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Magical Crafting

 
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Ares
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Joined: 19 Dec 2006
Posts: 961

PostPosted: Mon Apr 17, 2017 1:14 am    Post subject: Magical Crafting Reply with quote

Magical crafting has been installed. You will need either the feat craft
magical equipment or imbue item to use it. To enchant something, type
<craft enchant> and it will give you a menu about how it works. I'm
hopeful that it will be easy enough to understand after a little bit of
tinkering. There will almost certainly be some bugs with it, and it'll
likely take a bit to track them all down and squash them because of the
complicated nature of the command.


There is only one type of ingredient required for crafting, but you will
need quite a lot of them to craft some of the more powerful pieces of
equipment. As such, there is another command that goes along with
enchanting called disenchant. You can disenchant items in your environment
or inventory to break down a portion of their magical components. This,
along with the enchanting skill itself, has some dependence on the crafting
skill relevant to the item that's being enchanted/disenchanted. You will
not fail to disenchant an item if your skill is too low, but you will get
back considerably less materials than if your skill was higher.


As with any change of this level of complexity, there will likely be some
tweaking and tuning as we spot issues. Please bug report problems with
magical crafting or mail me directly. Thanks, and enjoy.


Oh, one other thing. You can only enchant mastercrafted items that have
been created by players.
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Mikyn



Joined: 02 Jul 2015
Posts: 6

PostPosted: Mon Apr 17, 2017 1:32 am    Post subject: Reply with quote

That last paragraph is key, awesome decision there to keep the crafting skills relevant.
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Nienne
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Joined: 17 Nov 2006
Posts: 2572
Location: Aussieland

PostPosted: Mon Apr 17, 2017 5:50 am    Post subject: Reply with quote

I'm guessing the magical crafting also scales with the craft skills, so the higher skill ranks should be more relevant than ever Smile
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Aelaj



Joined: 06 Jan 2017
Posts: 4
Location: Tabor

PostPosted: Mon Apr 17, 2017 3:58 pm    Post subject: Reply with quote

Fear him, he knows a good tailor.
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Gia



Joined: 03 Feb 2017
Posts: 28

PostPosted: Mon Apr 17, 2017 3:58 pm    Post subject: Reply with quote

Thank you for all your excellent work, both on this and the prestige classes!

Gia
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Gia



Joined: 03 Feb 2017
Posts: 28

PostPosted: Wed Apr 26, 2017 4:57 pm    Post subject: Reply with quote

I have been playing around with magical crafting and came upon a small issue:

I enchanted a gift in the form of a pendant(ring) for the neck slot, which worked fine at first. When I next logged on, however, the pendant had been classified as a ring of protection by the game, and therefore could not be worn with a normal ring of protection, even though it occupied a different slot.

I was told this was likely intentional, but asked to post here for clarification on the matter.

Gia
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Ares
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Joined: 19 Dec 2006
Posts: 961

PostPosted: Wed Apr 26, 2017 5:52 pm    Post subject: Rings Reply with quote

We've still got some old code kicking around that needs revamped. Like a good bit of our clothing thinking that it's a ring, instead of what it actually should be.
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ViolaRose



Joined: 20 Apr 2015
Posts: 65

PostPosted: Wed Apr 26, 2017 6:38 pm    Post subject: Re: Rings Reply with quote

Ares wrote:
We've still got some old code kicking around that needs revamped. Like a good bit of our clothing thinking that it's a ring, instead of what it actually should be.


I believe that was intended so people could layer clothing, like skirts AND tights, since it's a tad awkward to walk around in just tights... It would suck to see it changed, tbh (unless the code is now configured to allow for both) Confused
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Ares
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Joined: 19 Dec 2006
Posts: 961

PostPosted: Wed Apr 26, 2017 7:07 pm    Post subject: Re: Rings Reply with quote

ViolaRose wrote:
Ares wrote:
We've still got some old code kicking around that needs revamped. Like a good bit of our clothing thinking that it's a ring, instead of what it actually should be.


I believe that was intended so people could layer clothing, like skirts AND tights, since it's a tad awkward to walk around in just tights... It would suck to see it changed, tbh (unless the code is now configured to allow for both) Confused



We should have made the code do this in the first place way back when this was first implemented, but we did not. So we are fixing it now.
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ViolaRose



Joined: 20 Apr 2015
Posts: 65

PostPosted: Wed Apr 26, 2017 8:14 pm    Post subject: Re: Rings Reply with quote

Ares wrote:
We should have made the code do this in the first place way back when this was first implemented, but we did not. So we are fixing it now.


Yay! Very Happy
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Daniel



Joined: 25 Dec 2014
Posts: 3

PostPosted: Thu Apr 27, 2017 9:39 am    Post subject: Craft question Reply with quote

If you create a special on a weapon it asks for a amount and then then special

If I am low lvl and make a weapon with 2 amt and special stun, am I able to increase the amount later on when I gain more levels? Just like when I can add more enchantments to items? Also by amount does this mean a better special ( longer stun, more damage, better poison ect) and more frequent the higher the amount?

Daniel
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Ares
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Joined: 19 Dec 2006
Posts: 961

PostPosted: Thu Apr 27, 2017 12:16 pm    Post subject: Amount Reply with quote

The amount for the specials doesn't actually do anything, it was just left there for consistency.
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Gia



Joined: 03 Feb 2017
Posts: 28

PostPosted: Wed May 03, 2017 9:21 pm    Post subject: Reply with quote

How does the chance of an armor special kicking in compare to the frequency of a weapon special? I love all the fancy special options for clothing, but for the unarmed among us it would be nice to also have a way of using specials that activate when we hit something, as opposed to when we get hit. I don't know if that would be possible? To have gloves (and possible footwear) that activates when you hit something, provided you are unarmed? The "gloves" and "gauntlets" existing in game works like weapons, which cannot be used with unarmed feats.

Just a thought/wish!


Gia[/img]
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Gia



Joined: 03 Feb 2017
Posts: 28

PostPosted: Mon May 08, 2017 9:54 am    Post subject: Reply with quote

As an afterthought - if possible/desirable perhaps the above suggestion could be limited to those with the unarmed combat feats/abilities to keep the melee-classes balanced.

Gia
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