Mthec

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About Mthec

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  1. Crafter update Download Added "Give tools" option to the Trade window, so that owners and GMs can donate tools to be used by the Crafter. Making it possible to give Crafters enchanted tools. GMs can now set the level of any skill for a Crafter, using the Manage>Modify Skills>Set Skill Levels menu. Crafter's will now bump all known skills up to the starting_skill level set in .properties. allow_threatening now uses three options: disabled kingdom village_alliance I've added a new Trade option, "Give tools". It's limited to the owner and GMs, to prevent random players affecting the Crafter. The Crafter will use the tool normally (not "cheating" as it does with its own tools), so the owner needs to keep an eye on it, and remove/re-improve tools as they stop being useful. As there is no real way for a Crafter to know which enchantments are good or bad, I've left it up to the owner. As long as a tool is between the target QL and the targetQL + 20 (to prevent wasting 99ql lumps to improve items at 1ql), the Crafter will use it. Hopefully sorted. If your Crafter is controlled by a GM, they can now change any of the Crafter's skills with the Manage menu. A Crafter's skills will be boosted to the starting_skill level, if they are too low. Hopefully that's the least messy solution. Interestingly, it's neither. They use Toymaking. I've setup a system that should clear things up. Toymaking is considered to be part of Carpentry, when it comes to the Crafter's assigned skills, but will still use Toymaking to improve. I've changed the allow_threatening option to allow you to set disabled, kingdom, or village_alliance. No worries, out of interest it doesn't undo pings. Just glad it's resolved for you.
  2. It should still be doable. I just worked on them in order of what I thought would be easier, and thought I'd release what I had after completing several of them.
  3. Interesting. The player-owned Buyer wouldn't show up in the buyer.db, as I added the database much later on in development. A quick look shows that the PLACE field is for where an item is on a creatures body. 0 being nowhere. Not sure why it would not be null, unless it was put in someones hand, but oh well. So I'll have to do some investigating into crossing server borders, but in the mean time I've created a little site to help with reconnecting the contract to the Buyer. Using a GM wand, use 'Get info' on the Buyer, and look for the 'Wurmid'. It should be a long number in the last line in Event. Visit the site, and put the id into the box and press Calculate. You'll get two numbers labeled 'Data1' and 'Data2'. Use the wand on the contract and go 'Item>Set data', then put the two numbers in the appropriate fields. Click 'Send' then you should be able to access the Buyer with the contract again.
  4. Crafter update Download Added 'Threaten' action, for non-home, PvP servers. Uses the same system as merchants, except it will also work on non-epic servers. Set allow_threatening to true in .properties. Default false. Added option to stop Crafter action messages appearing in Event. Set send_event_messages to false. Default true. Added option to allow Crafters to keep their skills, when dismissed and replaced. Set allow_saved_skills to true. Default true. Only works for Crafters placed with contracts, GMs can still modify skills via the 'Manage' menu. If disabled Crafters won't load skills when placed, and won't update their entries in the database. However, already saved skills won't be removed from the database, and will load again if the setting is enabled, and the Crafter is replaced. Fixed an issue that prevented compatibility with some other modded items. Added the 'Threaten' option, which works like merchant threatening. Drops all jobs, and donated items. Needs to be turned on, as I thought it might be a nasty surprise for those who aren't expecting it. Added. Ah, thanks for the explanation. I've sorted it so that items that use blade- and head- smithing for improvement can now be accepted with the weaponsmithing trade option. Also added. Needs to be turned on, as one of the intentions with the mod were to add some "background noise" of activity. But I can understand how a lot of them put together would get annoying. I took a quick look at the code, and it appears that 'Destroy'ing them, also cleans up some database stuff. Hmm, sounds like the server transfer is messing up the contract, which should keep a reference to the Buyer. I haven't played around much with hopping servers. I've run out of time now, but I'll respond later with more details.
  5. I'm a little out of practice, but if it isn't too big of a change I'm happy to make additions.
  6. The price is calculated like this: Prices over 70ql were not high enough, so it switches to a different formula (yellow). Then the price of the current ql is deducted from the target ql, and that's the price you pay at the Crafter. There is the base_price option, which modifies the price, but I don't think that's what you're after. How would you like the pricing to work? Also, I'm going away tomorrow for two weeks, so may not have the time to update the mod. Depending on what needs adding.
  7. Crafter bugfix Download Had a report of a writ holder not being able to access the coins generated by the Crafter. Added a workaround, to reset ownership, that occurs the next time the owner uses the Manage option on the writ.
  8. If the forge is in a village, the Crafter needs to be a member, the player making the changes needs to already be a member. If they are not, right-click on the crafter contract (or GM wand right-click the Crafter) and select manage. There should be an 'Invite to Settlement' button. It doesn't show if they already are. Then go to the settlement 'Manage roles' option, and 'Edit' the 'citizens' role. (You can move them to any role, they just start as citizens.) Give the role the Pickup/Drop/'Improve/Repair' permissions. If none of that works, it may be a bug. If so, what is the exact message you are receiving, and where is it showing (Event/logs)?
  9. The other thing it could be is that the Crafter is added as a 'Citizen' to the placer's village. So if citizens don't have permission, then the Crafter won't.
  10. Sorry for the late reply, I was away. Depending on which mod you mean, it should support any item template, default or modded. It fetches the list of item templates the server knows after the server has loaded.
  11. It seems it's either a bugged guard tower, or bugged tower guard that may have lost its tower. The log is saying that a tower guard is checking the local area for enemies, and a quick look at the code shows it checks if the guard tower is the same kingdom. But for some reason the guard tower value is missing. I'm afraid I can't be more specific than that.
  12. Sorry, I can't help. What's happening is, in order for my mod to do stuff whenever the game 'poll's a Creature you have to create a hook with modloader. In the hook you can also tell it to do whatever it is it was going to do. If that causes an error, it bubbles back up the layers. If there's anything after: Caused by: java.lang.NullPointerException It should tell you where the problem occurred. But it may, or may not, help.
  13. MerchantDecayPrevention fix Download Fixed allow_cooling not working. Strange, I thought I had it working, but apparently not. Fixed now, thank you for the report.
  14. Crafter update Download Fixed issue with not accepting coins when using restricted materials. Sorry about that, thanks for the picture it really helped. Turns out when using restricted materials, if the coin wasn't on that list it was rejected from the payment. It was unrelated. Seems to be something to do with when a player, possibly a passenger, is getting out of a vehicle. Not really sure.