1) Import the erf
2) Put the Cloak Crafter lever in a spot where the players have access to it. You can find the lever in placeables/Custom/Containers & Switches.
Done.
PC's put on the cloak they wish to craft and pull the lever. Each pull changes the appearance to the next available (starting with invisible and going on to Dragon Knight with wings).
The script can be easily modified to work from an item or conversation instead.
Requires NWN 1.68+ and CEP 1.68_ck or CEP 2
Update 09/07:
Notes in the script now allows you to easily drop the CEP requirement by changing two variables. Once this is done you should delete base cloak 0 and 15-28 since they are invalid in a non-CEP module (thanks for the suggestion OnyxEye).
Now copies over the Tag to allow Tag-based scripting (thanks for the suggestion Babycakes).
Now copies over the # of charges (thanks for the code Mord).
I guess it also works with version 1.69 and CEP 2.3? _________________________ X-Fire NWN1 guild page: Link
Posted by danielf30 at 2008-05-13 12:58:45 Voted 10.00 on 05/13/08
I love it so far, good job. Im using it in my PW. Come by and check it out. _________________________ Check out my PW:
Rolepay: Arcana
arcana.homelinx.org:5121 Link
Posted by kalbaern at 2008-05-12 15:17:51 Voted 10.00 on 05/12/08
A long overdue 10. _________________________ The Savage Frontier and Surrounds - NWN PW based in the Forgotten Realms: Link
Funny... my cloaks aren't destroyed and none of them have charges. But I'll add it as it seems like a reasonable change and I might be overlooking something.
Thanks Mord. I've put your code into the script. I also changed it to copy the Tag over and created a new variable that will make modifying the script to support non-CEP modules very easy.
It should be available soon.
Posted by Mord at 2007-07-01 16:47:46 Voted 10.00 on 07/01/07
Saw this a bit late, but it did help me with some things I missed when creating a set of scripts for cloak crafting.
Only problem I saw is that charges are not synced:
SetItemCharges(oNew, GetItemCharges(oCloak));
Posted by Barry_1066 at 2006-11-15 07:01:42 Voted 10.00 on 11/15/06
Just exactly what I needed -- Thanks.
Posted by jesterb769 at 2006-11-06 21:17:50 Voted 10.00 on 11/06/06
Great work :) _________________________ Jester the Occassionally Merciful
The World of Raathi
Creative Director/Founder
Posted by Ben_Harrison at 2006-11-06 14:30:58 Voted 10.00 on 11/06/06
Really useful resource, many thanks Foy! I modified the script (very minorly) to use this from the CEP crafting menu, and it works great.
Posted by Babycakes at 2006-10-14 15:33:18 Voted 10.00 on 10/05/06
OMG, never even thought about that, thanks:)!!! CopyObject worked like a charm.
hmm... I don't have any cloaks with an activate power. But I think you could change the CopyItem command to CopyObject and set a new tag.
Obviously you'd need to save the tag of the original before you destroyed it.
Posted by Babycakes at 2006-10-05 10:22:55 Voted 10.00 on 10/05/06
Oh cool, I've been looking for something like this. My only concern with it is if you use cloaks in your module that are tag related, activate power, and so on. Wish they came up with a SetTag function.
I think it will work. Base cloaks 1-14 use the standard NWN appearances. The heart of the system is the script and it is not CEP-specific. All you would need to do is change the script so it cycles 1-14 instead of 0-28.
Maybe I'll upload a standard version if I get time, or more likely the same version with two different scripts.
Please note that invisible wouldn't be an option under that plan since Bioware didn't put an invisible option on the cloaks.
Posted by hympyke at 2006-09-26 04:48:33 Voted 10.00 on 09/26/06
Sounds great, but is there any way we could get something like this without the CEP requirement? _________________________ OnyxEye - Lead Admin
The Realms of Ghamede Link
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