Area Changes and other fixes
Added CCOH Fixed some on death issues Fixed the gaurd Added Server Enty/ooc changed some areas back to original craftable
This commit is contained in:
@@ -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, int iStackSize);
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void GetNextStackedItem(object oPC, string sItemTag, int iCount, int iMode, string sStackResRef);
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@@ -104,21 +105,33 @@ void main()
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if (GetLocalInt(OBJECT_SELF,"iAmInUse") != 0)
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{
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SendMessageToPC(oPC,"You must wait till the current weapon or armor is completed before starting another.");
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SendMessageToPC(oPC,"You must wait until the current weapon or armor is completed before starting another.");
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return;
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}
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if (GetTag(oTool) != "ITEM_SMITHHAMMER_NORMAL")
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{
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FloatingTextStringOnCreature("You must have a smithy hammer equipped in order to attempt this craft...",oPC,FALSE);
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FloatingTextStringOnCreature("You must have a blacksmith hammer equipped in order to attempt this craft.",oPC,FALSE);
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return;
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}
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//int iSmithSkill = GetTokenPair(oPC,13,4); // Weaponsmith
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int iSmithSkill = GetCampaignInt("UOACraft","iSmithSkill",oPC);
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// uses NWN Database
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//int iSmithSkill = GetCampaignInt("UOACraft","iSmithSkill",oPC);
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// uses external database
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int iSmithSkill = GetPersistentInt(oPC,"iSmithSkill","UOACraft");
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int iSmithChance = iSmithSkill;
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//int iArmorSkill = GetTokenPair(oPC,13,5); // ArmorCraft
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int iArmorSkill = GetCampaignInt("UOACraft","iArmorSkill",oPC);
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// uses NWN database
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//int iArmorSkill = GetCampaignInt("UOACraft","iArmorSkill",oPC);
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// external database
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int iArmorSkill = GetPersistentInt(oPC,"iArmorSkill","UOACraft");
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int iArmorChance = iArmorSkill;
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if (iSmithChance < 350)
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@@ -150,7 +163,7 @@ void main()
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{
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iSmithChance = iSmithChance - 100;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a dagger.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the dagger useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the dagger useless.";
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sItemResRefPoor = CraftLookup("wswdg002",iIngotType);
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sItemResRef = CraftLookup("nw_wswdg001",iIngotType);
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sItemResRefExceptional = CraftLookup("wswdg003",iIngotType);
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@@ -163,7 +176,7 @@ void main()
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{
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iSmithChance = iSmithChance-150;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a shortsword.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the shortsword useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the shortsword useless.";
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sItemResRefPoor = CraftLookup("wswss002",iIngotType);
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sItemResRef = CraftLookup("nw_wswss001",iIngotType);
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sItemResRefExceptional = CraftLookup("wswss003",iIngotType);
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@@ -177,7 +190,7 @@ void main()
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iCraftType=1;
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iArmorChance = iArmorChance - 100;
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sSuccess = "You carefully forge the rings and sew them into the leather backing to make ringmail armor.";
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sFail = "The rings fail to link properly and the leather backing is ruined.";
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sFail = "The rings fail to link properly, and the leather backing is ruined.";
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sItemResRefPoor = CraftLookup("ringmail001",iIngotType);
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sItemResRef = CraftLookup("ringmail",iIngotType);
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sItemResRefExceptional = CraftLookup("ringmail002",iIngotType);
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@@ -225,7 +238,7 @@ void main()
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iCraftType=1;
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iArmorChance = iArmorChance - 300;
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sSuccess = "You carefully forge the small metal scales and hook them into the leather to make scale mail armor.";
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sFail = "The scales do not hook properly, and the scale mail armor is ruined.";
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sFail = "The scales do not hook together properly, and the scale mail armor is ruined.";
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sItemResRefPoor = CraftLookup("aarcl006",iIngotType);
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sItemResRef = CraftLookup("nw_aarcl003",iIngotType);
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sItemResRefExceptional = CraftLookup("aarcl007",iIngotType);
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@@ -256,7 +269,7 @@ void main()
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iCraftType=1;
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iArmorChance = iArmorChance - 400;
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sSuccess = "You carefully forge the small metal bands and fix them into the leather to make banded mail armor.";
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sFail = "The bands do not fix properly, and the banded mail armor is ruined.";
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sFail = "The bands do not fix together properly, and the banded mail armor is ruined.";
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sItemResRefPoor = CraftLookup("aarcl014",iIngotType);
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sItemResRef = CraftLookup("nw_aarcl011",iIngotType);
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sItemResRefExceptional = CraftLookup("aarcl015",iIngotType);
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@@ -273,7 +286,7 @@ void main()
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iCraftType=1;
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iArmorChance = iArmorChance - 400;
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sSuccess = "You carefully forge the small metal plates and fix them into the leather to make splint mail armor.";
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sFail = "The small metal plates are too brittle to fix properly, and the splint mail armor is ruined.";
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sFail = "The small metal plates are too brittle to fix together properly, and the splint mail armor is ruined.";
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sItemResRefPoor = CraftLookup("aarcl018",iIngotType);
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sItemResRef = CraftLookup("nw_aarcl005",iIngotType);
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sItemResRefExceptional = CraftLookup("aarcl019",iIngotType);
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@@ -323,7 +336,7 @@ void main()
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{
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iSmithChance = iSmithChance-250;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a longsword.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the longsword useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the longsword useless.";
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sItemResRefPoor = CraftLookup("wswls002",iIngotType);
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sItemResRef = CraftLookup("nw_wswls001",iIngotType);
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sItemResRefExceptional = CraftLookup("wswls003",iIngotType);
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@@ -336,7 +349,7 @@ void main()
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{
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iSmithChance = iSmithChance-350;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a bastard sword.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the bastard sword useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the bastard sword useless.";
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sItemResRefPoor = CraftLookup("wswbs002",iIngotType);
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sItemResRef = CraftLookup("nw_wswbs001",iIngotType);
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sItemResRefExceptional = CraftLookup("wswbs003",iIngotType);
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@@ -349,7 +362,7 @@ void main()
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{
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iSmithChance = iSmithChance-400;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a greatsword.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the greatsword useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the greatsword useless.";
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sItemResRefPoor = CraftLookup("wswgs002",iIngotType);
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sItemResRef = CraftLookup("nw_wswgs001",iIngotType);
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sItemResRefExceptional = CraftLookup("wswgs003",iIngotType);
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@@ -481,7 +494,7 @@ void main()
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{
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iSmithChance = iSmithChance-200;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a mace.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the mace useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the mace useless.";
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sItemResRefPoor = CraftLookup("wblml002",iIngotType);
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sItemResRef = CraftLookup("nw_wblml001",iIngotType);
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sItemResRefExceptional = CraftLookup("wblml003",iIngotType);
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@@ -494,7 +507,7 @@ void main()
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{
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iSmithChance = iSmithChance-300;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a maorning star.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the morning star useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the morning star useless.";
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sItemResRefPoor = CraftLookup("wblms002",iIngotType);
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sItemResRef = CraftLookup("nw_wblms001",iIngotType);
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sItemResRefExceptional = CraftLookup("wblms003",iIngotType);
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@@ -510,7 +523,7 @@ void main()
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{
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iSmithChance = iSmithChance-250;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a light flail.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the light flail useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the light flail useless.";
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sItemResRefPoor = CraftLookup("wblfl002",iIngotType);
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sItemResRef = CraftLookup("nw_wblfl001",iIngotType);
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sItemResRefExceptional = CraftLookup("wblfl003",iIngotType);
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@@ -523,7 +536,7 @@ void main()
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{
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iSmithChance = iSmithChance-350;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a heavy flail.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the heavy flail useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the heavy flail useless.";
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sItemResRefPoor = CraftLookup("wblfh002",iIngotType);
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sItemResRef = CraftLookup("nw_wblfh001",iIngotType);
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sItemResRefExceptional = CraftLookup("wblfh003",iIngotType);
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@@ -536,7 +549,7 @@ void main()
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{
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iSmithChance = iSmithChance-250;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a light hammer.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the light hammer useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the light hammer useless.";
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sItemResRefPoor = CraftLookup("wblhl002",iIngotType);
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sItemResRef = CraftLookup("nw_wblhl001",iIngotType);
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sItemResRefExceptional = CraftLookup("wblhl003",iIngotType);
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@@ -549,7 +562,7 @@ void main()
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{
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iSmithChance = iSmithChance-350;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a warhammer.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the warhammer useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the warhammer useless.";
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sItemResRefPoor = CraftLookup("wblhw002",iIngotType);
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sItemResRef = CraftLookup("nw_wblhw001",iIngotType);
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sItemResRefExceptional = CraftLookup("wblhw003",iIngotType);
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@@ -562,7 +575,7 @@ void main()
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{
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iSmithChance = iSmithChance-150;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a handaxe.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the handaxe useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the handaxe useless.";
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sItemResRefPoor = CraftLookup("waxhn002",iIngotType);
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sItemResRef = CraftLookup("nw_waxhn001",iIngotType);
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sItemResRefExceptional = CraftLookup("waxhn003",iIngotType);
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@@ -575,7 +588,7 @@ void main()
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{
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iSmithChance = iSmithChance-150;
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sSuccess = "You carefully heat, fold, and pound the metal into the form of a battleaxe.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rending the battleaxe useless.";
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sFail = "The metal turns brittle as you heat, fold, and pound it, rendering the battleaxe useless.";
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sItemResRefPoor = CraftLookup("waxbt002",iIngotType);
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sItemResRef = CraftLookup("nw_waxbt001",iIngotType);
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sItemResRefExceptional = CraftLookup("waxbt003",iIngotType);
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@@ -589,7 +602,7 @@ void main()
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iCraftStackSize = 50;
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iSmithChance = iSmithChance-50;
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sSuccess = "You carefully forge the throwing darts.";
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sFail = "The metal fails to cool properly and the throwing darts are ruined.";
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sFail = "The metal fails to cool properly, and the throwing darts are ruined.";
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sItemResRefPoor = CraftLookup("wthdt002",iIngotType);
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sItemResRef = CraftLookup("nw_wthdt001",iIngotType);
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sItemResRefExceptional = CraftLookup("wthdt003",iIngotType);
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@@ -603,7 +616,7 @@ void main()
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iCraftStackSize = 50;
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iSmithChance = iSmithChance-50;
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sSuccess = "You carefully forge the shuriken.";
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sFail = "The metal fails to cool properly and the shuriken are ruined.";
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sFail = "The metal fails to cool properly, and the shuriken are ruined.";
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sItemResRefPoor = CraftLookup("wthsh002",iIngotType);
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sItemResRef = CraftLookup("nw_wthsh001",iIngotType);
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sItemResRefExceptional = CraftLookup("wthsh003",iIngotType);
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@@ -617,7 +630,7 @@ void main()
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iCraftStackSize = 50;
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iSmithChance = iSmithChance-150;
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sSuccess = "You carefully forge the throwing axes.";
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sFail = "The metal fails to cool properly and the throwing axes are ruined.";
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sFail = "The metal fails to cool properly, and the throwing axes are ruined.";
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sItemResRefPoor = CraftLookup("wthax002",iIngotType);
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sItemResRef = CraftLookup("nw_wthax001",iIngotType);
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sItemResRefExceptional = CraftLookup("wthax003",iIngotType);
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@@ -629,8 +642,8 @@ void main()
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if (sTag == "P_HALBERD")
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{
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iSmithChance = iSmithChance-400;
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sSuccess = "You carefully forge the halberd blade and affix it to the shaft.";
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sFail = "The metal turns brittle as you attempt to forge and the halberd is ruined.";
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sSuccess = "You carefully forge the halberd blade, and affix it to the shaft.";
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sFail = "The metal turns brittle as you attempt to forge it, and the halberd is ruined.";
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sItemResRefPoor = CraftLookup("wplhb002",iIngotType);
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sItemResRef = CraftLookup("nw_wplhb001",iIngotType);
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sItemResRefExceptional = CraftLookup("wplhb003",iIngotType);
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@@ -645,8 +658,8 @@ void main()
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if (sTag == "P_SCYTHE")
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{
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iSmithChance = iSmithChance-400;
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sSuccess = "You carefully forge the scythe blade and affix it to the shaft.";
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sFail = "The metal turns brittle as you attempt to forge and the scythe is ruined.";
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sSuccess = "You carefully forge the scythe blade, and affix it to the shaft.";
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sFail = "The metal turns brittle as you attempt to forge it, and the scythe is ruined.";
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sItemResRefPoor = CraftLookup("wplsc002",iIngotType);
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sItemResRef = CraftLookup("nw_wplsc001",iIngotType);
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sItemResRefExceptional = CraftLookup("wplsc003",iIngotType);
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@@ -661,8 +674,8 @@ void main()
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if (sTag == "P_SPEAR")
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{
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iSmithChance = iSmithChance-300;
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sSuccess = "You carefully forge the spear tip and affix it to the shaft.";
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sFail = "The metal turns brittle as you attempt to forge and the spear is ruined.";
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sSuccess = "You carefully forge the spear tip, and affix it to the shaft.";
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sFail = "The metal turns brittle as you attempt to forge it, and the spear is ruined.";
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sItemResRefPoor = CraftLookup("wplss002",iIngotType);
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sItemResRef = CraftLookup("nw_wplss001",iIngotType);
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sItemResRefExceptional = CraftLookup("wplss003",iIngotType);
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@@ -691,7 +704,7 @@ void main()
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{
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iSmithChance = iSmithChance-100;
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sSuccess = "You carefully fold and pound the metal into the form of a kukri.";
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sFail = "The metal turns brittle as you attempt to forge and the kukri is ruined.";
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sFail = "The metal turns brittle as you attempt to forge it, and the kukri is ruined.";
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sItemResRefPoor = CraftLookup("wspku002",iIngotType);
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sItemResRef = CraftLookup("nw_wspku001",iIngotType);
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sItemResRefExceptional = CraftLookup("wspku003",iIngotType);
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@@ -704,7 +717,7 @@ void main()
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{
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iSmithChance = iSmithChance-150;
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sSuccess = "You carefully fold and pound the metal into the form of a sickle.";
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sFail = "The metal turns brittle as you attempt to forge and the sickle is ruined.";
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sFail = "The metal turns brittle as you attempt to forge it, and the sickle is ruined.";
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sItemResRefPoor = CraftLookup("wspsc002",iIngotType);
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sItemResRef = CraftLookup("nw_wspsc001",iIngotType);
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sItemResRefExceptional = CraftLookup("wspsc003",iIngotType);
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@@ -717,7 +730,7 @@ void main()
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{
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iSmithChance = iSmithChance-450;
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sSuccess = "You carefully fold and pound the metal into the form of a dire mace.";
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sFail = "The metal turns brittle as you attempt to forge and the dire mace is ruined.";
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sFail = "The metal turns brittle as you attempt to forge it, and the dire mace is ruined.";
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sItemResRefPoor = CraftLookup("wdbma002",iIngotType);
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sItemResRef = CraftLookup("nw_wdbma001",iIngotType);
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sItemResRefExceptional = CraftLookup("wdbma003",iIngotType);
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@@ -730,7 +743,7 @@ void main()
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||||
{
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iSmithChance = iSmithChance-450;
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sSuccess = "You carefully fold and pound the metal into the form of a double axe.";
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sFail = "The metal turns brittle as you attempt to forge and the double axe is ruined.";
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sFail = "The metal turns brittle as you attempt to forge it, and the double axe is ruined.";
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sItemResRefPoor = CraftLookup("wdbax002",iIngotType);
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sItemResRef = CraftLookup("nw_wdbax001",iIngotType);
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sItemResRefExceptional = CraftLookup("wdbax003",iIngotType);
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@@ -743,7 +756,7 @@ void main()
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{
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iSmithChance = iSmithChance-500;
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sSuccess = "You carefully fold and pound the metal into the form of a two-bladed sword.";
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sFail = "The metal turns brittle as you attempt to forge and the two-bladed sword is ruined.";
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sFail = "The metal turns brittle as you attempt to forge it, and the two-bladed sword is ruined.";
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sItemResRefPoor = CraftLookup("wdbsw002",iIngotType);
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sItemResRef = CraftLookup("nw_wdbsw001",iIngotType);
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sItemResRefExceptional = CraftLookup("wdbsw003",iIngotType);
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@@ -757,7 +770,7 @@ void main()
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iSmithChance = iSmithChance+50; //Bullets are easy to make
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iCraftStackSize = 99;
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sSuccess = "You carefully forge the bullets.";
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sFail = "The metal fails to cool properly and the bullets are ruined.";
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sFail = "The metal fails to cool properly, and the bullets are ruined.";
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sItemResRefPoor = CraftLookup("wambu002",iIngotType);
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sItemResRef = CraftLookup("nw_wambu001",iIngotType);
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sItemResRefExceptional = CraftLookup("wambu003",iIngotType);
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@@ -771,7 +784,7 @@ void main()
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iSmithChance = iSmithChance - 50;
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iCraftStackSize = 50;
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sSuccess = "You carefully forge the arrowheads.";
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sFail = "The metal fails to cool properly and the arrowheads are ruined.";
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sFail = "The metal fails to cool properly, and the arrowheads are ruined.";
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sItemResRefPoor = CraftLookup("arrowhead001",iIngotType);
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sItemResRef = CraftLookup("arrowhead",iIngotType);
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sItemResRefExceptional = CraftLookup("arrowhead002",iIngotType);
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||||
@@ -785,7 +798,7 @@ void main()
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||||
iSmithChance = iSmithChance - 50;
|
||||
iCraftStackSize = 50;
|
||||
sSuccess = "You carefully forge the bolt tips.";
|
||||
sFail = "The metal fails to cool properly and the bolt tips are ruined.";
|
||||
sFail = "The metal fails to cool properly, and the bolt tips are ruined.";
|
||||
sItemResRefPoor = CraftLookup("arrowhead004",iIngotType);
|
||||
sItemResRef = CraftLookup("arrowhead003",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("arrowhead005",iIngotType);
|
||||
@@ -800,7 +813,7 @@ void main()
|
||||
iArmorChance = iArmorChance + 100; // metal studs are super-easy
|
||||
iCraftStackSize = 99;
|
||||
sSuccess = "You carefully forge the metal studs.";
|
||||
sFail = "The metal fails to cool properly and the metal studs are ruined.";
|
||||
sFail = "The metal fails to cool properly, and the metal studs are ruined.";
|
||||
sItemResRefPoor = CraftLookup("metalstud001",iIngotType);
|
||||
sItemResRef = CraftLookup("metalstud",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("metalstud002",iIngotType);
|
||||
@@ -813,7 +826,7 @@ void main()
|
||||
{
|
||||
iSmithChance = iSmithChance-350;
|
||||
sSuccess = "You carefully fold and pound the metal into the form of a katana.";
|
||||
sFail = "The metal turns brittle as you attempt to forge and the katana is ruined.";
|
||||
sFail = "The metal turns brittle as you attempt to forge it, and the katana is ruined.";
|
||||
sItemResRefPoor = CraftLookup("wswka002",iIngotType);
|
||||
sItemResRef = CraftLookup("nw_wswka001",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("wswka003",iIngotType);
|
||||
@@ -826,7 +839,7 @@ void main()
|
||||
{
|
||||
iSmithChance = iSmithChance-250;
|
||||
sSuccess = "You carefully fold and pound the metal into the form of a rapier.";
|
||||
sFail = "The metal turns brittle as you attempt to forge and the rapier is ruined.";
|
||||
sFail = "The metal turns brittle as you attempt to forge it, and the rapier is ruined.";
|
||||
sItemResRefPoor = CraftLookup("wswrp002",iIngotType);
|
||||
sItemResRef = CraftLookup("nw_wswrp001",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("wswrp003",iIngotType);
|
||||
@@ -839,7 +852,7 @@ void main()
|
||||
{
|
||||
iSmithChance = iSmithChance-300;
|
||||
sSuccess = "You carefully fold and pound the metal into the form of a scimitar.";
|
||||
sFail = "The metal turns brittle as you attempt to forge and the scimitar is ruined.";
|
||||
sFail = "The metal turns brittle as you attempt to forge it, and the scimitar is ruined.";
|
||||
sItemResRefPoor = CraftLookup("wswsc002",iIngotType);
|
||||
sItemResRef = CraftLookup("nw_wswsc001",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("wswsc003",iIngotType);
|
||||
@@ -852,7 +865,7 @@ void main()
|
||||
{
|
||||
iSmithChance = iSmithChance-400;
|
||||
sSuccess = "You carefully fold and pound the metal into the form of a great axe.";
|
||||
sFail = "The metal turns brittle as you attempt to forge and the great axe is ruined.";
|
||||
sFail = "The metal turns brittle as you attempt to forge it, and the great axe is ruined.";
|
||||
sItemResRefPoor = CraftLookup("waxgr002",iIngotType);
|
||||
sItemResRef = CraftLookup("nw_waxgr001",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("waxgr003",iIngotType);
|
||||
@@ -865,12 +878,12 @@ void main()
|
||||
{
|
||||
if (GetRacialType(oPC)!=RACIAL_TYPE_DWARF)
|
||||
{
|
||||
FloatingTextStringOnCreature("You are not a dwarf! You cannot craft a Dwarven Waraxe!",oPC,FALSE);
|
||||
FloatingTextStringOnCreature("You are not a dwarf! You will be unable to craft a Dwarven Waraxe!",oPC,FALSE);
|
||||
return;
|
||||
}
|
||||
iSmithChance = iSmithChance-400;
|
||||
sSuccess = "You carefully fold and pound the metal into the form of a dwarven waraxe.";
|
||||
sFail = "The metal turns brittle as you attempt to forge and the dwarven waraxe is ruined.";
|
||||
sFail = "The metal turns brittle as you attempt to forge it, and the dwarven waraxe is ruined.";
|
||||
sItemResRefPoor = CraftLookup("wdwraxe002",iIngotType);
|
||||
sItemResRef = CraftLookup("x2_wdwraxe001",iIngotType);
|
||||
sItemResRefExceptional = CraftLookup("wdwraxe003",iIngotType);
|
||||
@@ -1246,7 +1259,13 @@ void main()
|
||||
if (iSmithSkill <= 1000)
|
||||
{
|
||||
//DelayCommand(13.0,SetTokenPair(oPC,13,4,iSmithSkill));
|
||||
|
||||
// uses NWN database
|
||||
DelayCommand(13.0,SetCampaignInt("UOACraft","iSmithSkill",iSmithSkill,oPC));
|
||||
|
||||
// uses external database
|
||||
DelayCommand(13.0,SetPersistentInt(oPC,"iSmithSkill",iSmithSkill,0,"UOACraft"));
|
||||
|
||||
DelayCommand(13.0,SendMessageToPC(oPC,"========================================="));
|
||||
DelayCommand(13.0,SendMessageToPC(oPC,"Your skill in weaponsmithing has gone up!"));
|
||||
DelayCommand(13.0,SendMessageToPC(oPC,"Current weaponsmithing skill : "+ sOldSkill+"%"));
|
||||
@@ -1270,7 +1289,13 @@ void main()
|
||||
if (iArmorSkill <= 1000)
|
||||
{
|
||||
//DelayCommand(13.0,SetTokenPair(oPC,13,5,iArmorSkill));
|
||||
|
||||
//uses NWN database
|
||||
DelayCommand(13.0,SetCampaignInt("UOACraft","iArmorSkill",iArmorSkill,oPC));
|
||||
|
||||
//uses external database
|
||||
DelayCommand(13.0,SetPersistentInt(oPC,"iArmorSkill",iArmorSkill,0,"UOACraft"));
|
||||
|
||||
DelayCommand(13.0,SendMessageToPC(oPC,"====================================="));
|
||||
DelayCommand(13.0,SendMessageToPC(oPC,"Your skill in armorcraft has gone up!"));
|
||||
DelayCommand(13.0,SendMessageToPC(oPC,"Current armorcraft skill : "+ sOldSkill+"%"));
|
||||
|
Reference in New Issue
Block a user