Author Topic: Craftmod Community Expansion Project -- Moved to MBXF  (Read 54097 times)

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Winter

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Craftmod Community Expansion Project -- Moved to MBXF
« on: April 03, 2006, 02:10:01 AM »
Craftmod development will continue on our MBXForum board.

Intendedly,
Winter
« Last Edit: January 15, 2007, 11:18:04 PM by Winter »

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Merentha

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Re: Crafting mod -- RECRUITING
« Reply #1 on: April 03, 2006, 02:32:52 AM »
 :shock:

This looks incredibly promising, if people take you up on your offer.  And why not?  you did create StoryMod...

Janus

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Re: Crafting mod -- RECRUITING
« Reply #2 on: April 03, 2006, 02:32:57 AM »
Hey Winter, you've got it ready to go? I've been working on updating a universal crafting mod myself for the Age of Ash mod (just working on it earlier today)... mine is mostly complete but not quite there. You might have had some ideas I missed or vice versa. PM me if you're interested in swapping code. The dialog I have is almost complete, it's a few parts of the script I'm still working on.
It'll probably be a few days yet before I can finish up mine and get it fully tested, but I think it is rather comprehensive.

I had it complete for .704, but am updating it to use troop slots so infinite people can be crafting items for you and each item can have a different amount of time (in hours) that it will take for completion. It takes up to 4 types of items as input (of variable quantities) and will output up to 4 single objects. So, for instance, you could have someone break an item down into up to 4 parts.
Most of the code for it is stored in module_scripts.py.
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Winter

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Re: Crafting mod -- RECRUITING
« Reply #3 on: April 03, 2006, 02:50:22 AM »
Hey Winter, you've got it ready to go? I've been working on updating a universal crafting mod myself for the Age of Ash mod (just working on it earlier today)... mine is mostly complete but not quite there. You might have had some ideas I missed or vice versa. PM me if you're interested in swapping code. The dialog I have is almost complete, it's a few parts of the script I'm still working on.
It'll probably be a few days yet before I can finish up mine and get it fully tested, but I think it is rather comprehensive.

I had it complete for .704, but am updating it to use troop slots so infinite people can be crafting items for you and each item can have a different amount of time (in hours) that it will take for completion. It takes up to 4 types of items as input (of variable quantities) and will output up to 4 single objects. So, for instance, you could have someone break an item down into up to 4 parts.
Most of the code for it is stored in module_scripts.py.

The underlying system works completely, according to my tests, but it's focused entirely on player crafting. No NPCs involved. Your system sounds a bit grander in scope than what I had in mind.

So far my system lets you use tools with a component (like iron) defined via a dialogue assign. The component has five 'charges', and each item creation uses up a certain number of charges, depending on how much material goes into it. Adding extra components would be easy as pie. I was planning on adding randomised modifiers based on the degree of your success, too -- low success/skill gets you a Crude item, high success/skill gets you a Balanced one. The biggest problem (besides not having models) is the fact that I have to split up the dialogue options into three or four menus. If only we could scroll...

That reminds me, I also need some kind of armour to make an NPC completely invisible -- to complete the illusion of there not being any NPCs involved. Anything you can do to help with that?

Inflectionally,
Winter
« Last Edit: April 03, 2006, 02:53:05 AM by Winter »

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Wulfgar

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Re: Crafting mod -- RECRUITING
« Reply #4 on: April 03, 2006, 03:18:20 AM »
Amazing, I will help if you need scripting.

luigi

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Re: Crafting mod -- RECRUITING
« Reply #5 on: April 03, 2006, 03:30:39 AM »
If you need something...

Winter

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Re: Crafting mod -- RECRUITING
« Reply #6 on: April 03, 2006, 05:02:36 AM »
Amazing, I will help if you need scripting.

No thanks, just modelling.

Quote from: luigi
If you need something...

I believe I've listed what I need. Try reading the first post. :P

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Ealdormann Hussey

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Re: Crafting mod -- RECRUITING
« Reply #7 on: April 03, 2006, 05:13:10 AM »
This is a most brilliant idea, unfortunately I cant model/texture, however I will harass everyone who can to help you :)

nb. I assume by you calling it an expansion this will be available to mod makers to encorperate into their own mods?
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Winter

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Re: Crafting mod -- RECRUITING
« Reply #8 on: April 03, 2006, 05:24:37 AM »
This is a most brilliant idea, unfortunately I cant model/texture, however I will harass everyone who can to help you :)

nb. I assume by you calling it an expansion this will be available to mod makers to encorperate into their own mods?

Certainly. It'll be free to use for everyone who hasn't gravely offended me in some way, provided they credit me and any contributors.

There's only a bare handful of people around here that I actively dislike enough to not want them using my code, so you've got nothing to worry about. :P

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Winter
« Last Edit: April 03, 2006, 05:28:38 AM by Winter »

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Dreadus

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Re: Crafting mod -- RECRUITING
« Reply #9 on: April 03, 2006, 06:04:11 AM »
Quote
That reminds me, I also need some kind of armour to make an NPC completely invisible -- to complete the illusion of there not being any NPCs involved. Anything you can do to help with that?

Isn't there a flag for that?

Taal

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Re: Crafting mod -- RECRUITING
« Reply #10 on: April 03, 2006, 06:20:29 AM »
Instead of a spear pole why dont ya just use the staff. if i get spare time ill look into it, dont count on me though

Winter

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Re: Crafting mod -- RECRUITING
« Reply #11 on: April 03, 2006, 06:30:06 AM »
Instead of a spear pole why dont ya just use the staff. if i get spare time ill look into it, dont count on me though

That . . . is a pretty good idea. Can't believe I didn't think of it. Thanks. Strike one off the list.

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Isn't there a flag for that?

No, there isn't.

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Winter

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Dreadus

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Re: Crafting mod -- RECRUITING
« Reply #12 on: April 03, 2006, 06:49:22 AM »
the zendar chest is a troop...

Winter

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Re: Crafting mod -- RECRUITING
« Reply #13 on: April 03, 2006, 06:52:55 AM »
That reminds me, I also need some kind of armour to make an NPC completely invisible -- to complete the illusion of there not being any NPCs involved.

Worst case scenario, if no one comes through on this, I'll just cue on trp_player instead. That, at least, works.

Quote from: Dreadus
the zendar chest is a troop...

No, only its inventory is a troop. That's the only thing the troop entry is used for. Chests as they appear in scenes operate via module_scenes and module_scene_props.

Predominantly,
Winter

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Stonewall382

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Re: Crafting mod -- RECRUITING
« Reply #14 on: April 03, 2006, 08:11:44 AM »
So...what'll the mod do?  Make it so that you can basically craft items that didn't exist in reality, but feasibly could have?  Or make it so that the only way to get a weapon is to craft it?  It sounds neat, but I don't think I really undrestand it. :?
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just carry extra shields

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