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NWN SCRIPTS

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Title  ATS/Salandra's Crafting Version 1.00 Public Release
Author  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.

Files

NameTypeSizeDownloads
ATS_Salandra_Craftingversion1public.zipATS_Salandra_Craftingversion1public.zip
Submitted: 01-13-2004 / Last Updated: 01-13-2004
zip1.8Mb4271
--
SCORE OUT OF 10
9.15
7 votes
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Comments (30):

1 2 3

Posted by bashnako at 2005-03-1610:02:00    
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. Idea? //sorry if my english is not perfect

Posted by bashnako at 2005-03-1610:01:00    
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. Idea? //sorry if my english is not perfect

Posted by bashnako at 2005-03-1608:04:00    
... oops, my reply was for Gavinus ...

Posted by bashnako at 2005-03-1607:51:00    
reply to loudent here is a fix for automining: fetures: 1. players continue to Bash ore veins after successful or unsucessful attempt 2. ore is generated directly in player inventory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ file: ats_orevein_atk /**************************************************** Orevein OnPhysicalAttacked Script ats_orevein_atk Last Updated: January 2004 ***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. ****************************************************/ #include "ats_inc_skill_mn" #include "ats_inc_stats" 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); if(iMiningResult == CINT_SUCCESS) { if(ATS_GetIsMaterialTypeGem(iOreType) == TRUE) DelayCommand(2.75, CreateRoughGemOnPlayer(iOreType, oPlayer)); else DelayCommand(2.75, CreateOreOnPlayer(iOreType, oPlayer)); ATS_IncrementSuccessCount(oPlayer, CSTR_SKILLNAME_MINING); ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectDamage(1), OBJECT_SELF); // DelayCommand(2.75, CreateOreOnPlayer(iOreType, oPlayer)); if(d100(1)

Posted by f0ul_cr0w at on03/08/05
I actually downloaded this a long time back, but never voted. This update is excellent, good work.

Posted by Gavinus at 2005-02-2813:21:00    
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 at 2005-02-2809:01:00    
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 at 2005-02-2723:48:00    
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: onacqire onactivate onclientent onmodload onunaqcuire 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 at 2005-02-2703:35:00    
I could really do with your help Makz..... Gavinus

Posted by Gavinus at 2005-02-2602:06:00    
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. please help! Gavinus

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