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Missing Alchemy Menu
Author Message
mlyon83
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Joined: Apr 2013
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Post: #1
Missing Alchemy Menu
This code seems to work, however, it's not showing anything but text on client screen. There's no next page buttons or anything.

[Image: screen.png]

Code:
//Wren Feb 08 '04 - fixed referece to a type i_potion keg....type does not exist changed to check that baseid with i_keg_potion
//Wren Sep 25 '04 - added poisons to the craftables

[ITEMDEF 0f0e]    //Empty Potion Bottle
DEFNAME        = i_bottle_empty
TYPE        = T_POTION_EMPTY
SKILLMAKE    = TINKERING 21.3, t_tinker_tools
RESOURCES    = 1 i_ingot_iron
VALUE        = 9
WEIGHT        = 1
CATEGORY    = Provisions - Alchemy & Magic
SUBSECTION    = Magical Items
DESCRIPTION    = Empty Alchemist Bottle


ON=@DClick
TARGET Where do you want to fill the bottle from?
RETURN 1

ON=@Targon_item
  IF (<SRC.TARG.TYPE> = t_corpse )
   IF (<SRC.NECROMANCY> > 10.0 ) && (<SRC.NETHERLORE> > 10.0 ) //check for basic necromancy & netherlore
     IF (0<SRC.TARG.TAG.HARVESTED> = 1 )
       src.sysmessage You tear it apart but fail to find anything useful
       return 1
     ENDIF  
     IF ( !<src.restest 1 i_bottle_empty> )
            src.sysmessage You dont have a bottle to put anything in..
            return 1
     ENDIF
     IF ( !<src.restest 1 i_dagger_shadow> )
            src.sysmessage You dont have a suitable dagger on you..
            return 1
     ENDIF
     IF (<SRC.TARG.LINK> == 04fffffff) //npc
         IF (<SRC.TARG.TIMER> < 240)
            src.sysmessage This corpse is too old...
            return 1             
         ENDIF
     ELSEIF (<SRC.ACT.CONT.LINK.ISPlayer> )
         IF (<SRC.TARG.TIMER> < 530) //pc
            src.sysmessage This corpse is too old...
            return 1             
         ENDIF    
     ENDIF
        //do specific reags        
//sacrifice
    IF (<SRC.TARG.region.type>==i_multi_pentagram_necro)
         IF (<SRC.TARG.AMOUNT> == 223)  //lamb
               IF (<SRC.NECROMANCY> > 10.0 ) && (<SRC.NETHERLORE> > 5.0 )
               src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
               SRC.TARG.TAG.HARVESTED = 1
               SRC.CONSUME=i_BOTTLE_EMPTY
               SERV.NEWITEM i_blood_lamb
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
               Return 1
               ENDIF
           ELSEIF (<SRC.TARG.AMOUNT> == 211)  //bear
           
               IF (<SRC.NECROMANCY> > 49.9 ) && (<SRC.NETHERLORE> > 24.9 )
               src.say <SRC.TARG.region.type> <SRC.TARG.AMOUNT>
               src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
               SRC.TARG.TAG.HARVESTED = 1
               SRC.CONSUME=i_BOTTLE_EMPTY
               SERV.NEWITEM i_blood_bear
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
               Return 1
               ENDIF
           ELSEIF (<SRC.TARG.AMOUNT> == 231) || (<SRC.TARG.AMOUNT> == 216) //cow
               IF (<SRC.NECROMANCY> > 19.9 ) && (<SRC.NETHERLORE> > 10.0 )
               src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
               SRC.TARG.TAG.HARVESTED = 1
               SRC.CONSUME=i_BOTTLE_EMPTY
               SERV.NEWITEM i_blood_cow
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
               Return 1
               ENDIF              
           ELSEIF (<SRC.TARG.AMOUNT> == 52)  //snake
               IF (<SRC.NECROMANCY> > 79.9 ) && (<SRC.NETHERLORE> > 39.9 )
               src.sysmessage @0021 As its life ebbs away, you stick the knife on the corpse, twist it, pull it out and watch as the blood slowly drips into the bottle...
               SRC.TARG.TAG.HARVESTED = 1
               SRC.CONSUME=i_BOTTLE_EMPTY
               SERV.NEWITEM i_blood_snake
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
               Return 1
               ENDIF
           ELSEIF (<SRC.TARG.AMOUNT> == 400)  //human
               IF (<SRC.NECROMANCY> > 64.9 ) && (<SRC.NETHERLORE> > 40.0 )
               src.sysmessage @0021 You kneel next to the man, as he is drawing his last shallow breaths you slit his throat, you see the deep terror in his eyes as you start to fill your bottle with the blood spurting out of his neck. The gurgling screams stop just as you gather the last drop...
               SRC.TARG.TAG.HARVESTED = 1
               SRC.CONSUME=i_BOTTLE_EMPTY
               SERV.NEWITEM i_blood_human
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
               Return 1
               ENDIF
           ELSEIF (<SRC.TARG.AMOUNT> == 401)  //human
               IF (<SRC.NECROMANCY> > 64.9 ) && (<SRC.NETHERLORE> > 40.0 )
               src.sysmessage @0021 You kneel next to the woman, as she is drawing her last shallow breaths you slit her throat, you see the deep terror in her eyes as you start to fill your bottle with the blood spurting out of her neck. The gurgling screams stop just as you gather the last drop...
               SRC.TARG.TAG.HARVESTED = 1
               SRC.CONSUME=i_BOTTLE_EMPTY
               SERV.NEWITEM i_blood_human
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
               Return 1
               ENDIF              
           ENDIF
     ENDIF
    
    
    
    ENDIF
        //blood of your own
     IF (<SRC.TARG.LINK.UID> == <SRC.UID>)
           IF (<SRC.NECROMANCY> > 30.0 ) && (<SRC.NETHERLORE> > 15.0 )
           src.sysmessage @0021 You kneel next to your lifeless corpse, with a sigh of despair you make a small incision on the wrist and draw blood into the waiting bottle...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_own
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
    
        //blood of servants
     IF (<SRC.TARG.LINK.ISORDER> ) || (<SRC.TARG.LINK.ISCHAOS> )
           IF (<SRC.NECROMANCY> > 50.0 ) && (<SRC.NETHERLORE> > 25.0 )
               IF (<SRC.TARG.LINK.BODY> == c_man )
           src.sysmessage @0021 You kneel next to the man, as he is drawing his last shallow breaths you slit his throat, you see the deep terror in his eyes as you start to fill your bottle with the blood spurting out of his neck. The gurgling screams stop just as you gather the last drop...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_servants
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
        ELSEIF (<SRC.TARG.LINK.BODY> == c_woman )
           src.sysmessage @0021 You kneel next to the woman, as she is drawing her last shallow breaths you slit her throat, you see the deep terror in her eyes as you start to fill your bottle with the blood spurting out of her neck. The gurgling screams stop just as you gather the last drop...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_servants
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
        ENDIF
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF

       //blood of a murderer
     IF !(<SRC.TARG.LINK> == 04fffffff)
     IF (<SRC.TARG.LINK.KILLS> > 3) || (<SRC.TARG.LINK.KARMA> < -2000)
           IF (<SRC.NECROMANCY> > 80.0 ) && (<SRC.NETHERLORE> > 40.0 )
           src.sysmessage @0021 You press your knife into the corpses blackened heart and fill your bottle with the blood dribbling out...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_murderer
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
     ENDIF
    
        //blood of the innocent
     IF !(<SRC.TARG.LINK> == 04fffffff)
     IF (<SRC.TARG.LINK.KILLS> < 3) || (<SRC.TARG.LINK.KARMA> > -2000)
           IF (<SRC.NECROMANCY> > 35.0 ) && (<SRC.NETHERLORE> > 20.0 )
           src.sysmessage @0021 You press your knife into the corpses honest heart and fill your bottle with the blood dribbling out...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_innocent
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
     ENDIF

        //blood of liche
     IF (<SRC.TARG.LINK> == 04fffffff)
     IF (<SRC.TARG.AMOUNT> == 24)
           IF (<SRC.NECROMANCY> > 70.0 ) && (<SRC.NETHERLORE> > 35.0 )
           src.sysmessage @0021 You peel back the rotting layers of flesh, using your knife you cut through the layers of decomposing muscle and skin until you find a vein, using your bottle you collect the thick blackened blood...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_liche
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
     ENDIF

     IF (<SRC.TARG.LINK> == 04fffffff)
     IF (<SRC.TARG.AMOUNT> == 26)
           IF (<SRC.NECROMANCY> > 40.0 ) && (<SRC.NETHERLORE> > 20.0 )
           src.sysmessage @0021 You peel back the rotting layers of flesh to scrape dust from its decrepid bones...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_wraith
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
     ENDIF
     //undeads
     IF (<SRC.TARG.LINK> == 04fffffff)
     IF (<SRC.TARG.AMOUNT> == 154) || (<SRC.TARG.AMOUNT> == 50) || (<SRC.TARG.AMOUNT> == 3) || (<SRC.TARG.AMOUNT> == 56) || (<SRC.TARG.AMOUNT> == 970)
           IF (<SRC.NECROMANCY> > 60.0) && (<SRC.NETHERLORE> > 30.0)
           src.sysmessage @0021 You peel back the rotting layers of flesh to scrape dust from its decrepid bones...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_undead
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
     ENDIF

               //corpse essence
     IF (<SRC.TARG.LINK> == 04fffffff)
     IF (<SRC.TARG.AMOUNT> == 400)
           IF (<SRC.NECROMANCY> > 25.0 ) && (<SRC.NETHERLORE> > 10.0 )
           src.sysmessage @0021 You ignore the screams as you plunge your knife deep into his chest, you scoop up the blood spilling everywhere and hurriedly force it into the bottle...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_corpse
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ELSEIF (<SRC.TARG.AMOUNT> == 401)
           IF (<SRC.NECROMANCY> > 25.0 ) && (<SRC.NETHERLORE> > 10.0 )
           src.sysmessage @0021 You ignore the screams as you plunge your knife deep into her chest, you scoop up the blood spilling everywhere and hurriedly force it into the bottle...
           SRC.TARG.TAG.HARVESTED = 1
           SRC.CONSUME=i_BOTTLE_EMPTY
           SERV.NEWITEM i_blood_corpse
               NEW.CONT <SRC.UID>
               src.SKILLCHECK_START        Skill_Necromancy
           Return 1
       ELSE
                 Src.sysmessage You dont have high enough skill to harvest this corpse
                 return 1
       ENDIF
     ENDIF
     ENDIF






   ELSE
      Src.sysmessage You dont have high enough skill to harvest this corpse
      return 1
   ENDIF
  ENDIF

  IF (<SRC.TARG.BASEID> != i_keg_potion )
     src.sysmessage You can't fill the bottle from there.
     return 1
  endif

  if ( (<SRC.TARG.morex> == 0) || (<SRC.TARG.MORE2> == 0) )
     src.sysmessage The keg is empty.
     return 1
  endif

  SOUND        = snd_Z_END_LIQUID
  SRC.NEWITEM    = <SRC.TARG.MORE2>
  SRC.ACT.MOREz    = <SRC.TARG.MOREz> //restore skillvalue
  SRC.ACT.ATTR    = 0
  SRC.ACT.TIMER    = -1
  SRC.ACT.CONT    = <SRC.UID>
  SRC.TARG.MOREX    = <SRC.TARG.MOREX> - 1
  IF (<SRC.TARG.MOREX> == 0)
     SRC.TARG.NAME    =    //set original name
     SRC.TARG.MORE2    = 0    //clear potion id    
     SRC.TARG.MOREz    = 0    //clear makeskillvalue
     SRC.SYSMESSAGE You fill the bottle with the last drops of the liquid.
  ELSE
     SRC.TARG.NAME    = a <NAME> Keg(<SRC.TARG.MOREX>)
     SRC.SYSMESSAGE You fill the bottle with the liquid.
  ENDIF
  CONSUME 1
  RETURN 1

[ITEMDEF 0e9b]    //Mortar & Pestle
DEFNAME     = i_mortar_pestle
VALUE        = 170
TYPE        = t_script
RESOURCES    = 5 i_ingot_iron
WEIGHT        = 1
SKILLMAKE    = TINKERING 70.0,t_tinker_tools

ON=@Create
  MORE1        = 3
  TAG.SKILL    = 0.0
  TAG.ID    =
  TYPE        = T_MORTAR
  
ON = @Click
   if ( 0<TAG.CLICKED> == 0 )
      TAG.CLICKED = <TIME>
   endif
   MESSAGE <NAME>
   if ( !strcmp( "<TAG.ID>", "" ) )
      return 1
   endif

   if ( (<TIME> - <TAG.CLICKED>) > 15 )
      MESSAGE (click again to clear)
   else
      NAME        =
      TAG.ID    =
      TAG.SKILL    = 0.0
      MESSAGE *You wash the mortar and clear the pestle*
   endif
   TAG.CLICKED    = <TIME>
   return 1

ON=@ContextMenuRequest
SRC.AddContextEntry 747,5121
  
ON=@ContextMenuSelect
IF (<ARGN>==747)
      NAME        =
      TAG.ID    =
      TAG.SKILL    = 0.0
      MESSAGE *You wash the mortar and clear the pestle*
      resendtooltip
ENDIF
  
ON=@DClick
   if (<TOPOBJ.UID> != <SRC.UID> )
      src.sysmessage You must have the mortar and pestle in your pack.
      return 1
   endif

   if (<MORE1> != 3 )
      SRC.NEWITEM    i_mortar_pestle
      SRC.ACT.BOUNCE
      REMOVE
      SRC.ACT.USE
      return 1
   endif

   if ( !strcmp( "<TAG.ID>", "") )
     SRC.ACT        = <UID>
     SRC.SKILLMENU sm_alchemy
     return 1
   endif

   if (<SRC.ACTION> != -1 )
      SRC.SYSMESSAGE You must wait to perform another action.
      return 1
   endif

   SRC.NEWITEM <TAG.ID>
   if ( (<SRC.ACT.TYPE> == t_potion) && (<SRC.RESTEST i_bottle_empty> == 0) )
      SRC.SYSMESSAGE You have no bottles for your potion.
   elseif (<SRC.RESTEST <SRC.ACT.RESOURCES>> == 0 )
      SRC.SYSMESSAGE You need <SRC.ACT.RESMAKE> to produce <SRC.ACT.NAME>.
   elseif ( !<SRC.CANMAKE <SRC.ACT.BASEID>> )
      SRC.SYSMESSAGE You haven't got the faintest idea on how to produce <SRC.ACT.NAME>.
   else
      SRC.SYSMESSAGE You start producing <SRC.ACT.NAME>.
      SRC.MAKEITEM         = <TAG.ID>
      SRC.TAG.MAKEITEM.LEVEL    = <TAG.SKILL>
   endif
   //SRC.ACT.REMOVE
   return 1


[FUNCTION dialog_skill_alchemy]
  TAG.POTIONS    = 0
  VAR.CANMAKE    = 0

  DSA_POTION  i_potion_CureLess
    DSA_SKILL 15.0
    DSA_DESC1 Instantly cures even the simpler
    DSA_DESC2 poisons
    DSA_DESC3 " "
  DSA_POTION  i_potion_NightSight
    DSA_SKILL 20.0
    DSA_DESC1 Allows perfect sight even in the
    DSA_DESC2 most pure darkness
    DSA_DESC3 ""
  DSA_POTION  i_potion_RefreshLess
    DSA_SKILL 30.0
    DSA_DESC1 Instantly restores a small amount of
    DSA_DESC2 stamina
    DSA_DESC3 " "
  DSA_POTION  i_potion_HealLess
    DSA_SKILL 33.0
    DSA_DESC1 Instantly restores a small amount of
    DSA_DESC2 health
    DSA_DESC3 " "
  DSA_POTION  i_potion_ExplosionLess
    DSA_SKILL 36.0
    DSA_DESC1 When thrown, creates a small explosion,
    DSA_DESC2 damaging everyone in the close vicinity
    DSA_DESC3 ""
  DSA_POTION  i_potion_AgilityLess
    DSA_SKILL 40.0
    DSA_DESC1 Temporarily increases Dexterity
    DSA_DESC2 by a small amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_StrengthLess
    DSA_SKILL 45.0
    DSA_DESC1 Temporarily increases Strength
    DSA_DESC2 by a small amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_PoisonLess
    DSA_SKILL 45.0
    DSA_DESC1 Used to apply a weak
    DSA_DESC2 poison on certain weapons
    DSA_DESC3 ""
  DSA_POTION  i_potion_ClevernessLess
    DSA_SKILL 50.0
    DSA_DESC1 Temporarily increases Intelligence
    DSA_DESC2 by a small amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_Refresh
    DSA_SKILL 52.0
    DSA_DESC1 Instantly restores a significant amount
    DSA_DESC2 of stamina
    DSA_DESC3 " "
  DSA_POTION  i_potion_EmpowerLess
    DSA_SKILL 53.0
    DSA_DESC1 Unknown
    DSA_DESC2 " "
    DSA_DESC3 " "
  DSA_POTION  i_potion_Heal
    DSA_SKILL 54.0
    DSA_DESC1 Instantly restores a significant amount
    DSA_DESC2 of health
    DSA_DESC3 " "
  DSA_POTION  i_potion_Explosion
    DSA_SKILL 55.0
    DSA_DESC1 When thrown, creates an explosion,
    DSA_DESC2 damaging everyone in the close vicinity
    DSA_DESC3 ""
  DSA_POTION  i_potion_Cure
    DSA_SKILL 56.0
    DSA_DESC1 Instantly cures even the average
    DSA_DESC2 poisons
    DSA_DESC3 " "
  DSA_POTION  i_potion_Agility
    DSA_SKILL 60.0
    DSA_DESC1 Temporarily increases Dexterity
    DSA_DESC2 by a significant amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_PermanenceLess
    DSA_SKILL 61.0
    DSA_DESC1 Doubles the duration of the benefitial
    DSA_DESC2 spells already in effect
    DSA_DESC3 ""
  DSA_POTION  i_potion_StoneSkin
    DSA_SKILL 63.0
    DSA_DESC1 Hardens the skin to stone, thus raising
    DSA_DESC2 defense. It's effect is less noticeable
    DSA_DESC3 the  stronger the Armour equipped.
  DSA_POTION  i_potion_Strength
    DSA_SKILL 64.0
    DSA_DESC1 Temporarily increases Strength
    DSA_DESC2 by a significant amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_Poison
    DSA_SKILL 65.0
    DSA_DESC1 Used to apply an average
    DSA_DESC2 poison on certain weapons
    DSA_DESC3 ""
  DSA_POTION  i_potion_ManaLess
    DSA_SKILL 66.0
    DSA_DESC1 Instantly restores a small amount of
    DSA_DESC2 mana
    DSA_DESC3 " "
  DSA_POTION  i_potion_Empower
    DSA_SKILL 67.0
    DSA_DESC1 Unknown
    DSA_DESC2 " "
    DSA_DESC3 " "
  DSA_POTION  i_potion_Cleverness
    DSA_SKILL 68.0
    DSA_DESC1 Temporarily increases Intelligence
    DSA_DESC2 by a significant amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_Permanence
    DSA_SKILL 70.0
    DSA_DESC1 Triples the duration of the benefitial
    DSA_DESC2 spells already in effect
    DSA_DESC3 " "
  DSA_POTION  i_potion_CureGreat
    DSA_SKILL 71.0
    DSA_DESC1 Instantly cures even the deadlier
    DSA_DESC2 poisons
    DSA_DESC3 " "
  DSA_POTION  i_potion_RefreshGreat
    DSA_SKILL 72.0
    DSA_DESC1 Instantly restores a large amount
    DSA_DESC2 of stamina
    DSA_DESC3 " "  
  DSA_POTION  i_potion_AgilityGreat
    DSA_SKILL 74.0
    DSA_DESC1 Temporarily increases Dexterity
    DSA_DESC2 by a large amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_ExplosionGreat
    DSA_SKILL 76.0
    DSA_DESC1 When thrown, creates a large explosion,
    DSA_DESC2 damaging everyone in the close vicinity
    DSA_DESC3 ""
  DSA_POTION  i_potion_StrengthGreat
    DSA_SKILL 78.0
    DSA_DESC1 Temporarily increases Strength
    DSA_DESC2 by a large amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_SteelSkin
    DSA_SKILL 80.0
    DSA_DESC1 Hardens the skin to steel, thus raising
    DSA_DESC2 defense. It's effect is less noticeable
    DSA_DESC3 the  stronger the Armour equipped.
  DSA_POTION  i_potion_Mana
    DSA_SKILL 84.0
    DSA_DESC1 Instantly restores a significant amount
    DSA_DESC2 of mana
    DSA_DESC3 " "
  DSA_POTION  i_potion_HealGreat
    DSA_SKILL 86.0
    DSA_DESC1 Instantly restores a large amount
    DSA_DESC2 of health
    DSA_DESC3 " "  
  DSA_POTION  i_potion_ClevernessGreat
    DSA_SKILL 88.0
    DSA_DESC1 Temporarily increases Intelligence
    DSA_DESC2 by a large amount
    DSA_DESC3 ""
  DSA_POTION  i_potion_PermanenceGreat
    DSA_SKILL 90.0
    DSA_DESC1 Quads the duration of the benefitial
    DSA_DESC2 spells already in effect
    DSA_DESC3 " "
  DSA_POTION  i_potion_PoisonGreat
    DSA_SKILL 90.0
    DSA_DESC1 Used to apply a strong
    DSA_DESC2 poison on certain weapons
    DSA_DESC3 ""
  DSA_POTION  i_potion_EmpowerGreat
    DSA_SKILL 93.0
    DSA_DESC1 Unknown
    DSA_DESC2 " "
    DSA_DESC3 " "
  DSA_POTION  i_potion_Invisibility
    DSA_SKILL 95.0
    DSA_DESC1 This potion renders every particle in your
    DSA_DESC2 body translucent, as long as you remain
    DSA_DESC3 imobile
  DSA_POTION  i_potion_Shrink
    DSA_SKILL 97.0
    DSA_DESC1 Shrinks small pets, allowing them to
    DSA_DESC2 be carried with relative ease.
    DSA_DESC3 " "
  DSA_POTION  i_potion_ManaGreat
    DSA_SKILL 99.0
    DSA_DESC1 Instantly restores a large amount
    DSA_DESC2 of mana
    DSA_DESC3 " "
  DSA_POTION  i_potion_ShrinkGreat
    DSA_SKILL 100.0
    DSA_DESC1 Shrinks large pets, allowing them to
    DSA_DESC2 be carried with relative ease.
    DSA_DESC3 " "
  DSA_POTION  i_potion_ra
    DSA_SKILL 100.0
    DSA_DESC1 Allows the effects of reactive
    DSA_DESC2 armour to be used in potion form.
    DSA_DESC3 " "
  DSA_POTION  i_potion_Emblaze
    DSA_SKILL 100.0
    DSA_DESC1 Unknown
    DSA_DESC2 " "
    DSA_DESC3 " "
  DSA_POTION  i_potion_hope
      DSA_SKILL 115.0
      DSA_DESC1 Unknown
      DSA_DESC2 " "
      DSA_DESC3 " "
  DSA_POTION i_potion_PoisonFood
    DSA_SKILL 101.0
    DSA_DESC1 Used to apply a strong
    DSA_DESC2 poison to food and drinks
    DSA_DESC3 " "
  DSA_POTION  i_potion_PoisonDeadly
    DSA_SKILL 105.0
    DSA_DESC1 Used to apply a deadly
    DSA_DESC2 poison on certain weapons
    DSA_DESC3 ""
    DSA_POTION  i_blood_vampire
      DSA_SKILL 100.0
      DSA_DESC1 Used by
      DSA_DESC2 necromancers
    DSA_DESC3 ""
        DSA_POTION  i_blood_wither
          DSA_SKILL 100.0
          DSA_DESC1 Used by
          DSA_DESC2 necromancers
    DSA_DESC3 ""
        DSA_POTION  i_blood_strangle
          DSA_SKILL 100.0
          DSA_DESC1 Used by
          DSA_DESC2 necromancers
    DSA_DESC3 ""

  if (<TAG.POTIONS> == 0 )
    SRC.SYSMESSAGE You can't make anything with what you have.
    return 1
  endif

  TAG.CURR.N        = 0
  DSA_NEXT
  DIALOG d_skill_alchemy


[FUNCTION DSA_POTION]
  VAR.CANMAKE    = 0
  VAR.MAKE_ACT    = <SRC.ACT>
  SRC.NEWITEM     = <args>


[FUNCTION DSA_SKILL]
  //if !(<SRC.RESTEST <SRC.ACT.RESOURCES>> )

  if (<SRC.ALCHEMY> < <args> )
    SRC.ACT.REMOVE
    SRC.ACT        = <VAR.MAKE_ACT>
    return 1
  endif

  VAR.CANMAKE    = 1
  TAG.POTIONS    = <eval (<TAG.POTIONS> + 1)>
  TRY TAG.POTION.<TAG.POTIONS>.SKILL    = <ARGS>
  TRY TAG.POTION.<TAG.POTIONS>.ID    = <SRC.ACT.BASEID>
  TRY TAG.POTION.<TAG.POTIONS>.NAME    = <SRC.ACT.NAME>
  TRY TAG.POTION.<TAG.POTIONS>.RESMAKE    = <SRC.ACT.RESMAKE>
  TRY TAG.POTION.<TAG.POTIONS>.RESOURCES    = <SRC.ACT.RESOURCES>
  SRC.ACT.REMOVE
  SRC.ACT        = <VAR.MAKE_ACT>


[FUNCTION DSA_DESC1]
  if (<VAR.CANMAKE> )
    TRY TAG.POTION.<TAG.POTIONS>.DESC1    = <args>
  endif
[FUNCTION DSA_DESC2]
  if (<VAR.CANMAKE> )
    TRY TAG.POTION.<TAG.POTIONS>.DESC2    = <args>
  endif
[FUNCTION DSA_DESC3]
  if (<VAR.CANMAKE> )
    TRY TAG.POTION.<TAG.POTIONS>.DESC3    = <args>
  endif
[FUNCTION DSA_NEXT]
  if (<TAG.CURR.N> == <TAG.POTIONS> )
     return 1
  endif
  TAG.CURR.N        = <eval (<TAG.CURR.N>+1)>
  
  if (<TAG.CURR.N> == 1 )
    VAR.PAGE0        = 1
    VAR.PAGE1        = 2
    VAR.PAGE2        = 3
  elseif (<TAG.CURR.N> == <TAG.POTIONS> )
    VAR.PAGE0        = 2
    VAR.PAGE1        = 1
    VAR.PAGE2        = 3
  else
    VAR.PAGE0        = 3
    VAR.PAGE1        = 2
    VAR.PAGE2        = 1
  endif
[FUNCTION DSA_PREV]
  if (<TAG.CURR.N> == 1 )
     return 1
  endif
  TAG.CURR.N        = <eval (<TAG.CURR.N>-1)>
  
  if (<TAG.CURR.N> == 1 )
    VAR.PAGE0        = 1
    VAR.PAGE1        = 2
    VAR.PAGE2        = 3
  elseif (<TAG.CURR.N> == <TAG.POTIONS> )
    VAR.PAGE0        = 2
    VAR.PAGE1        = 1
    VAR.PAGE2        = 3
  else
    VAR.PAGE0        = 3
    VAR.PAGE1        = 2
    VAR.PAGE2        = 1
  endif
  
  
[DIALOG d_skill_alchemy]
100, 100

page 0
  //resizepic 20 0 2600 374 334 // Curved Grey background
  gumppic   0  0   8016    // -- with patch only
  text 60  45  0   1
  text 70  65 61  10
  text 60 100  0   2
  croppedtext 70 120 290 40 51 14

  text 60 200  0  3
  text 70 220 41 11
  text 70 240 41 12
  text 70 260 41 13

  //button 300 70 2122 2123 1 0 5    // -- with patch only

page <VAR.PAGE0>
  //button 320 284 <eval 01196> <eval 01197> 1 0 1
  button 320 284 8018 8018 1 0 1    // -- with patch only
page <VAR.PAGE1>
  //button 320   0 <eval 0119a> <eval 01199> 1 0 2
  button 320   0 8017 8017 1 0 2    // -- with patch only
page <VAR.PAGE2>
  //button 320 284 <eval 01196> <eval 01197> 1 0 1
  button 320 284 8018 8018 1 0 1    // -- with patch only
  
  //button 320   0 <eval 0119a> <eval 01199> 1 0 2
  button 320   0 8017 8017 1 0 2    // -- with patch only
  

[DIALOG d_skill_alchemy TEXT]
Potion recipes            // 0
Recipe:
Ingredients:
Description:
.
.
.
.
.
.
<TAG.POTION.<TAG.CURR.N>.NAME>        // 10
<TAG.POTION.<TAG.CURR.N>.DESC1>        // 11
<TAG.POTION.<TAG.CURR.N>.DESC2>        // 12
<TAG.POTION.<TAG.CURR.N>.DESC3>        // 13
<TAG.POTION.<TAG.CURR.N>.RESMAKE>    // 14
<TAG.POTION.<TAG.CURR.N>.SKILL>        // 15
.                    // 16


[DIALOG d_skill_alchemy BUTTON]
ON = 1    // next
   DSA_NEXT
   DSA_APPLY
   DIALOG d_skill_alchemy
   return 1
ON = 2    // prev
   DSA_PREV
   DSA_APPLY
   DIALOG d_skill_alchemy
   return 1
ON = 0
   SRC.SYSMESSAGE You set up the mortar to produce <TAG.POTION.<TAG.CURR.N>.NAME>.
   DSA_APPLY
   DSA_CLEARTAGS
   return 1


[FUNCTION DSA_APPLY]
   TAG.ID    = <TAG.POTION.<TAG.CURR.N>.ID>
   TAG.SKILL    = <TAG.POTION.<TAG.CURR.N>.SKILL>
   NAME        =
   NAME        = <NAME> (<TAG.POTION.<TAG.CURR.N>.NAME>)
   SOUND        = 0057
  

[FUNCTION DSA_CLEARTAGS]
   SERV.NEWITEM i_mortar_pestle
   NEW.TAG.CLICKED=<TAG.CLICKED>
   NEW.TAG.ID=<TAG.ID>
   NEW.TAG.SKILL=<TAG.SKILL>
   NEW.NAME=<NAME>
   NEW.BOUNCE
   REMOVE

[EOF]
06-19-2013 08:50 AM
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darksun84
Sir Spamalot
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Posts: 1,687
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Post: #2
RE: Missing Alchemy Menu
Well, the background (resizepic) is commented Big Grin
06-19-2013 09:05 AM
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mlyon83
Apprentice
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Post: #3
RE: Missing Alchemy Menu
(06-19-2013 09:05 AM)darksun84 Wrote:  Well, the background (resizepic) is commented Big Grin

Thanks. Fixed that. Any idea how to fix the rest of the menu?
06-19-2013 09:10 AM
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pinku
Journeyman
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Post: #4
RE: Missing Alchemy Menu
(06-19-2013 09:10 AM)mlyon83 Wrote:  
(06-19-2013 09:05 AM)darksun84 Wrote:  Well, the background (resizepic) is commented Big Grin

Thanks. Fixed that. Any idea how to fix the rest of the menu?

What's wrong with the rest of the menu?
Did you uncomment the buttons and etc as well?
06-21-2013 06:21 PM
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