Adding new items to a build script

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Rubacant
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Posts: 15
Joined: Sat Jun 04, 2005 7:26 pm

Adding new items to a build script

Post by Rubacant »

How hard whould it be to add More items that are required to use in building. Like seweing mod or others like NecessitiesOfMorrowind, morrowind_crafting.

In the base mod all you need is a spool and cloth.

I want to change it so you need a blue print or paper with the stuff you need to use.

And want to use other items to.


Next i will update other stuff to like makeing weapons, cooking, woodworking, makeing scrolls.
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Stumpytheguar
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Post by Stumpytheguar »

As long as you can read the scripts and get a basic idea of what each part does, you should have no problem at all creating more item recipes. Have at it, and tell us how it goes.
Retired - Sept. 15, 2005
Rubacant
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Posts: 15
Joined: Sat Jun 04, 2005 7:26 pm

Next

Post by Rubacant »

I just what to make a lot more items have uses.


Like Buckets, Hand Bellows, Flasks, Quill Pen, Rolling Pin, Hooks, Rusty Dwemer Cog, Jar of grease, Inkwells,
Beakers, Empty Vials and others.

Smithing based on Armorer skill.

First off. Anvil this is what you use to activate a build.

For exmaple to make a iron dagger. you need a blue print
this is the main item you need and it list the other items you need like tools and items.

Iron Dagger Blue Print or Plans or what ever: this is so you know what you need and stop the gessing thing.

Armorer's Hammer any of them the better the Quality the Better chance item is made.

But some weapons or armor require better tool like for glass.


Iron Dagger Blue print skill level 1

Tools needed.

Hammer, Prongs, Hand Bellows, Bucket of water, Wood working Knife.

Items needed,

1 Iron Ingot, 1 Small piece of Oak,
1 String of Netch Leather.



There could be other use like Turnning raw iron ore to
a Iron Ingot useing a forge.


raw ebony to ebony Ingot.



Mabey a we can do a custom iron Dagger if you find the plans. Like: Harden Iron Dagger

Tools: Hammer, Prongs, Hand Bellows, Bucket of water, Wood working Knife.

Items needed: 1 Harded Iron Ingot, 1 Small piece of Oak, 1 String of Netch Leather, Lquid glass.



Iron dagger weight 3.00, health 400, value 10 speed 2.50 chop 4 5 slash 4 5 trust 5 5

Harden Iron Dagger weight 4.00 health 600 value 50 speed 2.50 chop 5 6 slash 5 6 trust 7 7


Just a example


so whats lquid glass. We could have a mealting pot to melt stuff. Glass, Iron, Silver, Rubys, iron Rings, Dreugh Wax, Emeralds, Moon Sugar and so on.
Rubacant
Member
Posts: 15
Joined: Sat Jun 04, 2005 7:26 pm

I did it melting pot works

Post by Rubacant »

I did it melting pot works
Rubacant
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Posts: 15
Joined: Sat Jun 04, 2005 7:26 pm

Melting pot problem

Post by Rubacant »

I need a little help


What ever item i have moon suger, raw ebony, raw glass
it still melts stuff. Like if i have moon suger it will still melt ebony even if i dont have it. Heres the code.



Begin Tool_Melting_pot

short OnPCEquip
short button
short state
short squares
short mc_random




If ( OnActivate == 1 )
set state to 1
Set OnPCEquip to 0
endif

if ( state == 0 )
return
endif

if ( state == 1 )
Messagebox "What? do you want to Melt", "Moon Suger", "Raw Glass", "Raw Ebony", "Raw Stalhrim", "Cancel"
set state to 2
Endif

If ( State == 2 )
set button to GetButtonPressed
if ( button == -1 )
return
Elseif ( button == 4 )
set state to 0
return
Else
set state to ( Button + 3 )
return
Endif
Endif

if ( state >= 3 )
if ( state <= 6 )
if ( Player -> GetItemCount ingred_moon_sugar_01 >= 1 )
Player -> RemoveItem ingred_moon_sugar_01 1
set state to ( state + 10 )

return


elseif ( Player -> GetItemCount ingred_raw_glass_01 >= 1 )
Player -> RemoveItem ingred_raw_glass_01 1
set state to ( state + 10 )

return



elseif ( Player -> GetItemCount ingred_raw_ebony_01 >= 1 )
Player -> RemoveItem ingred_raw_ebony_01 1
set state to ( state + 10 )

return


elseif ( Player -> GetItemCount ingred_raw_Stalhrim_01 >= 1 )
Player -> RemoveItem ingred_raw_Stalhrim_01 1
set state to ( state + 10 )

return

Else
set state to 99
return
Endif
Endif
Endif

If ( state == 13 )
Player -> AddItem ingred_moon_sugar_02 1
Messagebox "You Melted some moon suger."
set state to 0
return
Endif

If ( state == 14 )
Player -> AddItem ingred_raw_glass_02 1
Messagebox "You Melted some Glass."
set state to 0
return
Endif

If ( state == 15 )
Player -> AddItem ingred_raw_ebony_02 1
Messagebox "You Melted some ebony."
set state to 0
return
Endif

If ( state == 16 )
Player -> AddItem ingred_raw_Stalhrim_02 1
Messagebox "You Melted some Stalhrim."
set state to 0
return
Endif





if ( state = 99 )
Messagebox "You Dont have any thing to melt."
Set state to 0
return
Endif



end
Anonymous

Post by Anonymous »

I would leave Stahlrim out of it. I think that has more to it than just melting it.

We do however have stuff called Steel Stock in OoT. I dont think we have malachite or any other iron ore at the moment but ill chase it up. Melting the iron in the pot and then either baking it to form steel (the old fashioned way - would take hours) or forging it into a weapon would be very fun.
Rubacant
Member
Posts: 15
Joined: Sat Jun 04, 2005 7:26 pm

I just wish

Post by Rubacant »

I just wish the codeing could go deeper then it is and no limits.


I wish the code was more like tribes 2
Assassinace
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Posts: 811
Joined: Thu Aug 21, 2003 10:56 am
Location: Dreamland

Post by Assassinace »

I would also not group all the melting into one step like you have it. What could be easier is a choice of the following. Either depending on button pushed open up individual scripts to melt each seperate thing or go through each seperate state instead of the <3 >6. Also I already made a few scripts like that for creating armor and other things and creation scripts have been more or less relegated to bolt ons.
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