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Old 03-18-2004, 03:14 AM   #1 (permalink)
 
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Default Shipwright : allows ship crafting

Summary:
Have you wanted to let your players ply the trade of ship building?

Here's how.

This script implements DefShipwright, ShipwrightTools and several component parts for the crafting of ships. This version was designed to not require any files except this script file. No mul changes no graphics changes, it simply re-uses any existing graphics already in the base distribution.

This is my first script all comments are welcome, and I'd like to thank a few folks on the forums who helped with some misc. info.

Thanks to Ignacio Vazquez-Abrams, GM Robin, bleis, GoldDraco13 and jrocks, every little bit helps.

editted Apr 11 2004: -----------------------------
NOTE: works perfectly on Beta 36 and v1.0 RC0
-----------------------------------------------------


Hope you enjoy!

Description:
NOTE 1:
Specifically ignores the key, hold, tillerman and a few other items.
I considered using a key or a pair of keys, a crate for the hold, and
a service contract to bind a tillerman. I even remotely considered
needing an unmarked rune to justify being able to recall to your key
to get back to your boat. But dismissed it just so that I could limit
the crafting gump to one menu page in each category.

NOTE 2:
There is a bug in RUNUO Beta 36 CraftItem.cs for more details see:
Stat Gain
This only affects new craft menus like my DefShipwright, that use the
final parameter for a string message when you do not have enough resources.
Instead of displaying the string for the message it displays the string
for the object name. The following fix can be applied to CraftItem.cs at
approximately line 523 and line 648 ( of a clean Beta 36 build) :

Change
Code:
                message = res.NameString;
to
Code:
                message = res.MessageString;
Future Version plans:
A) Implement replacement boat classes that allow makers mark, and perhaps
variable hold sizes.
B) Use a multi for the mast and assembled fixtures, or simply change
them to deeds. Please send me any comments on whether you like the
large mast, want a full multi version, or the simpler deed.


Installation:
Place in your personal custom scripts folder, and [add ShipwrightTools to play with it.

To add the tools to the tinkers craft menu, add the following to
Scripts/Engines/Craft/DefTinkering.cs:
Code:
        AddCraft( typeof( ShipwrightTools ), 1044046, "shipwright tools",
                        20.0, 70.0, typeof( IronIngot ), "iron ingots", 3, 1044037 );
To add some of these components to the Shipwright Vendor you would edit
Scripts/Mobiles/Vendors/SBInfo/SBShipwright.cs

To add the tools to the Tinker Vendor you would add the following to
Scripts/Mobiles/Vendors/SBInfo/SBTinker.cs:
Code:
Add( new GenericBuyInfo( "shipwright tools", typeof( ShipwrightTools ), 30, 20, 0x1EBA, 0 ) );
--editted June 2 2004--
Added ShipKit.cs

Expansion for Shipwright.cs adds pre-packaged kits for playing with your ship building skills.
Drop in your custom script folder and

[add AdvancedShipKit

or

[add BasicShipKit
-----------------------------------------------------------------------------------------------------------------------------------
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Attached Files
File Type: cs Shipwright.cs (21.0 KB, 1285 views)
File Type: cs ShipKit.cs (3.8 KB, 710 views)
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Old 03-18-2004, 05:18 AM   #2 (permalink)
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sweet
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Old 03-18-2004, 05:52 AM   #3 (permalink)
 
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reall friken sweet i love it
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Old 03-18-2004, 10:15 AM   #4 (permalink)
 
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Exactly what nails does it need to build a deck section?
I tried adding nails like carpenters use but no go
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Old 03-18-2004, 10:22 AM   #5 (permalink)
 
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Quote:
Originally Posted by Zidane4056
Exactly what nails does it need to build a deck section?
I tried adding nails like carpenters use but no go
I set it to use up sets of carpenters nails.... based on what's in the Beta 36 build. I didn't add or change anything to nails or rope. Item ID 0X102E or 4142. Available either by buying them off the base Tinker vendor or by command for an admin as
Code:
[add Nails
Note: Some components need several sets of nails, and they're used as resources not as tools.
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Old 03-18-2004, 12:25 PM   #6 (permalink)
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I like this concept, I was planning on doing something similar (probably less detailed) so I will give this script a try.
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Old 03-18-2004, 04:25 PM   #7 (permalink)
 
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Quote:
Originally Posted by wraith
About the use of dragon scales, sweet, but i have one question. is it supose to be trial and error on guessing what type scale to use (red,blue,green)?
if not is there a way to let people know that it is the red scale needed? currently i have put next to the Dragon scale this extra text but it looks shabby (red)

i was hoping to see under the componantes something like

Boards or Logs 100
Dragon Scales (red) 8

could be? maybe
Good thought. I hadn't tested that aspect at all. My intent was that you would be able to use all hues of scales. The only basis I had for that was when I created scales with the [add it came back with RedScales and that the existing craft entries for dragon armor ask for RedScales as a base.

Anyone tested this with green scales yet? I know I will when I get back to my gaming system.

I guess I might have to edit this to include the whole SetUseSubRes and AddSubRes...
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Old 03-18-2004, 08:44 PM   #8 (permalink)
 
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Lightbulb Ta Dahhh!

Quote:
Originally Posted by wraith
As it stands i tried Black, green, blue and then red and found the only one that worked was red, I didnt try Yellow or.... cant remember the other.
but if you can make it use all colors then ...LoL skip the thing i said in the earlier post
I got it to work just by using BaseScales instead of RedScales in the AddRes for the ShipsDragonHead. Thanks Wraith for checking this out!

I updated the file attached to include this fix, so either download again or simply change RedScales to BaseScales.
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Old 03-18-2004, 09:04 PM   #9 (permalink)
 
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Sounds very cool, cant wait to try it out. Do you think you could include instructions in the rar in the future, makes it a bit easier.
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Old 03-19-2004, 12:11 AM   #10 (permalink)
 
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Quote:
Originally Posted by Tremerelord
Sounds very cool, cant wait to try it out. Do you think you could include instructions in the rar in the future, makes it a bit easier.
All instructions presented here in the forum are included in full as comments in the script.
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Old 03-19-2004, 01:11 AM   #11 (permalink)
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Alot of these item I'd never would let a player have, so I re-wrote the whole thing to use "plans" instead of an item. other then that the script is great work. thanks for the ideas!
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Old 03-19-2004, 01:44 AM   #12 (permalink)
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Props. Mad props to you. You sir, are awesome. Good job, dude.
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Old 03-19-2004, 08:34 AM   #13 (permalink)
 
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This sounds cool. I'll have to give it a try this weekend.

I wonder how difficult it would be to do something similar with a house.

Maybe I'll try that too.

Thanks.

CD
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Old 03-19-2004, 06:33 PM   #14 (permalink)
 
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Excellent idea!
I look forward to trying it over the week-end.
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Old 03-21-2004, 11:28 PM   #15 (permalink)
 
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sweet script
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Old 03-22-2004, 12:38 AM   #16 (permalink)
 
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Great Idea! I was thinking about a neat add in for this script. If the custom boats are made in felucca then the player could add working canons that could be used to shoot other custom boats. The custom boat would have hit points and if hit enough times by an attacking boat, it would then stop and unlock, allowing attacker to board vessel. The owner of the boat would then have to go to a carpenter who could make a repair deed to repair the boat. War out on the water! I think the script it great alone just thought I would post this idea. I know this would be comples to do but cool none the less!
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Old 03-22-2004, 01:01 AM   #17 (permalink)
 
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Quote:
Originally Posted by asus77
Great Idea! I was thinking about a neat add in for this script. If the custom boats are made in felucca then the player could add working canons that could be used to shoot other custom boats. The custom boat would have hit points and if hit enough times by an attacking boat, it would then stop and unlock, allowing attacker to board vessel. The owner of the boat would then have to go to a carpenter who could make a repair deed to repair the boat. War out on the water! I think the script it great alone just thought I would post this idea. I know this would be comples to do but cool none the less!
That does sound like fun to try. I'll add it to my list after a couple other pet projects. I was thinking it might be fun to find some way to do addons for ships. A working cannon addon for a ship sounds like a blast. Pun intended. :^)

I like the idea about doing damage to unlock the plank, similar to beating beetles into submission before you start taming.
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Old 03-22-2004, 01:07 AM   #18 (permalink)
 
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Quote:
Originally Posted by awdball
That does sound like fun to try. I'll add it to my list after a couple other pet projects. I was thinking it might be fun to find some way to do addons for ships. A working cannon addon for a ship sounds like a blast. Pun intended. :^)

I like the idea about doing damage to unlock the plank, similar to beating beetles into submission before you start taming.
Yeah it would be a blast but hard work. The olny flaw would be once the attacker boards the boat and kills you... I guess then you would have to be tele'd to land to get rez'd. Good luck if you can get to it but I bet it would be sweet!
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Old 03-22-2004, 02:03 AM   #19 (permalink)
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Um ok i tryed to download this to take alok at it and either something is wierd but the format doesnt seem to be right when i open it with notepad looks all funny
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Old 03-22-2004, 02:09 AM   #20 (permalink)
 
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Quote:
Originally Posted by joshw
Um ok i tryed to download this to take alok at it and either something is wierd but the format doesnt seem to be right when i open it with notepad looks all funny
OOOOOOHHH man does it ever! My appologies to all the die-hard notepad users!!! I use vi myself so I'm even more backward. If you open with wordpad/write you should be fine. I'll try and update it with the propper windoh$ carriage-return-line-feeds and repost so it's more generally legible.
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Old 03-22-2004, 02:10 AM   #21 (permalink)
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if anything just serve up a text version its easy enough to put a .cs at end to save lol

but got it anyways thanks
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Old 03-22-2004, 02:15 AM   #22 (permalink)
 
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I cut-n-pasted it back onto itself to include the CR-LF pairs., but darn, now my download count is back to zero 'cause it's a new file. I had about 70 dnloads before I re-uploaded. That's not important, as long as folks can use it.
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Old 03-22-2004, 02:22 AM   #23 (permalink)
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most people using notepad will also have wordpad so no worries just nice to know what your using to write it in so can open
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Old 03-22-2004, 06:07 AM   #24 (permalink)
 
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heh i use vi when im on my linux box, makes notepad look like mr user friendly.

im working on a craftable house script, ill probably post it when its done
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Old 03-24-2004, 06:38 AM   #25 (permalink)
 
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Default question ???

When i put it in my customs folder and go ingame and type:
[add Shipwright Tools it say: usage shipwright tools and nothing happens?
I looked at the script ( i am new at this) it seems to me like there are two scripts in there.
Shipright.cs and shipwright tool.cs.
Do i have to cut and paste them into two separates maybe?
What do i need to do to get it working and not get mesage :usage shipwright tool ???
Greetz
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