Salandra Nightingale, Makzimia De Graf and original work by Mojo.
Submitted / Updated
01-13-2004 / 11-22-2006
Category
Scripting routines
Expansions
HOTU-1.62
Format
Module and Code
Type
Type - Other
Includes
Custom
Description
Ambrosia Tradeskill System, ATS/Salandra's Crafting v1.00 Public Modified by Salandra Nightingale and Makzimia De Graf Scripts Created and System Designed originally by Mojo(Allen Sun) The Ambrosia Tradeskill System was the first robust trade skill system mod released for BioWare's amazing NEVERWINTER NIGHTS game. It was inspired by Ultima Online� 's great trade skill system. Features: * 10 fully functional trade skills including Armorcrafting, Blacksmithing, Mining, Weaponcrafting, Tanning, Gemcutting,Jewelcrafting, Tailoring based on Herne's ver 1.00, Bowyering and Fletching, based on Moria's ver 1.00. * A handy trade skill journal to keep track of your skill progress. This no longer is replaced as you gain skills, only at log in each time, so that is can read your skills from the database. * Skill progress is saved per characters persistently in MySQL Database via NWNX interface.
Posted by Culanthi at 2006-08-08 07:15:02 Voted 8.00 on 08/08/06
Worked pretty good after some doubtful configuration.
My problem now is that only classes with martial weapon feats gets to use the smithy hammer and the pickaxes. (so if I want to harvest or craft on the forge, I gotta use a barbarian) Also, the waypoint that spawns harvestable nodes isn't available in my module in the toolset.
I am using CEP. I suspect that...
Overall though, this package is excellent.
Posted by NeoTort at 2006-03-19 21:51:33 Voted 10.00 on 03/19/06
Kick ass system
Posted by NeoTort at 2006-03-19 21:50:29 Voted 10.00 on 03/19/06
Maybe someone could help me out here i am trying to help a friend set up a server we got everything working but the ATS system but it works kinda.
When you talk to a master tailor blacksmith ect he gives you your 5 points and when you walk up to the right item to mae items it recalls nothig from the DB but i know the DB works for the banking system and the houses that can be used all work we are using NWNX2/APS ad Mysql 5.0
When we save the Mod after importing the ATS system we get an error in the aps_include file so after any hours of pulling my hair out the only thing i found diffrent was in our aps_Include it would say like string APSLocationToString(location
lLocation);
and in the file that comes with the ATS system says string LocationToString(location lLocation);
so i tried to change it thinking this would be an easy fix jsut take away the APS and everything quits working and te problem is still there not getting the skills back from the DB that it is writing to them according to the tables any ideas on howto fix this ?
Posted by Hoerks ( 172.178.xxx.xxx ) at 2006-03-16 14:58:12
*german*
Weltenbrand, wenn du dich nicht mit scripten auskennst solltest die auch nicht verändern. tutorials zum lernen sollte es dazu aber geben.
und die fehler meldung sagt nur aus, dass der compiler bei einér variable den "typ" nicht weiß. entweder hast du was weggelöscht oder eine variable hinzugefügt ohne hinzuschreiben, was es für eine ist.
Posted by me. ( 70.118.xxx.xxx ) at 2006-01-10 16:13:05
any idea if the non-sql reliant version is in the vault? thanks for listening to my post.
Posted by Weltenbrand ( 88.130.xxx.xxx ) at 2006-01-06 09:56:24
Hello,
if I edit the on Client enter script,
I become this error:
Fehler. 'wb_clieenter' konnte nicht kompiliert werden.
wb_clieenter.nss(18): FEHLER: VARIABLE OHNE TYP DEFINIERT
Posted by ballestolive ( 82.232.xxx.xxx ) at 2005-11-24 12:06:05
Ivendar, ATS the old one used tokens and a box to store updates, it would be possible however for someone talented to change the existing one over to use the bioware use of their DB. Warning, the bioware db is proven to be 10 times slower or more, dependent on machine used than MySQL. The other alternative, none of which I am willing to do personally, is to use sqllite with the aps used now by the NWNX2 team as a recommended way for those who don't want MySQL to be installed, or can't. ATS as it stands, for better or worse, is at a stand still. NWN2 is on the horizon, and with it all new things.
This is a really great system but I've to ask if someone who don't want to use SQL either, could try to change it using the nwn campaign database or perhaps change it saving the stats on the skill book.. Is there any way to do this ? Iam sorry I have no idea using sql database and cannot script but I would like to use it with nwn database cause it's easier use for people like me. It would help me too if I would at least know in what scripts, the system writes and read out the database to know what must be changed to get it to nwn database.. Thanks for reading maybe someone could help. Great system ;-) _________________________ Ja khaless zhah waela !
Hello Harley, I am sorry I have not responded sooner, however, with moving internationally recently, and, not being part of the community really for a while now, not had the time, or inclination to come here :). Anyway, the issue you are having is caused by too many items being called for that menu, the only solution to it is to actually spawn the recipes on a temporary creature at load time of the MOD. Addicted2rpg my co-dev in the late days of Island of Fredian made that move for us. It allows more recipes etc. I am sorry there is not a more elegant way with ATS. Frankly from what I saw in the end, it would require a whole re-write of some code to make it more elegant. NWN has gone past its used by date IMO. I am awaiting NWN2, and in the meantime working on a temporary MOD to show off some of the new features we may or may not have in a new world when that comes. Crafting may be handled internally by NWN2, not sure, and, probably, or may be able to make use of ANY of the current code requiring MySQL.. it's all a waiting game, but I won't be making further changes to the current ATS sorry.
Makz.
Posted by Harley_59 at 2005-07-31 11:07:45 Voted 8.00
Makzima, we seem to be having an odd problem. After your system working flawlessly for ages. The smoker oven seems to be throwing out "too many instruction" errors. Now I'm not exactly sure when it started because of the fact the tanning has not been very popular, but it was before this last 1.66 update. Is there anything that I should have done lately that I have missed in not reading this full forum.
Thanks for a great system.
Harley
Posted by Harley_59 at 2005-07-31 11:05:52 Voted 8.00
Makzima, we seem to be having an odd problem. After your system working flawlessly for ages. The smoker oven seems to be throwing out "too many instruction" errors. Now I'm not exactly sure when it started because of the fact the tanning has not been very popular, but it was before this last 1.66 update. Is there anything that I should have done lately that I have missed in not reading this full forum.
Thanks for a great system.
Harley
Posted by Graftark ( 24.151.xxx.xxx ) at 2005-07-14 21:32:10
Ok, I've run into the same problem as Gavinus. The tradeskill data gets reset when the server gets restarted or crashes. I'm using the system with NWN-FF instead of whatsit there NWNX/APS or whatever it is. I'm wondering how I might check to see if the data is being written correctly or where in the code for the system does it write out to the database?
Posted by Graftark ( 24.151.xxx.xxx ) at 2005-07-14 18:38:20
Ok, I've run into the same problem as Gavinus. The tradeskill data gets reset when the server gets restarted or crashes. I'm using the system with NWN-FF instead of whatsit there NWNX/APS or whatever it is. I'm wondering how I might check to see if the data is being written correctly or where in the code for the system does it write out to the database?
Posted by Graftark ( 24.151.xxx.xxx ) at 2005-07-14 18:37:40
Ok, I've run into the same problem as Gavinus. The tradeskill data gets reset when the server gets restarted or crashes. I'm using the system with NWN-FF instead of whatsit there NWNX/APS or whatever it is. I'm wondering how I might check to see if the data is being written correctly or where in the code for the system does it write out to the database?
Posted by Graftark ( 24.151.xxx.xxx ) at 2005-07-14 18:33:54
Ok, I've run into the same problem as Gavinus. The tradeskill data gets reset when the server gets restarted or crashes. I'm using the system with NWN-FF instead of whatsit there NWNX/APS or whatever it is. I'm wondering how I might check to see if the data is being written correctly or where in the code for the system does it write out to the database?
Posted by Thuryn at 2005-05-08 22:22:30 Voted 10.00 on 05/08/05
I used this crafting system as a player on IOF and loved it!.
After finding out I didn't set up my database correctly, the ATS crafting system works like a charm!
Great job on this.
PS - are there any further updates to come? _________________________ Some Days It's Just Not Worth Chewing Through The Restraints!
I have 2 bugs with the player merchant as follows:
1. When a merchant is hired after some time elapses the merchant says that you owe him 0gp and he will not sell your itesm til he gets paid and you are not given the option to pay him.
2.The items you do give him to sell disappear after a short amount of time.
Is there a way to fix these problems?
Posted by Witt Tristan ( 66.117.xxx.xxx ) at 2005-04-10 23:43:00
== Quote ==
Once the module is then reloaded, the players skills are all rest to '0'.
== End Quote ==
That could be many problems...
1. Is your database working correctly?
2. If the DB IS working, May it's not being written for whatever reason.
3. Maybe it's the recall that's screwed up...
But the first thing to find out is.... Which is it?
1, 2, or 3?
Witt Tristan
Posted by Gavinus ( 82.33.xxx.xxx ) at 2005-03-31 08:20:00
Ok bashnako - you seem pretty clued up on ATS. Can you please help me with this amssive problem:
I run a PW module with ATS. The ATS works finr, EXCEPT when the server crashes or I shut it down and reload it.
Once the module is then reloaded, the players skills are all rest to '0'.
ATS/Salandra's Crafting is working fine with HCR 32b.
But now after update to HCR33b, not working:
ATS forge , ATS anvil, Tailor's desk, ATS water basin and ATS Smoker Oven
i still can harvest wood, pelts, meat, ore, minerals, but placeables are not working.
on_module_* (acquire/activate/client_enter) scripts are set exactly as in working version with hcr32b.
i have noticed that
- there is no flames at ATS forge, and after some debugging, that "iFlameType" variable in script "ats_forge_smelt" is NOT set.
- ATS Smoker Oven always show me that "You do not know how to cure any pelts.", because of script "ats_sc_noselect" always return TRUE
/ATS_GetMakeableCount(oPlayer) == 0/
- Tradeskill journal book shows character tradeskills with no problems, and all persistent variables are stored/retrieved to/from MySQL database with no problems.
ATS/Salandra's Crafting is working fine with HCR 32b.
But now after update to HCR33b, not working:
ATS forge , ATS anvil, Tailor's desk, ATS water basin and ATS Smoker Oven
i still can harvest wood, pelts, meat, ore, minerals, but placeables are not working.
on_module_* (acquire/activate/client_enter) scripts are set exactly as in working version with hcr32b.
i have noticed that
- there is no flames at ATS forge, and after some debugging, that "iFlameType" variable in script "ats_forge_smelt" is NOT set.
- ATS Smoker Oven always show me that "You do not know how to cure any pelts.", because of script "ats_sc_noselect" always return TRUE
/ATS_GetMakeableCount(oPlayer) == 0/
- Tradeskill journal book shows character tradeskills with no problems, and all persistent variables are stored/retrieved to/from MySQL database with no problems.
***ATS/Salandra's Crafting***
Formally Ambrosia Tradeskill System Created by Mojo(Allen Sun)
This script is placed on an Orevein's
OnPhysicalAttacked trigger. It is responsible
for calculating mining success and creating the
appropriate results.
****************************************************/
void main()
{
object oPlayer = GetLastAttacker();
object oThisOreVein = OBJECT_SELF;
// Gets the mining tool
object oWeaponOnPlayer = GetLastWeaponUsed(oPlayer);
int iOreType = ATS_GetMaterialType(OBJECT_SELF);
//main test here
//t2
DelayCommand(2.0, AssignCommand(oPlayer, ClearAllActions()));
if(ATS_GetTagBaseType(oWeaponOnPlayer) != CSTR_MINETOOL)
{
FloatingTextStringOnCreature("You failed to find any ore since one of your mining tools was unequipped", oPlayer, FALSE);
return;
}
ATS_AdjustCraftToolDurability(oWeaponOnPlayer, 1);
int iMiningResult = CalculateMiningSuccess(oPlayer, iOreType);
ATS_IncrementAttemptsCount(oPlayer, CSTR_SKILLNAME_MINING);
Posted by f0ul_cr0w at 2005-03-08 13:54:50 Voted 9.75 on 03/08/05
I actually downloaded this a long time back, but never voted. This update is excellent, good work.
Posted by Gavinus ( 82.33.xxx.xxx ) at 2005-02-28 13:21:00
Hi,
Has anyone sorted out how to allow the Player to continue mining so that the player does not have to continually click the ore vein in order to mine it?
Please please help!!
Gavinus
Posted by loudent ( 24.5.xxx.xxx ) at 2005-02-28 09:01:00
Just wanted to post an update for anyone else that runs into the problem described below(recipes not showing up). Make sure you import the reserved area .erf as well as the one specified in the documentation.
Posted by loudent ( 24.5.xxx.xxx ) at 2005-02-27 23:48:00
I'm having a problem mentioned here by several others. The system is installed and mining and smelting works fine. The problem is when I try to use the anvil no recipes are avaialable(dagger and misc for example).
I've looked at the demo mod and it seems the events that have scripts are:
I've stripped out the scripts in my mod and replaced them with exact copies of the ones in the demo mod and the problem perists. I am also running the PrC and Random Quest generator(not sure if that makes a difference). What am I missing?
Thanks
Posted by Gavinus ( 82.33.xxx.xxx ) at 2005-02-27 03:35:00
I could really do with your help Makz.....
Gavinus
Posted by Gavinus ( 82.33.xxx.xxx ) at 2005-02-26 02:06:00
Thanks again Makz! I guess you must be pretty fed up with me by now - but please bear with me.
I now have the mod running fine using NWNX2.
Problem:
I still get that error message coming up.
basically, when a player enters the mod, they getthe tradeskill manual. If another player enters the area, or if the player leaves and immediately returns to the area, the error message:
ats_client_enter OID fffffffd: ERROR TOO MANY INSTRUCTIONS
comes up or something like that. i have briefly studied that particular script and see nothing wrong with it.
it seems that the mod has no problem giving the manual in the first place, and when you reload the module it does strip the player of the Tradeskill book (as it should) but then does not connect to the database in order for it to update and reput it into the players inventory.
What could be the problem here? I have put all downloaded items into my NWN directory as suggested.