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In response to
some suggestions, I've decided to add an alchemy-type room to my
house mod. Anyway, I've never actually used alchemy in the game (it
all seems too much like hard work to me), so I have no idea
whatsoever of what would be good in an alchemy room. Looking over
house mods, it seems like the salient feature is lots of jars for
every ingredient and a set of alchemist equipment, but is there
anything else? I'm thinking more in terms of practical rather than
aesthetic considerations. I'm pretty sure I heard something about
fancy alchemy sorter scripts, or did I just make that up? So
anyway, it would be very much appreciated if you could tell me what
you look for in an alchemy room, all suggestions very
welcome.
On a semi-related note, are there any
see-through glass jar models anywhere that anyone knows of?
-------------------- Djupsgaard - Hidden Halls 1.3
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Rolach |
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Quote:
heard something about fancy alchemy sorter scripts,
Yes there are, and my house
mod was the first to have them
-------------------- GOTY
If I'm not here I'm
playing DragonRealms a text based MMRPG.
My little mod page (Thanks to ChaosBlade for
hosting!)
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Ronin49 |
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Reged: 03/08/04 |
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Loc: Canada | |
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Polycrates
-
There are several threads that may be helpful for some
parts of this:
-------------------- "And to everyone
seeing naked and headless people, READ THE README!!! It's the answer
to all your troubles." Neoptolemus
Mythic Mods
----> Starting Out With Mods, Telesphoros' List o'Mods,
Ronin49's Lists & Links, Theme Mod Lists.
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Rolach |
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the first
would be mine, wich is downloadible in the link in my
signature
-------------------- GOTY
If I'm not here I'm
playing DragonRealms a text based MMRPG.
My little mod page (Thanks to ChaosBlade for
hosting!)
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Hey thanks
guys.
Rolach, that sounds like a fantastic thing to have.
Would I be able to use the sorter script in my mod? I'll give you
full credit, of course.
(And would I be right in my suspicion
that it involves a whole separate bunch of code for every single
possible ingredient, and lots of exciting tedium to modify them all
individually for my own jars?)
-------------------- Djupsgaard - Hidden Halls 1.3
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DopeHatMan |
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Loc: Secret lair of Captain Obvious
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don't forget
Uvirith Inside, the code I did for the alchemy desk there was used
as a basis for many of the jar sorters that people use now...
wouldn't that make UI the first to have it in a house?
-------------------- Uvirith Awakened Forums Now with 50% More
Lore! Moderator on the MWS Forums ihatedopehatman@yahoo.com
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Rolach |
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I've never
even heard of UI nor even downloaded it, so I couldn't have used it
to base my sorter script on.
Yes you may use the scripts
and yes you'll have to modify the IDs in the scripts to match the
ones in your mod.
-------------------- GOTY
If I'm not here I'm
playing DragonRealms a text based MMRPG.
My little mod page (Thanks to ChaosBlade for
hosting!)
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kwshipman |
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and just to
help you out with Rolach's scripts - look for the ring in the
alchemy room! it is the key to making the whole thing work. without
that nothing will happen. (I spent weeks trying to figure that out,
untill rolach finnaly appeared and saved the
day)
-------------------- Maker of Kahleigh's Retreat and Wallpapers and Loading Screens
kw's List of House Mods
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Rolach |
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hehehe, just
keeps people from outright stealing them.
-------------------- GOTY
If I'm not here I'm
playing DragonRealms a text based MMRPG.
My little mod page (Thanks to ChaosBlade for
hosting!)
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Okay, I've
fiiiiiiiiiiiinally fixed up the sorter script and got it all to
work, after days of the script just refusing to execute and not
knowing what's going on. The secret, for anyone else who's
interested, is to make the alchemy jars PERSISTENT. And being
very careful with syntax for some reason. So much work, but would
have been ten times as much from scratch, so thanks heaps Rolach
And
Rolach, can I ask what the 'do not remove' objects in all your jars
are for?
-------------------- Djupsgaard - Hidden Halls 1.3
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kwshipman |
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Loc: Washington State | |
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Quote:
Okay, I've fiiiiiiiiiiiinally fixed up the sorter script and
got it all to work, after days of the script just refusing to
execute and not knowing what's going on. The secret, for anyone
else who's interested, is to make the alchemy jars PERSISTENT.
And being very careful with syntax for some reason. So much
work, but would have been ten times as much from scratch, so
thanks heaps Rolach
And
Rolach, can I ask what the 'do not remove' objects in all your
jars are for?
lol, forgot to mention that
when I told you about the rings. ALso, one problem that I had was
that the stop script didnt' work properly. SO take some of the
ingredients out and make sure that they stay in your
inventory.
as for the "Do not remove" objects, I was
wondering the same thing. I just kept them in my mod.
-------------------- Maker of Kahleigh's Retreat and Wallpapers and Loading Screens
kw's List of House Mods
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Quote:
lol, forgot to mention that when I told you about the rings.
ALso, one problem that I had was that the stop script didnt' work
properly. SO take some of the ingredients out and make sure that
they stay in your inventory.
as for the "Do not remove"
objects, I was wondering the same thing. I just kept them in my
mod.
I changed the sortingstop
script to make it set the alchemy global variable to 2 if it didn't
find any ingredients in inventory. I also changed the activator
script (the one on the mouse in Rolach's mod) to startscript the
main sorterscript (i made it a global as well, seemed better to me)
as well as the sortingstop script, only when the 'sort' button is
pressed. And when the global variable is 2, it stopscripts both
scripts and sets the global variable back to 0. Works for me. In
Rolach's, as far as I can see, the stopsorting script is constantly
executing, and it's a big global script.
My alchemy jars
work fine (so far, touch wood) without anything in them, as does the
alchemy desk in Uvirith Inside, I noticed, so I don't think it's
necessary.
EDIT: changed some wording to make it a little
less confusing, hopefully
-------------------- Djupsgaard - Hidden Halls 1.3
Edited by Polycrates (08/17/04 10:27 PM)
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