Major update
Fixed CCOH, Fixed starting GP, Fixed DMFI languages, Fix cep weapon appearances, Fixed new player start up system. Added PC deleter. Added ACP 4.1. Full compile. Updated release archive.
This commit is contained in:
@@ -1,6 +1,5 @@
|
||||
//#include "_persist_01a"
|
||||
#include "nw_i0_plot"
|
||||
#include "aps_include"
|
||||
|
||||
void CreateAnObject(string sResource, object oPC);
|
||||
object CreatePlaceable(string sObject, location lPlace, float fDuration);
|
||||
@@ -38,7 +37,7 @@ void main()
|
||||
|
||||
if (GetLocalInt(OBJECT_SELF,"iAmInUse")!=0)
|
||||
{
|
||||
FloatingTextStringOnCreature("You must wait until the kiln is at the right temprature before starting any other item.",oPC,FALSE);
|
||||
FloatingTextStringOnCreature("You must wait until the kiln is cooled off before starting any other craft.",oPC,FALSE);
|
||||
if (iAdded != 99)CopyItem(oItem,oPC,TRUE);
|
||||
DestroyObject(oItem);
|
||||
return;
|
||||
@@ -194,7 +193,7 @@ void main()
|
||||
|
||||
|
||||
//int iGlassSkill = GetTokenPair(oPC,14,4);
|
||||
int iGlassSkill = GetPersistentInt(oPC,"iGlassSkill","UOACraft");
|
||||
int iGlassSkill = GetCampaignInt("UOACraft","iGlassSkill",oPC);
|
||||
int iGlassChance = iGlassSkill;
|
||||
object oFire = CreatePlaceable("plc_flamemedium", lFire, 6.0);
|
||||
|
||||
@@ -227,7 +226,7 @@ void main()
|
||||
if (iGlassChance < 250) iGlassChance = 0;
|
||||
sCraft = "glassingot";
|
||||
sSuccessString = "You melt the sand into a Glass Ingot";
|
||||
sFailString = "The glass turns murky, and the ingot shatters as it cools.";
|
||||
sFailString = "The glass turns murky and the ingot shatters as it cools.";
|
||||
sSoundFail = "as_cv_glasbreak2";
|
||||
sSoundSuccess = "as_cv_barglass2";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -243,7 +242,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 50;
|
||||
sCraft = "smallcastmold";
|
||||
sSuccessString = "You successfully glaze the small cast mold.";
|
||||
sFailString = "The clay turns brittle, and the mold shatters as it cools.";
|
||||
sFailString = "The clay turns brittle and the mold shatters as it cools.";
|
||||
sSoundFail = "as_cv_claybreak3";
|
||||
sSoundSuccess = "as_cv_claybreak1";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -257,7 +256,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 50;
|
||||
sCraft = "smallcastmold003";
|
||||
sSuccessString = "You successfully glaze the ring mold.";
|
||||
sFailString = "The clay turns brittle, and the mold shatters as it cools.";
|
||||
sFailString = "The clay turns brittle and the mold shatters as it cools.";
|
||||
sSoundFail = "as_cv_claybreak3";
|
||||
sSoundSuccess = "as_cv_claybreak1";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -270,7 +269,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 250;
|
||||
sCraft = "smallcastmold004";
|
||||
sSuccessString = "You successfully glaze the necklace mold.";
|
||||
sFailString = "The clay turns brittle, and the mold shatters as it cools.";
|
||||
sFailString = "The clay turns brittle and the mold shatters as it cools.";
|
||||
sSoundFail = "as_cv_claybreak3";
|
||||
sSoundSuccess = "as_cv_claybreak1";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -283,7 +282,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 350;
|
||||
sCraft = "smallcastmold005";
|
||||
sSuccessString = "You successfully glaze the amulet mold.";
|
||||
sFailString = "The clay turns brittle, and the mold shatters as it cools.";
|
||||
sFailString = "The clay turns brittle and the mold shatters as it cools.";
|
||||
sSoundFail = "as_cv_claybreak3";
|
||||
sSoundSuccess = "as_cv_claybreak1";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -296,7 +295,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 150;
|
||||
sCraft = "smallcastmold001";
|
||||
sSuccessString = "You successfully glaze the medium cast mold.";
|
||||
sFailString = "The clay turns brittle, and the mold shatters as it cools.";
|
||||
sFailString = "The clay turns brittle and the mold shatters as it cools.";
|
||||
sSoundFail = "as_cv_claybreak3";
|
||||
sSoundSuccess = "as_cv_claybreak1";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -309,7 +308,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 250;
|
||||
sCraft = "smallcastmold002";
|
||||
sSuccessString = "You successfully glaze the large cast mold.";
|
||||
sFailString = "The clay turns brittle, and the mold shatters as it cools.";
|
||||
sFailString = "The clay turns brittle and the mold shatters as it cools.";
|
||||
sSoundFail = "as_cv_claybreak3";
|
||||
sSoundSuccess = "as_cv_claybreak1";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -323,7 +322,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 75;
|
||||
sCraft = "glassvial";
|
||||
sSuccessString = "You successfully blow and shape the glass vial.";
|
||||
sFailString = "The vial turns murky, and shatters as it cools.";
|
||||
sFailString = "The vial turns murky and shatters as it cools.";
|
||||
sSoundFail = "as_cv_glasbreak2";
|
||||
sSoundSuccess = "as_cv_barglass2";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -337,7 +336,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 250;
|
||||
sCraft = "glassbottle";
|
||||
sSuccessString = "You successfully blow and shape the glass bottle.";
|
||||
sFailString = "The bottle turns murky, and shatters as it cools.";
|
||||
sFailString = "The bottle turns murky and shatters as it cools.";
|
||||
sSoundFail = "as_cv_glasbreak2";
|
||||
sSoundSuccess = "as_cv_barglass2";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -352,7 +351,7 @@ void main()
|
||||
iCreated=2;
|
||||
sCraft = "yeastvial001";
|
||||
sSuccessString = "You successfully blow and shape the yeast vials.";
|
||||
sFailString = "The vials turn murky, and shatter as they cool.";
|
||||
sFailString = "The vials turn murky and shatter as they cool.";
|
||||
sSoundFail = "as_cv_glasbreak2";
|
||||
sSoundSuccess = "as_cv_barglass2";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -366,7 +365,7 @@ void main()
|
||||
iGlassChance = iGlassChance - 400;
|
||||
sCraft = "item_cask_006";
|
||||
sSuccessString = "You successfully blow and shape the cider jug.";
|
||||
sFailString = "The jug turns murky, and shatters as it cools.";
|
||||
sFailString = "The jug turns murky and shatters as it cools.";
|
||||
sSoundFail = "as_cv_glasbreak2";
|
||||
sSoundSuccess = "as_cv_barglass2";
|
||||
eFail = EffectVisualEffect(VFX_COM_BLOOD_SPARK_LARGE,FALSE);
|
||||
@@ -457,7 +456,7 @@ void main()
|
||||
if (iGlassSkill <= 1000)
|
||||
{
|
||||
//DelayCommand(5.0,SetTokenPair(oPC,14,4,iGlassSkill));
|
||||
DelayCommand(6.0,SetPersistentInt(oPC,"iGlassSkill",iGlassSkill,0,"UOACraft"));
|
||||
DelayCommand(6.0,SetCampaignInt("UOACraft","iGlassSkill",iGlassSkill,oPC));
|
||||
DelayCommand(6.0,SendMessageToPC(oPC,"============================"));
|
||||
DelayCommand(6.0,SendMessageToPC(oPC,"Your Kiln skill has gone up!"));
|
||||
DelayCommand(6.0,SendMessageToPC(oPC,"Current Kiln skill : "+ sOldSkill+"%"));
|
||||
|
Reference in New Issue
Block a user