magical swords

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Hu'greu
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magical swords

Post by Hu'greu »

this isnt really anything big but its very annoying to see magical longswords in my smithing skills and be able to make it without it being magical. I dont really see the point in it. To me magical and enchanted means the same thing.

If yall dont wanna take them out then how about including some gems in their making. I hear that some gem rings give better skills for something so why not make the include in the smelting of the iron to make the sheet of metal magical or the making of the sword.
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Llama
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Post by Llama »

Magical Elven bows could be smithed by a (almost noob) carpenter, and there;s no magic in them either :P
Damien
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Post by Damien »

That's because the item manufacturing lists have been made up without checking the item names, but only their IDs and in some cases efficiency.

Once a huge list was made with item names, combat related values etc, but since the fighting system changed these values were not useable anymore, so the list was not really used ever. If i'm right the values put in then had nothing to do with the names, but only with item IDs and item look, which also changed with the new graphics.

So please excuse this, in a project like illarion it's not possible to make a common concept. After all, it's just names and looks that dont match.
Something may be changed later on to make the items have more sense, but not too soon since not only manufacturing scripts would have to be changed but also dealer scripts / pricings etc., so that would take a lot of work time we don't have the manpower for.
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Ku 'Agor
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Post by Ku 'Agor »

I don't understand what you're trying to say. The manufacturing system works by name?

So if I made a new item called 'Shield Sword' I'd need the material of both a Shield and Sword?
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Post by Damien »

No, it was sorted by item types, not by names or function, and the graphics have been exchanged several times in the meanwhile too.
Every trial to work out and calculate page long lists was ruined since other changes came at the same time which made the lists obsolete.
Hu'greu
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Post by Hu'greu »

ahh ok, well that cool I guess, Mabye I should learn how to code and gives you guys a hand. Java cant be too hard right "P
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Aegohl
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Post by Aegohl »

You want to learn LUA, the scripting language, first. =)
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Post by Damien »

The more people learn scripting good enough to produce effective working and bugfree scripts and jump in to help out, the better !
You would get some practice and experience by this though.
But to really produce working scripts, you would really have to mean it.
Hu'greu
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Post by Hu'greu »

well i did try to learn c++ from free online tuturals but.. they dont cover everything. I have a little bit of experance and I mean a small small amount of scripting in the neverwinter night tool kit. Wasnt that hard to do with it just long to write an acually story line for players of all kind.
Hu'greu
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Post by Hu'greu »

well are they any decent online tutorals or am I going have to buy one of those thick books.

I looked around on the internet and the first one that poped up was this

http://www.lua.org/pil/index.html#2

to me thought it seems like its going to be like thoses c++ ones that say they are free but really stop teaching you after the second chapter.
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Aegohl
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Post by Aegohl »

That one's direct from lua.org so it's free, although they do offer for you to buy a paper version for those who want to study offline.
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Estralis Seborian
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Post by Estralis Seborian »

Honestly, Lua is a rather simple programming language. Producing good, bug free code is the problem. Thus, it does not have much use to "learn lua" if one is not skilled in coding itself. Helping hands are always wanted, as far as I remember martin has written a small "test" that helps getting used to the functions of lua.

Edit: IF somebody is really willingly to learn and help, there is also a lua-for-illa-tutorial that covers most of the basic functions one needs to edit the current scripts.
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