by Kardall on Mon Jan 06, 2003 7:07 am
I wrote a magic jewelry(skill) script, but am not releasing it. however, if you run into problems, I can give you tips... I will present some now...
First off... probabilities of diff skills are important, figure it out now. Find out how much you want them to spend on making jewels in gems/goldingots/etc., and use that as a "measurement" as to how difficult it will be to make these jewels.
For instance, if you pay 500k gp to make a fishing jewel, you will want them to pay 800k gp to make a tailoring jewel (magic clothing), and 1 mil to make a tink jewel (used to make next level jewels).
Do all of these calculations taking into account that they are GM Tinks. 100% only... or whatever level you want them to start.
For the scripts, they use Equipscripts/UnEquipscripts to operate (like any other magic item).
Do not modify the "base" skill... you will run into problems and bug exploitations.
When you make your jewels, figure out what percentage increases you will have. Will they go by .1 - 1.1% or by 5% etc.
How high do you want your skills to go? Realize that modified skills (not bases) aren't effected by skill caps unless your cap checks the "EFFECTIVE" skill, which takes into account all modifiers... keep this in mind.
Anyway, any more questions, i'd be happy to answer...