added things

added a crafting tool merchant,
added a training hall (not quite working yet)
fixed crafting issues,
exchanged the small cave area
This commit is contained in:
2024-09-01 14:11:15 -04:00
parent 65af23f08d
commit 7030eb2235
335 changed files with 55956 additions and 3946 deletions

View File

@@ -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+"%"));