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Both the original trapcrafting system and the new ACS system share the advantage of portability and both allow you to create the same [[nwn:Trap|standard traps]] which are found in Neverwinter Nights but there are several differences between the systems. | Both the original trapcrafting system and the new ACS system share the advantage of portability and both allow you to create the same [[nwn:Trap|standard traps]] which are found in Neverwinter Nights but there are several differences between the systems. | ||
Advantages of the original system: | Advantages of the original custom system: | ||
* Custom traps (Blinding Light, Darkness, Thorny Tangle, Thunder & Lightning) can be made with different qualities based on the Craft Trap ranks of the crafter. Bonuses to set, detect and disarm the trap are tied to the skill of the trap crafter. | * Custom traps (Blinding Light, Darkness, Thorny Tangle, Thunder & Lightning) can be made with different qualities based on the Craft Trap ranks of the crafter. Bonuses to set, detect and disarm the trap are tied to the skill of the trap crafter. | ||
* Custom traps can be set without breaking stealth. | * Custom traps can be set without breaking stealth. |
Revision as of 18:46, 26 May 2021
Systems and Tools |
Introduction
Trapcrafting allows characters to make their own traps. Any class build can be a trapcrafter. There are two trapcrafting systems in Avlis. The original system was developed by Deider in 2006 and then improved by Croton in 2009. This page refers to a newer system added in 2021 which adds Trapcrafting to the Avlis Crafting System (ACS).
Getting Started
To become a trapcrafter you need to acquire a Trapcrafting Kit. There are a few merchants in Negaria who will sell you this kit. You can do several things with the kit:
- If you use the kit and target a spot on the ground it will spawn a trapcrafting station (a small bag which represents the kit). You will use this station to make traps. If you use the kit and target another spot on the ground while you already have a station out the original station will be destroyed and a new one will spawn where you targeted it. When a trapcrafting station is destroyed anything inside it is spilled onto the ground.
- If you use the kit on a stack of arrows, bolts, darts or shuriken it will prime that item, allowing it to be used as a component in the creation of projectile traps.
- If you use the kit on your PC you will get a temporary Craft Trap synergy bonus to set traps (see below for details).
Note: The Trapcrafting Kit is not a Plot item.
The trapcrafting station is a placeable which can hold inventory. It can be destroyed in two ways:
- targeting it with your Trapcrafting Kit
- through physical attacks and spells
Destroying the station always dumps its contents on the ground.
One difference between Trapcrafting and other ACS tradeskills is its portability. For other tradeskills such as Blacksmithing and Tailoring you must go to one of the many crafting stations available throughout the servers. With Trapcrafting you can make traps anywhere.
Trapcrafting Experience and Progression
As a part of ACS, Trapcrafting provides both tradeskill and character XP. Trapcrafting XP has a level progression the same as character levels. The XP granted by the original system is different from the XP granted by the ACS version of Trapcrafting.
Differences Between the Original System and the ACS System
Both the original trapcrafting system and the new ACS system share the advantage of portability and both allow you to create the same standard traps which are found in Neverwinter Nights but there are several differences between the systems.
Advantages of the original custom system:
- Custom traps (Blinding Light, Darkness, Thorny Tangle, Thunder & Lightning) can be made with different qualities based on the Craft Trap ranks of the crafter. Bonuses to set, detect and disarm the trap are tied to the skill of the trap crafter.
- Custom traps can be set without breaking stealth.
- Custom traps have various other features.
Advantages of the newer ACS system:
- Can craft more than one trap at a time.
- Crafting grants tradeskill and character XP.
- Bonuses to set, detect and disarm all traps are tied to the Craft Traps skill of the trap setter.
- The recipe list has been expanded to include new traps (see below).
- All traps are NWN traps. Player Tool 5 is not needed to set or recover traps. All traps set by the PC will have a green trigger.
Recipes
The biggest difference between Bartending and the other tradeskills is the way recipes are handled. There is no menu with recipes listed at each level. Recipes don't use specific components - they use groups of components. These can be figured out through experimentation. I will give as examples the three 1st level recipes.
Garnished Beer: to make this you simply need fruit and a beer/ale. Fruit can be any of the following items: Blackberry, Blueberry, Raspberry, Bag of Cherries, Berries, and Nanshi Vehir Berries. Beer/ale can be any potion that has the Cast Spell: Alcohol, Beer Single Use property. This includes ales from offworld. Avlis custom beer/ales can also be used, which includes items like Galdosian King's Ale and Heartwood Stout. Any combination of a fruit and a beer/ale can be used to make a Garnished Beer.
When you succeed in making a cocktail, it will spawn directly into your PC's inventory. It will have a custom name such as "Rodrick Goodman's Garnished Beer". The cocktail's description will include the names of the components the PC used to make it. For example, the Garnished Beer description could look like this: "Rodrick Goodman has garnished Galdosian King's Ale with Bag of Cherries to give it a slightly fruity taste."
Now, on to the other two 1st level recipes:
Shandy: this is a mixture of a juice and a beer/ale. Juices include such items as Apple Juice, Fanos' Fruity Punch, Shemathen Root Beer, and Radish Juice.
Half and Half: this is a mixture of two beers/ales. They must be different - you can't split a stack of Ale in half and try to use the two stacks to make a Half & Half.
There are a total of 27 recipes across 8 levels. For lower-level recipes (1st through 4th), the recipe level is determined by the alcoholic strength of the resulting cocktail. In Avlis, alcoholic drinks are rated by their strength:
- Beers/Ales: 1
- Wines: 2
- Spirits/Liquors: 3
- Strong Liquors: 4 (includes Grainshots and Deputy Tom's Moonshine)
Higher level recipes (4th through 8th) are more complex, and some require more components than lower level recipes. Some also require a new component, Cocktail Mix, which can be purchased at some taverns and inns.
As mentioned above, PCs can only make one cocktail at a time. When a PC tries to mix a cocktail, the drinks cabinet will examine everything inside it and look to see if any components match a recipe. Higher level recipes take precedence.
Cocktail Components
Groups of components used to make cocktails include but are not limited to:
- Beer/Ale: as described above
- Wine: any item with the property Cast Spell: Alcohol, Wine Single Use, as well as Avlis custom wines
- Spirits/Liquor: any item with the property Cast Spell: Alcohol, Spirits Single Use, as well as Avlis custom spirits
- Strong Liquor: as described above
- Fruit
- Juice
- Herbs: some plants (herbs, vegetables, etc.) can be used to garnish a cocktail or infuse it with flavor
- Cocktail Mix: a catch-all item used in higher level recipes for more complicated cocktails that require things like syrup and soda water, such as Deputy Tom Collins, Song Island Tea, and Tyeduan Sunrise.
Mixed cocktails cannot be used as components in other cocktails. For example, you can't use a Half and Half to make a Shandy or a Garnished Beer.
Mixing Potions
Once a PC has gained 10 levels in Bartending, they gain the ability to mix potions. When two potions are successfully mixed, the end result is a new potion that will grant the effect of the one the two original potions, but at the combined caster level of the two potions that were mixed. The resulting potion effect is randomly chosen between the two potions.
Example: a bartender mixes two standard NWN potions, Potion of Aid and Potion of Barkskin, both of which have a caster level of 3. If successful, the bartender will create either a new Potion of Aid or Potion of Barkskin, which when drunk will cast its respective spell at caster level 6.
There are some limitations to potion mixing:
- You cannot mix two potions of the same spell, even if they are of different caster levels.
- Mixed potions cannot be further mixed with other potions.
- Only potions that cast spells can be mixed; custom scripted potions such as the Potion of Psionic Resistance cannot be used in potion mixing.
The chance that a bartender successfully mixes two potions is affected by the combined caster level of the potions to be mixed as well as the PC's Bartending and Alchemy levels. In some cases a PC can outdo himself and create a mixed potion which casts its spell with metamagic (empowered, extended, maximized) when drunk. Likewise, it is possible for the bartender to fail when mixing potions, sometimes in spectacular fashion. There are also cases when the bartender can create a mystery potion, whose effects are completely unknown until drunk.