Seamless Crafting System: Beta
Here is a picture of a crafting system I am working on. It uses NWNs system to call my crafting, however that is where it ends. It allows the user to craft the spell level onto an item such as a potions, wands and scrolls.
Craft Magical Arms and Armor: Beta
There is an example provided in the picture to the right. Basicly you can take a spell such as Fireball/Flame Strike cast it on a ordinary weapon and it will make it magical (+1), add 1d6 fire damage (for Flaming property) and then name the item accordingly. I also showed the use of a crafting box for properties/items that require more than just a spell.
Craft Wondrous Items: Beta
Works similar to the other crafting processes, target a spell on predetermined accessory and you've got yourself a Wondrous Item. Most properties can be upgrading 3 or 4 times.
Coming Soon!
- Craft Staff and Craft Rod!
- Bug fixes, I'm almost sure.
- Once bug fixes are mostly complete I will start on streamlining the crafting process in order to make it as efficient as possible.
Updates:
- Reworked of the naming scheme to include/exclude NWN's armor and weapons. It didn't occur to me until recently that others might use NWN's base items, so hopefully I got the naming scheme to pass over any NWN items. Since their naming scheme isn't very consistent for my naming scheme and since I've always made my own weapons and armor I didn't even think about NWNs.
- Added files to NWVault, hope you all enjoy testing this out! Please post or email me with any problems you run across.
- I plan on setting up a forum on our website which will be used for bug reporting and whatnot in the near future.
READ ME
Remember this is a BETA release, please do not add this into an existing module until you have tested it!
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Files:
- x2_inc_spellhook.txt: Which will be needed to replace NWNs crafting system
- qns_crafting.erf: Contains all the crafting scripts needed. Some will need to be edited, I'll talk about those below.
- qns_items.erf: Contains the wondrous items (base items) that can be crafted on with Craft Wondrous Item should you limit the PC (which is a good idea).
Changes Needed
There are some spells which you may not have, please look over the following scripts and make sure you have all the triggering spells.
- qn_craft_aw
- qn_craft_wi
In these two scripts you will find the main function for crafting;
CRAFT_CraftArmorWeapon()
CRAFT_CraftWonderousItem()
Within them you will see a switch for your spell (nSpell). These are the triggering spells that determine what is going to be crafted. Beside some of them I have a SPELL_* which will be a base NWN spell should it require a custom spell, simply replace the number with the SPELL_* next to it and all should be well. Or, you can change the spell to suit your own needs/wants. However do not use the same spell again, this will cause problems out the ying/yang.
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Remember this is a BETA release, please do not add this into an existing module until you have tested it!
Attachment | Size |
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qns_crafting.7z (258) | 29.31 KB |