that determine how much power each level is worth, and how much power the enchanting focus feats are worth in the ench_start script. Look for lines 23, 25, and 27 and reduce those numbers. They determine how many bonus points of power are received from the enchantment focus feats. Then scroll down and look at lines 50, 51, 52, 67, 68, and 74. All of those have fractions that determine how much power each level in a class gives you. Enchanters and Clerics receive 4 power levels per 5 class levels, non-enchanter wizards receive 1/2. If you reduce those fractions you slow down how quickly characters get access to new enchantments, thus lowering the power of the magic items they can enchant.
Posted by Roykirk at 2005-06-28 09:01:47 Voted 10.00 on 06/28/05
Love the enchanting scripts, Durgin, at least as a player. I haven't added to them to a module myself.
I know you posted that you wouldn't be supporting them beyond this release, but how easy would it be to modify them for a low-magic world?
Posted by Durgin at 2005-06-27 01:30:20 Voted 10.00 on 06/27/05
If anyone has problems installing, let me know. I'll try to re-write the readme to be more clear if it isn't easy enough to understand as it is.
Posted by Durgin at 2005-06-27 01:26:19 Voted 10.00 on 06/27/05
The result of many hours of work. I hope the community enjoys this.
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