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Post by foscadh on Feb 24, 2005 17:52:28 GMT -5
I tried putting it in even though it didn't show up on the ingrediants list. (I used the reciepies in the spread sheet). It still didn't work. Could there be a slight misspelling in comfry root somewhere along the line?
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Post by Periam on Feb 24, 2005 18:01:55 GMT -5
I really wish I knew. Everything looks right and I can't find the exact reason it doesn't show up. I did try just putting it in but no luck for me either. That is the reason for the suggestion to just //rem it out. I know that works at least.
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Post by Periam on Feb 24, 2005 20:30:43 GMT -5
Could there be a slight misspelling in comfry root somewhere along the line? You nailed it! Thanks for giving me a little extra patients to look closer. ;D The grizzly armor gave me a big boost to because it was so obvious but any way the tailors table will be fixed with these changes. With the exception of Dire Bear Leather. It needs to be created with this tag "cnrLeathDB" script cnrtailorstable It says Grizzly Line 287 should be ”cnrArmorLthGriz” There is an e in there (I swear it wasn't there before ) Line 602 should be “cnrComfryRoot” Line 611 “cnrComfryRoot” Line 621 “cnrComfryRoot” Says deer at the end Line 331 Should be “cnrArmorHide” There is an e in there Line 418 Should be “cnrArmorHidLion”
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Post by foscadh2 on Feb 24, 2005 22:17:27 GMT -5
Now I just have to find some dire bears that have hides. Thanks for all your effort in this. Do the tanglefoot bags work now too?
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Post by Periam on Feb 24, 2005 22:31:38 GMT -5
The tanglefoot bags worked for me but I should have a DM give me the items needed in game to be certain. If we can get together and you have the items we could test that too. There may be ingame issues, I don't have Lanthars actual scripts yet, but since everything seems to be as is I can only hope.
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Post by Periam on Feb 25, 2005 6:27:10 GMT -5
No the tanglefoot bag doesn't give item ingame. ps I'm not sure why so many of the items crafted are checked as stolen. *shrugs* Keeps from overloading the shop keepers though.
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Post by foscadh on Feb 25, 2005 7:38:19 GMT -5
I think "stolen" was just the default on a lot of the crafting stuff. Probably more to show novice desighners what you could do than anything else. I'd sell my stuff to the same merchants I use anyway. Get the best prices from them.
Are you going to put some receipes for cloaks, boots, and other such things in also? Being only able to make a plain cloak or plain padded armor is kind of a let down. It would be nice if there were at least some fancer stuff around. Maybe some of the old ATS stuff could be connected to CNR reciepies (but Lan took all that out didn't he). Oh well just some thougts.
Thanks for all the work on this.
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Post by Periam on Feb 25, 2005 7:48:36 GMT -5
We can put in anything really and as soon as Lanthar gives the green light I'll be glad to post or just send him some reciepe ideas.
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Post by foscadh on Feb 27, 2005 3:55:16 GMT -5
Will you be updateing the receipe cards? or is that too hard?
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Post by Periam on Mar 23, 2005 0:22:17 GMT -5
Bump as Lanthar wants to see it.
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Post by Lanthar D'Alton on Mar 23, 2005 19:01:15 GMT -5
Okay, I've changed the tags... lemme know if that works...
-Lanthar
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Post by foscadh2 on Mar 23, 2005 20:56:00 GMT -5
I was able to make the +3 and +6 kits. Didn't have enough stuff to make a +10 kit. The ingrediant list on the latter was long enough that Ithe % chance of completion was off the bottom of the visible area. I got a bunch of Grisly hides so will try that shortly.
Grizzly armor worked too. Will try the tanglefoot bags and such tomorrow.
Tanglefoot bags (and alchemist fire) are still not working.
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Post by Periam on Mar 30, 2005 17:56:48 GMT -5
Don't know if this will help but it is worth a try. As you can see the Tags for the components are different but the Blueprint ResRefs are identical for these two seperate items needed for a Tanglefoot bag and the Alchemist fire. CnrRecipeAddComponent(sKeyToRecipe, "NW_IT_MSMLMISC07", 1, 0); //Ettercap Silk Gland CnrRecipeAddComponent(sKeyToRecipe, "NW_IT_MSMLMISC08", 1); // Fire Beetle Belly Blueprint ResRef Ettercap Silk Gland it_msmlmisc009 Fire Beetle Belly it_msmlmisc009 I don't have a problem making them with the scripts as is but I don't have the extensive DB that Lanthar has. Possibly just making CNR versions of these items would clear up the problem.
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Post by Periam on Mar 30, 2005 18:24:50 GMT -5
Are you going to put some receipes for cloaks, boots, and other such things in also? Being only able to make a plain cloak or plain padded armor is kind of a let down. It would be nice if there were at least some fancer stuff around. Maybe some of the old ATS stuff could be connected to CNR reciepies (but Lan took all that out didn't he). Oh well just some thougts. Thanks for all the work on this. Since there is such a wide variety of properties of different types of leather I would suggest a mix of already available components. This would make a cloak of protection +1 w/ cold resist 20/ - but could just as easily be boots. sKeyToRecipe = CnrRecipeCreateRecipe(sMenuTailorProducts, "Cloak of The Polar Bear", "cnrPolaCloak", 1); CnrRecipeAddComponent(sKeyToRecipe, "cnrCloth", 2, 0); CnrRecipeAddComponent(sKeyToRecipe, "cnrLeathPola", 1, 0); CnrRecipeAddComponent(sKeyToRecipe, "cnrPattern", 1, 0); CnrRecipeSetRecipeLevel(sKeyToRecipe, 5); CnrRecipeSetRecipeXP(sKeyToRecipe, 80, 80); CnrRecipeSetRecipeAbilityPercentages(sKeyToRecipe, 0, 65, 0, 35, 0, 0);
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_Pip_
Cult Member
Posts: 38
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Post by _Pip_ on Apr 2, 2006 10:11:00 GMT -5
Dire Bear Hide and Leather ‘Tag’ issues again It appears that the Hide Rack (Script: cnrHideRack) sKeyToRecipe = CnrRecipeCreateRecipe(sMenuTailorLeathers, "Dire Bear Leather", "cnrLeathDB", 1); CnrRecipeAddComponent(sKeyToRecipe, "cnrHideCureDB", 1, 0); CnrRecipeAddComponent(sKeyToRecipe, "cnrOilTanning", 1, 0); CnrRecipeSetRecipeLevel(sKeyToRecipe, 4); CnrRecipeSetRecipeXP(sKeyToRecipe, 40, 40); // CnrRecipeSetRecipeBiproduct(sKeyToRecipe, "cnrEmptyFlask", 1, 1); CnrRecipeSetRecipeAbilityPercentages(sKeyToRecipe, 0, 65, 0, 35, 0, 0);
‘may’ be producing the correct item with Tag “cnrLeathDB” (but have not gotten a Dire Bear Hide to test with, yet) AND/OR the Tailor’s Table (Script: cnrTailorsTable) only asks for the “Cloth Pattern/Studs” but not the “Dire Bear Leather” for both “Dire Bear Leather Armor” and “Studded Dire Bear Armor”: sKeyToRecipe = CnrRecipeCreateRecipe(sMenuTailorLeathArmor, "Dire Bear Leather Armor", "cnrArmorLthDB", 1); CnrRecipeAddComponent(sKeyToRecipe, "cnrLeathDB", 3, 0); CnrRecipeAddComponent(sKeyToRecipe, "cnrPattern", 1, 0); CnrRecipeSetRecipeLevel(sKeyToRecipe, 9); CnrRecipeSetRecipeXP(sKeyToRecipe, 90, 90); CnrRecipeSetRecipeAbilityPercentages(sKeyToRecipe, 0, 65, 0, 35, 0, 0);
// -----------------------------------------------------…
sKeyToRecipe = CnrRecipeCreateRecipe(sMenuTailorStdLthArmor, "Studded Dire Bear Armor", "cnrArmorStdDB", 1); CnrRecipeAddComponent(sKeyToRecipe, "cnrLeathDB", 5, 0); CnrRecipeAddComponent(sKeyToRecipe, "cnrPattern", 1, 0); CnrRecipeAddComponent(sKeyToRecipe, "cnrStuds", 1, 0); CnrRecipeSetRecipeLevel(sKeyToRecipe, 15); CnrRecipeSetRecipeXP(sKeyToRecipe, 150, 150); CnrRecipeSetRecipeAbilityPercentages(sKeyToRecipe, 0, 65, 0, 35, 0, 0);
Bottom line: I think the recipes in the “cnrTailorsTable” have the wrong item tag listed.
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