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Used: Quiver of Everfull Arrows (Auto replenish)

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Post by Alundaio Fri Oct 30, 2009 2:38 pm

Don't know if this is possible. But can you make the stack automatically replish itself when it's gone? Make you be able to enable it in a vc command. 99 arrows goes really fast when you have 5 or 6 attacks. I have to constantly keep my inventory open to see when it gets low to activate the quiver again. Also it takes a round to use it in battle. If you can't that's fine it's just a minor headache. It's alot better than having normal arrows. Very Happy
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Post by Papa-Lenin Fri Oct 30, 2009 3:48 pm

Another suggestion for the quiver would be to be able to add extra +1 to +5 damage to it using blood magic gems.
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Post by solarina Fri Oct 30, 2009 5:14 pm

Papa-Lenin wrote:Another suggestion for the quiver would be to be able to add extra +1 to +5 damage to it using blood magic gems.

that would be hot.
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Post by The Amethyst Dragon Fri Oct 30, 2009 6:26 pm

Auto-replenish: can't do, since there's no way with game scripting to tell when the supply runs out.

Enhancement: I'll have to look into this.
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Post by Alundaio Fri Oct 30, 2009 6:44 pm

How about creating more than one stack at a time? Like atleast 2 or 3?
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Post by Ra Cha Chongo Fri Oct 30, 2009 7:47 pm

Alundaio wrote:How about creating more than one stack at a time? Like atleast 2 or 3?

This is what I'd love to see; use the Quiver on an existing stack of arrows to create a new, identical stack (using perhaps 2-3 X the original stack's value in gp each time). It would make specialty ammunition a viable option for custom item vouchers Used: Quiver of Everfull Arrows (Auto replenish) Icon_biggrin
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Post by RustyDios Fri Oct 30, 2009 7:52 pm

How about an item similar to the "Everfull Box of Bolts" and "Everfull bag of bullets" that creates a stack of 99 when used (.. and then +1 > +5 , and elemental versions of all three "ammo" types ? ? ?

Or.. having it so you could "enchant the box" (which would set a variable on the box, triggering a slightly altered part of script that gives the better version of the item -- possible by using switch/case statements.. so a 0 (no variable) would give standard ammo, 1 would give +1 etc.. with 6+ giving various elemental types etc etc ... and then working in a way to "combine" ammo types ~ not sure that's possible)) ....
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Post by Alundaio Fri Oct 30, 2009 8:36 pm

You can use crystals on the Quiver to make it create Enchanted arrows right now. The description is a bit confusing and It took awhile to figure that out. That's what Dave originally thought it did: Copy existing stacks.
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Post by RustyDios Fri Oct 30, 2009 8:44 pm

Aha... I didn't actually know that the Everfull Quiver already existed (I've seen Bolts and Bullets but not arrows) and this was about IMPROVING the already existing item....

My bad....

I think my RL blood is starting to eradicate my pureblooded Aenean status.. !!

Most negotiate more Aenea-time with the wife-monster !! ...
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Post by Kefrem Sat Oct 31, 2009 8:50 am

Would it be possible to make it so the game checks the arrow slot when a person activates the quiver. Then keeps track of the ammo slot..and when its empty replaces the existing stack of specialty tagged arrows?
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Post by Alundaio Sat Oct 31, 2009 2:04 pm

I think I just asked that didn't I? He said there is no way of telling when the slot empties or when the arrows are gone. Unless you mean him manually scripting it to count each arrow being used up until it reaches 1 and then reactivate itself. I don't know if that's possible. I know for sure if you counted by attacks made it would be broken when the Archer switched to a melee weapon or removed the stack for another stack.
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Post by Svair Sat Oct 31, 2009 3:16 pm

RustyDios wrote:Most negotiate more Aenea-time with the wife-monster !! ...

Medium Humanoid
Hit Dice : More than yours.
Initiative: Always wins Initiative.
Special Attacks: Spell like qualities.
...
Organization : Usually unique individual (but see Utah), but can organize with other Wife-Monsters.
Challenge Rating: I'm not stupid enough to find out.

Special Attacks:
"We Need to Talk": Target is caught flat-footed.

"I'm the mother of your children.": Target is overcome with guilt - Will Save or cower.

Innuendo: "Don't you think it's getting late?" (Translation: "Get off the game and come to bed.")

Gaze Attack: See below.
---------Petrification: Usually employed after target has said something dumb.
---------Come Hither: Won't explain this one, target drops whatever it was doing to comply.)

Notes:
Can be placated with attention, love, and springing for a baby-sitter for "Date-Night."
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Post by MannyJabrielle Sat Oct 31, 2009 3:37 pm

Additional special attacks:

"Let's go shopping": Automatic deduction of 100d12 GP per hour, encumberance penalty of 5lbs per 10 GP lost. No save.

While no other actions may normally be taken while under the effects of "let's go shopping", target may use "wandering eye gaze". A successful check (1d2 + spot vs 1d20+ wife monster's HD) allows target to oggle nearby female creatures for 1 round. Continued gaze on a single target incures an additional +10 to DC per round. Failed check incures wife monster's gaze: petrification attack.
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Post by Svair Sat Oct 31, 2009 3:44 pm

Used: Quiver of Everfull Arrows (Auto replenish) Icon_biggrin
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Post by RustyDios Sat Oct 31, 2009 4:35 pm

Smile
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Post by Alundaio Fri Nov 06, 2009 10:01 am

Code:
[/color][color=#ffffff]// Tag-Based Item Script - Replenishing Arrows
[/color][color=#ffffff]//::////////////////////////////////////////////
#include "x2_inc_switches"
#include "NW_I0_GENERIC"
  
  
// Note: this function needs to be delayed slightly from
//      the OnUnequip event when the stack size is 1.
// If oArrows is invalid then the arrows were depleated
//  and that's why the OnUnequip event fired.
// If oArrows is valid, the player simply unequipped a
//  stack that has only one left in it, so no replenish
//  is necessary or done.
void Replenish( object oPC, object oArrows, string sResref, string sTag, int iStackSize)
{ if( GetIsObjectValid( oArrows) || !GetIsObjectValid( oPC) ||
     (sResref == "") || (sTag == "") || (iStackSize <= 0)    ) return;
  
  oArrows = CreateItemOnObject( sResref, oPC, iStackSize, sTag);
  if( !GetIsObjectValid( oArrows)) return;
  
  AssignCommand( oPC, ClearAllActions( TRUE));
  AssignCommand( oPC, ActionEquipItem( oArrows, INVENTORY_SLOT_ARROWS));
  
  object oPCOpponent = GetIsInCombat( oPC) ? GetAttackTarget( oPC) : OBJECT_INVALID;
  if( GetIsObjectValid( oPCOpponent))
  { AssignCommand( oPC, ActionDoCommand( DetermineCombatRound( oPCOpponent)));
   AssignCommand( oPC, ActionDoCommand( SetCommandable( TRUE, oPC)));
   AssignCommand( oPC, SetCommandable( FALSE, oPC));
  }
}

  
void main()
{ SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_CONTINUE);
  if( GetUserDefinedItemEventNumber() == X2_ITEM_EVENT_UNEQUIP)
  { // The arrows were just un-equipped.
   object oPC    = GetPCItemLastUnequippedBy();
   object oArrows = GetPCItemLastUnequipped();
   if( !GetIsObjectValid( oPC) || !GetIsObjectValid( oArrows)) return;
    
   if( GetItemStackSize( oArrows) <= 1)
   { string sResref = GetResRef( oArrows);
     string sTag    = GetTag( oArrows);
     DelayCommand( 0.15, Replenish( oPC, oArrows, sResref, sTag, 99));
   }
   SetExecutedScriptReturnValue( X2_EXECUTE_SCRIPT_END);
   return;
  }
 
Axe Murderer wrote this script as an answer to my question about how to auto replenish a stack of arrows.
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Post by Alundaio Fri Nov 06, 2009 10:03 am

Ignore the bbcode. I have problems where I cant see the text unless I change the color. Somehow it always screws up my posts.
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Post by Alundaio Fri Nov 06, 2009 10:04 am

Uh double post by accident
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Post by Alundaio Mon Nov 09, 2009 10:27 am

I've tested this myself. To auto replenish the Arrows all you need is to put a few lines in the module OnUnequip script that checks when The Arrows of the Everfull Quiver are Unequiped at a stacksize <= 1. If so then call your replenish script to create a new stack and equip it in the arrow slot. This way the PC can manual switch other arrows in with no problem. The stack will only be replaced when the Arrows reach 0. But You may need to put a check in there to actually see if they Have the quiver in their inventory before creating the stack automatically. PLEASE? Sad
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Post by daveyeisley Mon Nov 09, 2009 10:40 am

LOL, dont mind alundaio, he doesnt really want the auto-replenish that badly, he's just joking Razz

hehe.... would be sweet if this could be done for all the unlimited ammo items (once the box and bag are fixed to take crystals)
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Post by Alundaio Mon Nov 09, 2009 7:22 pm

I got to thinking. I know, I feel like I'm beating a dead horse. But With this way you can make the quiver replenish any Stack that you use the unique power on by passing on the Tag. Which would mimmick Dave's orignal idea on the replenishing any stack of arrows. It would also open up the possiblity for making arrows as a Custom item.
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Post by The Amethyst Dragon Mon Nov 09, 2009 9:10 pm

Doing some testing, we'll see what pans out with the code.

Edited to add: Looks promising. Of course, Axe Murderer is a scripting genius, so it's no wonder he's the sort that would figure out something like this in the first place. I'll have to play around with it and simplify it, but I'll see what I can do.
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Post by The Amethyst Dragon Mon Nov 09, 2009 11:28 pm

Ok, after the next planned reset, the everfull quiver, case, and bag should automatically replenish your ammo (that was created by the everfull item).

Thanks for getting that initial code from Axe, Alundaio.

Also, I figured out why the bag and case weren't taking the elemental crystals, so that will now be fixed.










Now, the part that won't make everyone happy (especially those that have been enjoying fully crystalled-up quivers)...

I came across an issue of balance in my calculations. If you enhance a quiver/case/bag with all 5 crystals (+1d4 damage of 5 different elements), you're basically getting an 18,909 gp stack of ammo for free with each refill. Two refills pays for the whole quiver, after that it's just (mostly) free powerful ammo.

Which means that I'm going to be increasing the cost for ammo from an enhanced quiver, based on about 25% of the cost of a stack of 99 similarly enhanced pieces of ammo.

So, basic everfull ammo: 100 gp (convenience charge for not having to run to town for ammo Razz)
+ 1st crystal: + 150 gp
+ 2nd crystal: + 575 gp
+ 3rd crystal: + 950 gp
+ 4th crystal: + 1,350 gp
+ 5th crystal: + 1,700 gp

Expensive, but still a lot cheaper than running to shops to stock up on magical ammo (and still getting ammo more powerful than is actually available in-game already).
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Post by MannyJabrielle Tue Nov 10, 2009 12:01 am

If one were to carry several quivers (one fully juiced up, and others with just one or two elemetal crystals), will the replenishing script know to refill with the arrows equipped from the last quiver usage?

I can see lower level archers who don't have oodles of GP who may want just a fire/acid combo for troll hunting, but then switch to say just a cold arrow when hunting something else, rather than going through a nearly 2K stack Smile
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Post by The Amethyst Dragon Tue Nov 10, 2009 12:16 am

The automatic-replenishment script looks for the first item in inventory that matches the tag needed to produce the arrows (or bolts, or bullets) that ran out. ie. the first quiver it finds for the arrows, the first case for the bolts, the first bag for the bullets.

However, for those that want to use multiple quivers/cases/bags, manually activating said items will produce and equip the proper ammunition. Of course, if those stacks run out, it will automatically look for the first quiver/case/bag it can find in inventory to replenish, which may be the more expensive ones.

Don't want it to autoreplenish? Swap in a stack of other ammo while you've got at least two arrows/bolts/bullets left in the everfull ammo stack.
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Post by Alundaio Tue Nov 10, 2009 8:20 am

Awesome Thanks The Amethyst Dragon! Yeah the gp cost is totally worth it. Especially now with the added convience of the item. Very Happy Now it's really going to be EVERFULL! I use to spend 2k buying all the elemental arrows from every shop, and those were only 1d6 of one type.
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Post by jazzable Tue Nov 10, 2009 11:05 am

Uhm...well, i´m not really glad about the price changes to be true. Why is it that an archer has to pay 40.000 or more gold for a prolonged playing session? Every other warrior type needs just a weapon, five crystals and he´s good to go. It´s not like an archer could easily snipe away hundreds of enemies without risk or danger...one shot and all hell breaks loose.
Admitted, having enough money shouldn´t be a problem at the point where you have your fully enchanted quiver; it´s just that no melee guy has to pay for weapon maintenance or repairs, but the archer has to?
Besides that, great news and good work with the auto-replenishing; many thanks for that! Smile
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Post by daveyeisley Tue Nov 10, 2009 11:50 am

jazzable wrote:Uhm...well, i´m not really glad about the price changes to be true. Why is it that an archer has to pay 40.000 or more gold for a prolonged playing session? Every other warrior type needs just a weapon, five crystals and he´s good to go. It´s not like an archer could easily snipe away hundreds of enemies without risk or danger...one shot and all hell breaks loose.
Admitted, having enough money shouldn´t be a problem at the point where you have your fully enchanted quiver; it´s just that no melee guy has to pay for weapon maintenance or repairs, but the archer has to?
Besides that, great news and good work with the auto-replenishing; many thanks for that! Smile

this.
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Post by Alundaio Tue Nov 10, 2009 1:34 pm

Considering that you are getting an arrow stack that does an extra 5d4 daamage for only 1.7k is cheap! Elemental Arrows are expensive and rare. Except acid arrows.  I think more magical longbows and shortbows need to be added though. There are only a couple. I think 2 longbows and 2 shortbows. It may or may not be a problem really. I use all 99 in 20 rounds with 5 attacks. 1.7k per 2 minutes does sound kinda like a money pit especially if your in a Dave created event. That's 51k an hour you would spend on arrows. That one zombie fight that lasted 3.5 hours would have costed me more then I got in rewards lol.
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Post by MannyJabrielle Tue Nov 10, 2009 1:46 pm

The money-pit part is especially burdensome with that arrows we shoot are effectively destroyed. There's no recovering any arrows shot at all. Same with throwing weapons.
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Post by daveyeisley Tue Nov 10, 2009 1:58 pm

my whole problem with jacking up the price is this:

in PnP, you could get the special damages and whatnot on your *bow*, so you could fire a mundane arrow, and the bow would imbue the ammo with magic.... so all you need is an everful quiver of *regular* arrows, and a bow that has the enchantments, and you're good to go.

In NWN, we dont have that option, we we *must* apply the damage bonuses directly to the ammo in order to make it work. I dont think there should be a cost increase associated with that workaround.

The elves would go broke if thats how it was supposed to work Razz
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Post by The Amethyst Dragon Wed Nov 11, 2009 9:01 am

Based on feedback:

I'll be reducing the cost next time I get in the toolset. It'll still be more than for "unaltered" everfull ammo, but will be less expensive than the current cost.
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Post by daveyeisley Wed Nov 11, 2009 9:05 am

Thank you, The Amethyst Dragon Smile
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Post by Elhanan Wed Nov 11, 2009 10:39 am

Thanks from the profit minded McJagger Clan, too! Smile
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Post by Alundaio Wed Nov 11, 2009 11:25 am

Hey The Amethyst Dragon, It doesn't look like it takes ANY money when it refills the stack. But other then that its so great, no more clicking on a quickslotted quiver in mid battle for me! Very Happy
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Post by jazzable Thu Nov 12, 2009 7:02 am

Thanks as well, The Amethyst Dragon!
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