Builders/Glor:
In order to get this to work efficiently and as it should:
Place the forge down where you want it to be.
Place an 'interact' sign next to the forge (or close to it). Bear in mind that distance matters, because if it's closer to one forge than another forge, it will use the one that is closest and might cause confusion. I'd suggest a decent sized gap between each pair of forge and interact sign.
With that in place, put a 'wm_nullbox' somewhere in the module, somewhere players can't get at it, and the script will do the rest for you.
Note: It is possible to have more than one forge and sign in game at any one time, but should two players be using two at the same time, it might cause complications.
Scripters:
The enchanting system uses Custom Tokens 3000 - 3002 in its scripts, i started so high so i didnt erase any that might already be in use in Kymlun.
The scripts will copy the item a player puts into the forge to the null box, and apply whatever effect they wish to add to their weapon, for free. Once this is done, it will get the price of the CLONED item, and store it on the PC using the interact sign. If this number is greater than 22000, the script will display a message stating that fact, and will not add the effect to the actual item. Once the price of the cloned item has been saved, the cloned item is deleted to save complications later.
Should the player have the required amount of XP and GP to enchant their weapon, it will be added and the cost taken away from the player.
There is no limit to the amount of enchantments that can be added to the weapon, but the price cap of 22000 cannot be breached.
DM's can enchant as they please with no cost of XP or gold, and no gold cap.
Everyone Else:
You will soon be able to enchant your weapons to make them slightly better. The price cap as mentioned above is 22000 gold (this may be revised if need be). You are able to enchant Arrows, Bolts, Bullets, Ranged and Melee weapons, Trinkets, Gauntlets, Boots, Armour, Shields and Helmets with various different enhancement bonuses such as AC bonus, EB and Damage bonus. Each trinket (boots, amulet, ring, cloak, etc) have a special option available to only them, those will be found in game.
The price of enchanting starts at 10,000 gold and 1,000 experience points. This price will incriment with every enhancement you make. This price is down to the amount of enchantments -You- have made. Therefore, enchanting a +0 sword to be a +1 sword with +1 damage would cost 25,000 gold and 2000 Xp, where as starting with a +1 sword, and applying +1 damage will cost you 10,000 gold and 1,000 GP.
Bear in mind that starting with a +1 sword does not disregard the price cap, the price of the weapon you put into the forge is recorded, so you cannot escape the price cap, but you might be able to save yourself a few coins.
Note: Information printed here is accurate only on the time and date of posting. All figures within are subject to revision.
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Last edited by WilliMortis on Jun 16th, '08, 11:34, edited 1 time in total.
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