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OnPlayerChat based crafting system?


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#1
TheSpiritedLass

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Howdy All,

Does anyone one know of a crafting system (both gear and the player themselves) that uses OnPlayerChat instead of being convo based (and thus has 1.4 billion scripts)?  I did a quick search on the vault and did not find any.

-- Mistress, no sense writing one from scratch if it already out there.

#2
Genisys

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I'm not aware of any, that would be a monsterous scripting task. (*Woosh!)

When you say crafting, I'm gonna assume you mean changing items appearance, or are you talking about actually applying properties to items?

If it's properties, then let me direct you to the enchanting gem system, which is located in my new Crafting / Treasure Module... here:  >>    http://www.mediafire...zd6z8x76vbd287b

If it's just changing appearance of items, Mils Tailoring system is just TOO good to ignore mate..
(That system is now standard in CEP Modules)

If you just want a better conversational script for crafting item's appearance, again I'd have to direct you to my module's conversations (under the name "nw_"  conversations =  bioware base crafting conversation which I edited)

I sure hope you use one of the systems, because I can't even see myself wanting to take on a conversation based script routine for Chat for ANY crafting system, even then you would STILL need at least a TagBased Item which fired on the item you targeted for crafting... 

Now, making a tag based item script that allowed you to target one item for crafting, then like um an object in your inventory to use as a crafting component, now that would be another story indeed, (You could use the enchanting gems as a base system!)

Let me know what you want to do, I'll TRY to help where I can, if I haven't answered this call before..


Here is the Enchanting Gem System By itself:

http://www.mediafire...cgdht01ngzs8ii8

Modifié par Genisys, 22 juillet 2010 - 05:45 .


#3
TSMDude

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TheSpiritedLass wrote...

Howdy All,

Does anyone one know of a crafting system (both gear and the player themselves) that uses OnPlayerChat instead of being convo based (and thus has 1.4 billion scripts)?  I did a quick search on the vault and did not find any.

-- Mistress, no sense writing one from scratch if it already out there.


In short, there is not one.

But both Mad Rabbits and FunkySwerves make use of some good ideas that I think you could easily adapt. I have been combining them and the DMFI over the last three days and am ready to slam my head against a wall, lol, but both of these chat command systems lay the groundwork for some good systems I would say that you would not have a problem tailoring to your needs.

And in thinking about Mad Rabbits would probally be the better one though I make sure you comb through it pretty good or like I did you will acciendelty miss a script and next thing you know your 11th level barbarian bad arse is on his knees like he is doing time in Shawshank...ahem...

#4
TheSpiritedLass

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Heya Genisys,



Basically I mean *all* types of crafting in one system. Item appearance, name, description, properties, etc etc. As well as player body tailoring of description, head, phenotype, etc.



I want to add this functionality for the players but I am *totally* unwilling to add a ton of scripts in order to do so. The crafting system I currently have installed works to adjust an item’s appearance, but… wow… the script load is insane (50+ scripts). Bleck!!



What I’m looking for is something along the lines of what I did with DM commands via an NPC listener (http://nwvault.ign.c...d=20023&id=3477). Loads of functionality added in just 2 scripts. Granted, the main control script is pretty long. ;) I did that script before OnPlayerChat was officially released in 1.69.



Ultimately, I’d like to see the players be able to type in a series of commands do the crafting and alterations. For instance to change the head model, using Tink (the DM thing mentioned above) I type in “head # playername” and it changes the player’s head to the new number. It isn’t … idiot proof. Like if I type in a number that is beyond the range of heads for that race. *grins* But that is the general idea. The player would type in “head”. Then “n” (for next), “p” (for previous) or a specific number if they know it.



If such a system already exists, great. That is less work for me. If not… I know what my next community project is. ;)



I’ll take a look at the Mils one. Guessing that you mean this one: http://nwvault.ign.c....Detail&id=2919



*pounces on your gem link* I’ll take a look at this as well.



Thanks for the quick response,

-- Mistress

#5
Genisys

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Insane, lol, my Forge which works off the conversation includes like 500 scripts by itself. :/



Ok, basicallly this is what you would do, to make it work...



Set an Interger on the PC, so when the PC speaks ANYTHING< it checks to see if they have decided to craft by typing a special command like "!craft"



However, the problem is, it's gonna have to search their whole inventory EVERYTIME they say any word, to find the item they are crafting, and then of course with "!craft" you need "itemname" checked in the "!craft" speech, like so: "!craft Long Sword of Death +5" or "!cia Armor of Thorn" whicih (CIA) standsd for Craft Item's Appearance



Now the CIA would loop through the speaker's items worn, find the item named "Armor of Thorn" and allow them to changed the item's appearance by typing "!torso next" which basically would tell the chat scripot to change the Torso to the next appearance...



Still, like I said, it's going to be an ENORMOUS amount of scripting, and secondly your going to give your players a memory headache!! (Something HG needs to be aware of) Because memorizing chat commands is not something A LOT of people like to do...



Therefore, and you should read why it's here for, the tailoring system Mil created (Body Tailors & his Item Tailors) is second to none (trust me on this), The Rest Conversation I have & The Crafting Conversation I have are also second to none (Because of the numerous systems & functions available), because they allow complete crafting or forging ANYWHERE in the module without the need to type much, just click click click done! I can't say enough about the rest system I have created, it's truly something I miss when I visit any module, because I was a player & DM before I became a scripter, I realize that the player is more important than the module, not everyone does..



So before you embark on a rather silly journey down a path that will lead to multiple people's frustration, why not just use the great systems that are already available eh? I'm not telling you have to, but why make all that work for you or anyone else, especially your players, which are your first and foremost reason for building & why you build or host a server or hand out your module, so they can have fun without the headache of learning 100 commands, bleh!



Now, I like lazy, I don't know about anyone else...

#6
TheSpiritedLass

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Heya TSMDude,



*Inserts a pillow between your head and the wall.*



Now why in the world didn’t that system by MadRabbit (http://nwvault.ign.c....Detail&id=3599) show up in my vault search?! Harmphs! You are correct. It is a very good start to what I am looking for. Plus some. *grins* Thanks for the heads up this could save me quite a bit of time. *beaming*



I'm guessing you meant Funky's Sim tools for NWNx? Man... I need a whole LINE of drool buckets when looking at that. Alas, I don't have NWNx installed on my server. It is most certainly on my wish list for the admin to do.



-- Mistress

#7
TheSpiritedLass

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*blinks at Genisys*



Wow… okay…



I’m certainly not afraid of scripting, it is what I do. I’ll be leaving the bulk of your kindly worded advice alone. *eyes dancing* Thanks for your time.



-- Mistress, don't mind me, I'll just be off in this corner plotting silly things.

#8
Knight_Shield

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Hey I see there is some forge talk here. I have a question ..I put Omega Forge in my mod..works great except cant get it to recognize tokens so I have set it to just money.Has anyone here looked at this system?

#9
TheSpiritedLass

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I am not familiar with that system, Knight_Shield, sorry. Axe and Proleric did a great tutorial in the 1.69 version of the Lexicon dealing with custom tokens. That might help you trouble shoot the issue if no one else answers with help.

#10
Genisys

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There is a switch in the Omega forge which checks to see what you are using, so you have to open the script and set it to accept tokens, etc... Unless you altered the system, it should worked correctly if you set the switch.


He's talking about the tokens you use to forge with, not Custom Tokens for setting special colors, parmeters, or values in tokens. 

I didn't mean to offend ya, seriously, I just said, it's a monsterous task without a good ending, that's all, sorry..

Modifié par Genisys, 22 juillet 2010 - 06:57 .


#11
TheSpiritedLass

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Heya Genisys,



Yeah... your tone is... hmm... I'll just be leaving that alone too. ;)



I agree it is a monsterous task. Which is why I was checking for some existing system first. I'm not totally nuts, just mostly. *sassy grin*



-- Mistress

#12
Genisys

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*snickers*

Modifié par Genisys, 22 juillet 2010 - 07:21 .


#13
GhostOfGod

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Knight_Shield wrote...

Hey I see there is some forge talk here. I have a question ..I put Omega Forge in my mod..works great except cant get it to recognize tokens so I have set it to just money.Has anyone here looked at this system?


I believe the option to change whether to accept tokens is also in an include script. If you already made changes to that, also make sure you "build" your mod or compile all associated scripts afterward or the change won't take effect.

Just a thought. Good luck.

Modifié par GhostOfGod, 22 juillet 2010 - 08:01 .


#14
Ondaderthad

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GhostOfGod wrote...

Knight_Shield wrote...

Hey I see there is some forge talk here. I have a question ..I put Omega Forge in my mod..works great except cant get it to recognize tokens so I have set it to just money.Has anyone here looked at this system?


I believe the option to change whether to accept tokens is also in an include script. If you already made changes to that, also make sure you "build" your mod or compile all associated scripts afterward or the change won't take effect.

Just a thought. Good luck.

The token in Omega Forge are custom items that are given by a DM or obtained from quests etc.. to limit the amount of crafting a PC can do. Nothing to do with the Custom Token used in conversations.
Even after editing the script AND also rebuilding the module, it is very difficult to get the forge to ask for the tokens.
At best I managed to get it to use one (1) token per forged item even after changing the token costs and any other variable combinations.
Time to have a serious look at the scripts again and check for the bug. (probably just a spelling mistake somewhere in one of the variables)

#15
GhostOfGod

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We used the Omega forge for a long time, till we made our own, and it worked tokens and all. I wasn't the one who set it up or what not but there wasn't anything in particular wrong with the scripts. It's been awhile since I looked at the includes so all I can think is that it is just one of those settings. Unless of course any of the scripts were altered in some other way. ~shrugs~ Sorry I couldn't be more helpful.

#16
TheSpiritedLass

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For anyone currently using Mad Rabbit's Player Chat Commands v1.05, I've begun my tweaking of this system. So far I have worked on the /itm commands located in file com_s_itm. If anyone is interested in my changes, I'm more than happy to share. Here is a brief description:



MRPCCommandReplaceDesc - Replaces the description with what the player types in. So you do not have to use /itm del to erase the current description then use /itm add to set the new description.



MRPCCommandResetName - Same as the /itm rst command but it only resets the name and not the description.



MRPCCommandResetDesc - Same as the /itm rst command but it only resets the description and not the name. NOTE! This is the same function name that the original /itm rst function used.



MRPCCommandResetDescAndName - New function name, same exact code as the command /itm rst. Basically I just needed to make the function name reflect what it is actually doing since I split the original function into two parts.



MRHelp - Update with the new/altered commands. I reworked the display information quite a bit on this one so y'all might not want to use it.



-- Mistress, happily enjoying playing in this new sand box.

#17
Knight_Shield

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Yes to add to yuor Ondaderthad...I have set it to option three and made the include cep statement active then built mod several times.I have tried it in one of my mods without cep and one with.I cant get it to use the tokens ? If there may be anything else you guys can think of great ..if not I we leave it to money .Probably leave it to money anyways if its this buggy.

#18
Knight_Shield

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Ah hah I'm on to something . The module haks were in the wrong order. Put them in correct order and now it takes the forges ..only thing is if you dont have a forge (token) he doesnt tell you like he is supposed to.


#19
Genisys

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So rewrite the Starting Conditional?

#20
Knight_Shield

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Could you clarify Genisys ...pretty please ?

#21
TheSpiritedLass

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Progress notes on my ongoing tweaking of Mad Rabbit's amazingly cool Player Chat Commands v1.05:



I’ve finished my updates to com_s_dce, the file that controls the various dice rolls. If anyone is interested in my changes, I'm more than happy to share. Here is a brief description:



MRDiceRoll – removed the 9 dice limit. You can now roll as many dice as you want. However, the resulting math gets a bit wonky if you decide to roll something silly like oh… 9999d2.



MRDiceCommandHelp – new built in help function.



MRSkillRoll – new skill roll function. It takes the class restrictions into account for animal empathy, perform and UMD. This will return a result of 0 if a player attempts the roll without having invested some skill points in those skills. The skills take into account bonuses from the player’s gear and take 20.


#22
TheSpiritedLass

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Progress notes on my ongoing tweaking of Mad Rabbit's spiffy Player Chat Commands v1.05:



I’ve finished my updates to com_s_vis, the file that controls visual effects on wielded melee weapons. Y’all can thank Shia for these fixes. That is enough for today. RL is calling.



If anyone is interested in my changes, I'm more than happy to share. Here is a brief description:



RemoveVisualProperties – Completely redid this function so the effect is removed. This was keeping the effect commands from working after the first one was applied.



MRWeaponEffectsCommandHelp – new built in help function.



Main – Reworked the code and added feedback messages.


#23
Genisys

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Knight_Shield wrote...

Could you clarify Genisys ...pretty please ?


Basically I mean write your own StartingConditional for the Token Check, it's rather simple to do with Lilac Soul's Script Generator.. you place the script where the old Token Check (Starting Conditional / Text Appears When) is...  I haven't looked at the Omega Forge in some time, but I've done my own tweaking on it, cause it did have some bugs, like it allowed Plot Items to be forged, amoungst other things..

If you want sincere help, start another post on this, instead of intruding on her topic / dicussion.   :)

Who knows, maybe even OmegaDM might pop up to answer your questions Himself.  XD

Modifié par Genisys, 25 juillet 2010 - 04:05 .


#24
Knight_Shield

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Ok good idea ..*moves out of TheSpirirtedLass light* I will start another post.

#25
TSMDude

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Hey Spirited, sending you a PM as I am intrested in that. I would love to add those changes to Funkys Sims Tool with the PC Description and Walk toggle...yes...I know that is something I should just look at but I am in the middle of revamping our crafting as well and we elected to keep it conversation based for the simple fact I have to sleep once in awhile...silly humans...

Modifié par TSMDude, 25 juillet 2010 - 05:28 .