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