Author Topic: Crafting Systems  (Read 641 times)

Legacy_TSMDude

  • Hero Member
  • *****
  • Posts: 1515
  • Karma: +0/-0
Crafting Systems
« on: April 11, 2011, 04:05:14 pm »


               While I want to wait for the ROAR coming out with the CEP I am also a realist and know that this might not be possible before my time limit to do the update which we have pushed back twice now.

I know lots of different folks favor different crafting systems and am wondering what everyone uses or likes the best.

Is it a custom one?

Or do you use the old stand by that came with the OC?

Or do you use one of these?

ATS/Salandra's Crafting Version 1.00 Public Release
Light Recipe System (LRS)
Craftable Natural Resources (CNR)
UOAbigail's Crafting System v0.8a (HotU)

I know of the socket systems as well but really am more intrested in crafting systems and if there is any feedback on any or all of these systems or even a link to a new one for a PW.
               
               

               
            

Legacy_Aleron

  • Full Member
  • ***
  • Posts: 227
  • Karma: +0/-0
Crafting Systems
« Reply #1 on: April 11, 2011, 04:35:05 pm »


               Still looking for one ourselves at WSI. It's been on the list as something to add for a long time. So good questions! '<img'>
               
               

               
            

Legacy_TSMDude

  • Hero Member
  • *****
  • Posts: 1515
  • Karma: +0/-0
Crafting Systems
« Reply #2 on: April 11, 2011, 04:43:18 pm »


               ATM we use a modfied version of CNR with our own enchanting system and such like but really ant something a bit more effecient.

I know UoA is drag and drop vs ATS/CNR which is text based menu crafting.
               
               

               
            

Legacy_Dark Defiance

  • Full Member
  • ***
  • Posts: 125
  • Karma: +0/-0
Crafting Systems
« Reply #3 on: April 12, 2011, 02:56:49 am »


               I wanted to keep the BW system as it was easy and simple. So I "expanded" the bioware crafting a bit for my WIP PW. It uses Scarfaces Socket Items, and some other scripts found in other systems to change the cloaks, shields, helms. When you craft an item, it is a socketed item, that you can use the gems on to enchant. The gems themselves I made recipies for and/or find them in the loot tables. The components are found in the world and you need an pick axe to get them from trees and deposits. So far only the BW components are used for crafting items, and mostly stock nwn items used to craft the gems.


Still far from complete and probably way too many scripts. *sighs* Glutten for punishment, I am. ;-)
               
               

               


                     Modifié par Dark Defiance, 12 avril 2011 - 01:59 .
                     
                  


            

Legacy_Eagles Talon

  • Full Member
  • ***
  • Posts: 192
  • Karma: +0/-0
Crafting Systems
« Reply #4 on: April 12, 2011, 04:17:17 am »


               We are using a heavily customized CNR - so customized that it has been given a new name DCS - Dynamic Crafting System.
               
               

               
            

Legacy_TSMDude

  • Hero Member
  • *****
  • Posts: 1515
  • Karma: +0/-0
Crafting Systems
« Reply #5 on: April 20, 2011, 08:38:51 pm »


               Anyone else have any ideas besides Do It Yourself which it seems I best do anyhow....'Posted
               
               

               
            

Legacy_Pstemarie

  • Hero Member
  • *****
  • Posts: 4368
  • Karma: +0/-0
Crafting Systems
« Reply #6 on: April 21, 2011, 12:28:43 pm »


               Currently working on scripting one from scratch. So far :

· Added remaining Item Creation feats and Craft related skills.
· Craft Poison is fully functional, but being rerouted from a menu feat to an item widget.
· Added templates for all the crafting "widgets" and "benches".
· Rewritten x0_skill_ctrap.dlg to be a menu of instructions on how to use the system as opposed to actually doing

The system is pretty simple in concept - albeit I've only been working on it since about 3 AM. Basically you have several tool kits (crafting "widgets") that you use to craft items from base materials at a placeable crafting "bench". The benches are in effect a "bin" in which you place the base materials for the "recipe".
The widget opens a conversation with the bench. The conversation nodes are populated according to the widget you used, whatever base materials you have placed into the bench, and - if you're a spellcaster - whatever spells you have memorized.

You craft an item by selecting the appropriate node from the conversation. The base materials are consumed along with the required spells (if any), the XP cost (1/25 of the item cost), and the remaining material cost (calculated by deducting the cost of the base material items - equal to one half the item's base market value).

When the new item is created, the item properties are dynamically added and the item is given a unique tag and name.
               
               

               


                     Modifié par Pstemarie, 21 avril 2011 - 11:36 .
                     
                  


            

Legacy_Taino

  • Sr. Member
  • ****
  • Posts: 268
  • Karma: +0/-0
Crafting Systems
« Reply #7 on: June 01, 2011, 05:55:50 pm »


               I have used meaning been in a server with all of these and I would have to say ATS was a nice system, CNR is also a sweet system but laggy. Not sure if that had to do with the server and for UOAbigail's Crafting System v0.8a (HotU) or LRS never even used those.

I was given a module that has a crafting system which uses the players Crafting Feats; which I find better then most. Only down fall to it is that is has over 200 scripts and I have an idea how it can be limited down a bit but not sure how too script it.