Author Topic: So where can I find it?  (Read 296 times)

Legacy_Who said that I

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So where can I find it?
« on: October 07, 2015, 08:04:16 am »


               

Hello!

 


Well right to business then. Anyone know how I can deete the top 10 crafting list on the CNR player tradeskill?


 



               
               

               
            

Legacy_Who said that I

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So where can I find it?
« Reply #1 on: October 07, 2015, 08:17:15 am »


               

actually found the area HOWEVER when I try to alter it it gives me an note that this is not a Conditional() script and if I want to turn it into a regular one....


 




/////////////////////////////////////////////////////////

//

//  Craftable Natural Resources (CNR) by Festyx

//

//  Name:  cnr_config_inc

//

//  Desc:  General CNR configuration

//

//  Author: David Bobeck 22Mar03

//

/////////////////////////////////////////////////////////

 

/////////////////////////////////////

// Float version of d100().

// Range is 0.1 to 100.0 (in tenths)

/////////////////////////////////////

float cnr_d100(int nDice);

/////////////////////////////////////

float cnr_d100(int nDice)

{

  float fAccum = 0.0;

  int n;

  for (n=0; n<nDice; n++)

  {

    fAccum += (IntToFloat(Random(1000)+1) / 10.0); // 0.1 - 100.0

  }

  return fAccum;

}

 

// You can now add you own tradeskills!

// Each trackable tradeskill must have a unique ID.

// The default trade names are assigned when

// "cnr_trade_init" executes. If you add a new tradeskill,

// you should add a unique ID for it here. ID's in the

// range of 0 thru 99 are reserved for future updates to

// CNR. Builders should assign ID's starting at 101.

int CNR_TRADESKILL_NONE = 0;

int CNR_TRADESKILL_SMELTING = 1;

int CNR_TRADESKILL_WEAPON_CRAFTING = 2;

int CNR_TRADESKILL_ARMOR_CRAFTING = 3;

int CNR_TRADESKILL_ALCHEMY = 4;

int CNR_TRADESKILL_SCRIBING = 5;

int CNR_TRADESKILL_TINKERING = 6;

int CNR_TRADESKILL_WOOD_CRAFTING = 7; // includes BOWERING, FLETCHING, CARPENTRY

int CNR_TRADESKILL_ENCHANTING = 8;    // includes IMBUING

int CNR_TRADESKILL_GEM_CRAFTING = 9;

int CNR_TRADESKILL_TAILORING = 10;

int CNR_TRADESKILL_FOOD_CRAFTING = 11;

 

// Define your tradeskills here starting at 101. Also define

// the display text for you tradeskills per instructions in

// "cnr_trade_init"

//int CNR_TRADESKILL_TRASH_COLLECTING = 101;

 

// Resource gathering not tied to a specific tradeskill

// HARVESTING

// ORE MINING

// GEM MINING

// LUMBERJACKING

 

// ore mining

float CNR_FLOAT_ORE_MINING_FIND_SECOND_NUGGET_PERCENTAGE = 20.0;

float CNR_FLOAT_ORE_MINING_FIND_MYSTERY_MINERAL_PERCENTAGE = 5.0;

float CNR_FLOAT_ORE_MINING_PICKAXE_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_ORE_MINING_DEPOSIT_BREAKAGE_PERCENTAGE = 1.0;

float CNR_FLOAT_ORE_MINING_DEPOSIT_RESPAWN_TIME_SECS = 900.0; // 15 mins real time

 

// forge operation

int CNR_BOOL_FORGES_REQUIRE_COAL = TRUE;

float CNR_FLOAT_FORGE_COAL_BURN_TIME = 60.0f; // 1 min per nugget

 

// gem mining

float CNR_FLOAT_GEM_MINING_FIND_FIRST_MINERAL_PERCENTAGE = 20.0;

float CNR_FLOAT_GEM_MINING_FIND_SECOND_MINERAL_PERCENTAGE = 20.0;

float CNR_FLOAT_GEM_MINING_FIND_MYSTERY_MINERAL_PERCENTAGE = 5.0;

float CNR_FLOAT_GEM_MINING_CHISEL_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_GEM_MINING_DEPOSIT_BREAKAGE_PERCENTAGE = 1.0;

float CNR_FLOAT_GEM_MINING_DEPOSIT_RESPAWN_TIME_SECS = 900.0; // 15 mins real time

 

// misc mining deposit (dug with shovel, ie: clay & sand)

float CNR_FLOAT_MISC_MINING_DEPOSIT_CHANCE_OF_SUCCESS_PERCENTAGE = 40.0;

float CNR_FLOAT_MISC_MINING_DEPOSIT_SHOVEL_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_MISC_MINING_DEPOSIT_BREAKAGE_PERCENTAGE = 1.0;

float CNR_FLOAT_MISC_MINING_DEPOSIT_RESPAWN_TIME_SECS = 900.0; // 15 mins real time

 

// wood cutting

float CNR_FLOAT_WOOD_MINING_AXE_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_WOOD_MINING_TREE_BREAKAGE_PERCENTAGE = 1.0;

float CNR_FLOAT_WOOD_MINING_TREE_RESPAWN_TIME_SECS = 900.0; // 15 mins real time

 

// misc tool breakage

float CNR_FLOAT_SMITH_HAMMER_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_GEM_CRAFTERS_TOOLS_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_TINKERS_TOOLS_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_CARPS_TOOLS_BREAKAGE_PERCENTAGE = 0.2;

float CNR_FLOAT_SEWING_KIT_BREAKAGE_PERCENTAGE = 0.2;

 

// plant/fruit respawns

float CNR_FLOAT_DEFAULT_PLANT_RESPAWN_TIME_SECS = 300.0; // 5 mins real time

 

// If TRUE, when a plant's fruit is harvested, the entire plant will disappear

// and respawn at a later time. If FALSE, when a plant's fruit is harvested,

// the plant will remain and only the fruit will respawn.

int CNR_BOOL_RESPAWN_PLANTS_NOT_FRUIT = FALSE;

 

// game XP (not trade XP) awarded on recipe success

int CNR_BOOL_GAME_XP_SCALAR_ENABLED = FALSE;

float CNR_FLOAT_GAME_XP_SCALAR = 0.2;

 

// To enable the crafting of HCR items, set this flag to TRUE.

// Note: At this time, only cure potions and animal meat are supported.

// Note: CNR does not provide the blueprints for HCR items.

int CNR_BOOL_ENABLE_HCR_ITEM_CRAFTING = FALSE;

 

// skinnable corpses

float CNR_FLOAT_SKINNABLE_CORPSE_FADE_TIME_SECS = 300.0; // 5 mins real time

 

// If you're a power builder/DM that uses APS/NWNX2 and would like to tweak recipes and

// reload them without restarting the mod, then you can set this flag to TRUE. CNR will

// create four related tables to hold the recipe data.

int CNR_BOOL_RECIPE_DATA_IS_PERSISTENT_IN_SQL_DATABASE = FALSE;

 

// If you prefer to bypass the long delays associated with recipe initialization,

// you can set this flag to FALSE. ** WARNING ** This flag should be used during

// module development only as deferred initialization will have a one-time impact

// on each device when it is first used. When your module goes public, it's best to

// have the recipes initialize at module load so that players don't get subjected to

// unnecessary lag during game play.

int CNR_BOOL_INIT_RECIPES_ON_MODULE_LOAD = TRUE;

 

// By default, spells defined as components in recipes will be decremented on both

// successful and failed crafting attempts. If, however, you would prefer that

// spells not be decremented on failed recipe attempts, then set this to TRUE.

int CNR_BOOL_DECREMENT_SPELLS_ON_SUCCESS_ONLY = FALSE;

 

// If you prefer that the top ten lists are not dispayed by by trade journal,

// then set this to TRUE.

int CNR_BOOL_HIDE_TRADE_JOURNALS_TOP_TEN_LISTS = FALSE;

 

// If you prefer that crafting convos only show satisfied recipes, then set this

// flag to TRUE. When TRUE, players will need to experiment to determine the

// components required to make a recipe. ** WARNING ** Filtering adds overhead.

// You will see some lag.

int CNR_BOOL_HIDE_UNSATISFIED_RECIPES_IN_CRAFTING_CONVOS = FALSE;

 

// If you prefer that crafting convos hide recipes that are statistically impossible

// for the PC to make, then set this to TRUE. ** WARNING ** Filtering adds overhead.

// You will see some lag.

int CNR_BOOL_HIDE_IMPOSSIBLE_RECIPES_IN_CRAFTING_CONVOS = TRUE;

 

 



 



               
               

               
            

Baaleos

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So where can I find it?
« Reply #2 on: October 07, 2015, 09:32:36 am »


               

It is probably just complaining about the conditional when you compile that - because you cannot compile an include file.


For you to compile that script - it would need a void main, but I do not think it is intended to be compiled - instead the scripts that refer to it, need compiled.



               
               

               
            

Legacy_Who said that I

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So where can I find it?
« Reply #3 on: October 07, 2015, 02:48:14 pm »


               Then how do I turn off the top10 list for cnr?
               
               

               
            

Legacy_Li'l Rose

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So where can I find it?
« Reply #4 on: October 07, 2015, 05:41:09 pm »


               // If you prefer that the top ten lists are not dispayed by by trade journal,
// then set this to TRUE.
int CNR_BOOL_HIDE_TRADE_JOURNALS_TOP_TEN_LISTS = FALSE;

You could set this to true. Save the script. Then do a module script compile. If this does not work, then you will have to rename the script (using 'save as'). Then find the normal script for the top 10 list, and change the include script to your renamed script.
               
               

               
            

Legacy_Who said that I

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« Reply #5 on: October 07, 2015, 06:09:04 pm »


               


// If you prefer that the top ten lists are not dispayed by by trade journal,

// then set this to TRUE.

int CNR_BOOL_HIDE_TRADE_JOURNALS_TOP_TEN_LISTS = FALSE;


You could set this to true. Save the script. Then do a module script compile. If this does not work, then you will have to rename the script (using 'save as'). Then find the normal script for the top 10 list, and change the include script to your renamed script.




\well, worth to try '<img'> Thanks lets see if this works! '<img'>


               
               

               
            

Legacy_Who said that I

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« Reply #6 on: October 07, 2015, 06:38:43 pm »


               

thanks for the tip it worked! '<img'>