other problems i am haveing

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Random
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other problems i am haveing

Post by Random » Sun Jul 07, 2002 11:05 pm

I managed to get a working item maker (forge) and a alchemist apparatus in my little house module. The forge was a major pain I was certain i did everythign right but the forge would still not work. Finally I had to copy and paste the forge from chapter one of the game into my little module.

What do i need to do to get the items he makes back into the higher level items.

also how tough would it be to add more items to the forge script.

add item plus expensive gemstone plus spell to make an item that has that spell like ability of some sort

this could make for some great mini quests

any help would be great.
Orleron
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Post by Orleron » Mon Jul 08, 2002 1:20 am

I'm not familiar with the script for the forge from the game because I haven't played the game yet. :P:P:P:o

But if you post the script I may be able to tell you how to add items.
"Truth has no form."
--Idries Shah
Random
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Post by Random » Mon Jul 08, 2002 2:06 pm

remember I am a scripting noob

this is just cut and paste from the SP game



//::///////////////////////////////////////////////
//:: Smith Script
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
General Magic Item + Reagent smith
system.
Uses CustomToken #777
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: November 17, 2001
//:://////////////////////////////////////////////

#include "NW_O0_ITEMMAKER"
//#include "NW_I0_GENERIC"

int nnNumberOfCombos = 26;

void main()
{
SetLocalString(OBJECT_SELF,"NW_L_MYFORGE","sM3Q1MyForge");
SetLocalInt(OBJECT_SELF,"NW_L_COMBOS",nnNumberOfCombos);
int nComboNumber = 1;
// * setup combo one
for (nComboNumber=1; nComboNumber <= nnNumberOfCombos; nComboNumber++)
{

switch (nComboNumber)
{
// * Chromatic Breastplate
case 1:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_ARMOR);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_GEM005");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_MAARCL061");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);
// * Put Armor Class Value if ARMOR
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_AC",nComboNumber,6);

break;

// * Scales of Truth
case 2:
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_ARMOR);
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC15");
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_MAARCL062");
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_AC",nComboNumber,5);
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Whitebone Armor
case 3:
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_ARMOR);
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC14");
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_MAARCL063");
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_AC",nComboNumber,3);
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Sentinel Axe
case 4:
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_BATTLEAXE);
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WAXMBT009");
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,25000);

break;

// * Gladiator's Club
case 5:
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_CLUB);
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC18");
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMCL009");
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Ironwood Mace
case 6:
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_DIREMACE);
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC18");
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WDBMMA009");
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,12000);

break;

// * Double Axe of the Tall Kin
case 7:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_DOUBLEAXE);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WDBMAX009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,15000);


break;

// * Stonefire Great Axe
case 8:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_GREATAXE);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WAXMGR010");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Harbringer Kin Greatsword
case 9:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_GREATSWORD);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSWMGS010");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Ravager Halberd
case 10:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_HALBERD);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC17");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WPLMHB009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,30000);

break;

// * Ice Reaver Hand Axe
case 11:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_HANDAXE);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC17");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WAXMHN009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,22000);

break;

// * Ice Reaver Heavy Flail
case 12:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_HEAVYFLAIL);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC17");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMFH009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Sword Saint Katana
case 13:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_KATANA);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSWMKA009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,30000);

break;

// * Astral Blade Longsword
case 14:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_LONGSWORD);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_GEM005");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSWMLS011");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,22000);

break;

// * Storm Light Hammer
case 15:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_LIGHTHAMMER);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_GEM005");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMHL009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;

// * Foundation Light Flail
case 16:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_LIGHTFLAIL);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC18");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMFL009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,25000);

break;

// * Mace of Disruption
case 17:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_LIGHTMACE);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC15");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMML010");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,10000);

break;

// * Drone Morning Star
case 18:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_MORNINGSTAR);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC19");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMMS009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,25000);

break;

// * Namarra Rapier
case 19:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_RAPIER);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC17");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSWMRP009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,12000);

break;

// * Desert Wind Scimitar
case 20:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_SCIMITAR);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSWMSC009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,22000);

break;

// * Sea Reaver Scythe
case 21:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_SCYTHE);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WPLMSC009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,15000);

break;

// * Fey Duster Shortsword
case 22:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_SHORTSWORD);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC19");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSWMSS010");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,12000);

break;

// * Fey Spear
case 23:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_SHORTSPEAR);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC19");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WPLMSS009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,30000);

break;

// * Golden Sickle
case 24:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_SICKLE);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC15");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WSPMSC009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,10000);

break;

// * Uthgardt Ceremonial Two-bladed Sword
case 25:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_TWOBLADEDSWORD);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC18");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WDBMSW009");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,15000);

break;

// * Rune Hammer
case 26:
// * Put Base Item Type Here
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_BASETYPE", nComboNumber, BASE_ITEM_WARHAMMER);
// * Put Reagent RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REAGENT_1",nComboNumber, "NW_IT_MSMLMISC16");
// * Put Item Created RESREF
SetLocalArrayString(OBJECT_SELF,"NW_COMBO_REWARD",nComboNumber,"NW_WBLMHW010");
//* Put Item Cost
SetLocalArrayInt(OBJECT_SELF,"NW_COMBO_REWARD_GOLD",nComboNumber,20000);

break;
}






}
// SetListeningPatterns(); // Goes through and sets up which shouts the NPC will listen to.
// WalkWayPoints(); // Looks to see if any Way Points in the module have the tag WP_ + NPC TAG + _0X, if so walk them

}
Orleron
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Post by Orleron » Mon Jul 08, 2002 3:29 pm


(1) What do i need to do to get the items he makes back into the higher level items.

(2) also how tough would it be to add more items to the forge script.


(1) I'm not sure I understand this question.


(2) Having the script make more items doesn't seem like it would be too hard. To add an item, change that variable called nnNumberOfCombos from 26 to 27.

Then add a new case 27 down at the bottom just after case 26, and use the same format of variables they gave you in all the previous cases to assign a new item to case 27.
"Truth has no form."
--Idries Shah
Random
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Post by Random » Mon Jul 08, 2002 3:52 pm

if you played the game through to chapter 3
there is another blacksmith that makes items alittle more powerful

that script makes plus 1 items with decent effects.
In chapter 3 the forge makes the same items but they are plus 3 instead some of them are even plus 4.
Orleron
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Post by Orleron » Mon Jul 08, 2002 5:09 pm

Change the base item type variable (the first one in the list under the case statement) to another kind of item with a higher enchantment? Not sure.
"Truth has no form."
--Idries Shah
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