  ***Ambrosia Tradeskill System Compatibility Pack v1.3***
    You may distribute this build freely as long as it remains unmodified.
    Scripts Created and System Designed
    by Mojo(Allen Sun)
    Copyright  2002 Allen Sun

  This is a compatibility pack for the Ambrosia Tradeskill System v0.571+.
  This is designed for people who want to maintain compatibility with
  other servers who have ATS installed so that people cannot trade or drop
  their skill tokens.  This also serves as a generic no-drop/no-trade
  system.  If you already have ATS installed, you do not need this.  You
  must also have v1.24+ of NWN in order for this to work.

  What's News
  -----------

  v1.3 - September 26, 2002
  -------------------------
  -Fixed an exploit where people could trade no-drop items by moving across
   server transitions quickly after the trade.
  -Fixed a bug that was causing _NODD containers to get destroyed when traded
   even if it had contents.

  v1.21 - September 22, 2002
  -------------------------
   -Removed debug info from no-drop code that was left in accidently.

  v1.2 - September 22, 2002
  -------------------------
  -Items that are recreated now retain their indentified state.
  -Items sold to stores that are no drop now take gold from the player.
  -The Ambrosia Persistent Token System is now included as an optional add-on.
   In order to use this, you must have this compatibility pack or ATS installed.
   Please refer to token_system.txt for installation notes.
  -There is a new tag option "_NODD" that marks an item as no-drop and destroy.
   When a person attempts to drop this item, it will be destroyed.  If it is a
   container, it will only be destroyed if there are no contents.
  -Fixed a problem when recreating a container with a full inventory.  Items that
   cannot be created in the container now are created on the player.

  v1.1 - September 16, 2002
  -------------------------
  -Fixed a bug whereby you could put an no-drop item in a bag and still trade it.
  -Fixed a bug where when two people dropped an item simultaneously, one person
  would get both items.
  -Items recreated now retain their plot state.


  Install Notes
  -------------

  In order to install this, please follow these instructions:

  1)  Open up your module in the toolset.
  2)  Under the File menu, select Import.  Then find the .ERF that begins
      with the name ats_compat_pack. Select this file to be imported.
  3)  Under the Edit menu, select Module Properties to bring up the
      properties window.
  4)  Click on the Events tab along the top of the dialog window.
      You should now see all the module triggers.
  5)  If have a script in the OnActivateItem box, then open it up to
      edit it. If not, skip to step 7. You must add the following line
      to the top of your script above any other #include statements:
        #include "ats_inc_activate"

      Now include the following line at the very top of your main()
      function:

        ATS_CheckActivatedItem(GetItemActivator(), GetItemActivated(),
                    GetItemActivatedTarget(), GetItemActivatedTargetLocation());

  6)  Now save and close the script.  Skip the next step and continue
      on with step 8.
  7)  If you did not have a script in the OnActivateItem trigger, then
      select the script "ats_activateitem" for that trigger.
  8)  Next, look at OnAcquireItem trigger. If have a script in the
      OnAcquireItem box, then open it up to edit it. If not, skip to
      step 10. You must add the following line to the top of your script
      above any other #include statements:
        #include "ats_inc_acquire"

      Now include the following line at the very top of your main()
      function:

        ATS_OnAcquireItem(GetItemPossessor(GetModuleItemAcquired()),
                          GetModuleItemAcquired(), GetModuleItemAcquiredFrom());

  9)  Save and close the script.  Skip the next step and continue
      on with step 11.
 10)  If you did not have a script in the OnAcquireItem trigger, then
      select the script "ats_m_item_gain" for that trigger.
 11)  The next thing to do one the module properties event tab is to
      look at OnUnAcquireItem trigger. If have a script in the
      OnUnAcquireItem box, then open it up to edit it. If not, skip to
      step 13. You must add the following line to the top of your script
      above any other #include statements:
        #include "ats_inc_unacq"

      Now include the following line at the very top of your main()
      function:

        ATS_OnUnAcquireItem(GetModuleItemLost(), GetModuleItemLostBy(),
                            GetModuleItemAcquiredFrom());

 12)  Save and close the script.  Skip the next step and continue
      on with step 14.
 13)  If you did not have a script in the OnUnAcquireItem event, then
      select the script "ats_m_item_lost" for that event.
 14)  The final thing to do one the module properties event tab is to
      look at OnModuleLoad trigger. If have a script in the
      OnModuleLoad box, then open it up to edit it. If not, skip to
      step 16. You must add the following line to the top of your script
      above any other #include statements:
        #include "ats_inc_init"

      Now include the following line at the very top of your main()
      function:

        ATS_Initialize();

 15)  Save and close the script.  Skip the next step and continue
      on with step 17.
 16)  If you did not have a script in the OnModuleLoad event, then
      select the script "ats_module_load" for that event.
 17)  You may now close the module properties dialog box by clicking OK.
 18)  Now select the Build Module command. Ignore any compile errors related to
      ats_ scripts and then save the module.
 19)  Congratulations!  The ATS Compatibility Pack is now installed.

 In order to make an item no-drop/no-trade simply add NODROP or _NOD to its
 tag and make sure the first 16 characters of the tag match the resref.
 You should also flag the items as plot so that it cannot be sold.

 You can also add _NODD to an item which makes it no-drop and destroy which means
 that when a person drops the item, it will be automatically destroyed.  If this
 is a container item, it will only be destroyed if it is empty.

 Known Issues:
 -------------

 There is a Bioware bug whereby splitting a stack of items results in the new
 stack not having the same flags as the original.  For instance, the plot and
 stolen flag are no longer set on the split item.

 There is also a bug where when acquiring a stackable item that you already,
 it will not trigger the OnItemAcquire event.  Until Bioware fixes the crash
 when calling DestroyObject on an item in a trade window, this will allow
 people get around the no-drop code on stackable items by first splitting them,
 and then giving them to someone who already has a few of the stackable items
 that he has also split.



 The following is information about the full Ambrosia Tradeskill System:

  The Ambrosia Tradeskill System is the first robust
  trade skill system mod released for BioWare's
  amazing NEVERWINTER NIGHTS game.  It was inspired
  by Ultima Online 's great trade skill system.

  Features:
    * 7 fully fuctional trade skills including
      Armorcrafting, Blacksmithing, Mining,
      Weaponcrafting, Tanning, Gemcutting, and
      Jewelcrafting.
      (with 13 more on the way)
    * All skills are use-based meaning the more you
      use them, the better you get at them.
    * A handy trade skill journal to keep track of
      your skill progress.
    * Skill progress can be saved on characters
      persistently
      using tokens so you keep your skills
    * Player vendors can be hired to sell your
      crafted wares
    * Trash cans where players can throw their junk away
    * Features 12 different types of ore which can
      be mined and turned into ingots to be used
      by the other trade skills.
    * Craft over 140 different armors, 30 different
      weapons, and 400+ pieces of jewelry with more
      recipes to come!
    * Powerful crafting menus and recipe system allows
      you to easily create customizeable recipes for
      craftable items! You can make your own items and
      recipes, and the system automatically puts them
      into the menu for the player to choose.
    * Future trade skills include: Alchemy,
      Animal Taming, Bowcrafting, Cooking/Brewing,
      Fishing, Lumberjacking, Scribing, Tailoring,
      Imbuing, Carpentry, Tinkering, Hunting,
      and Farming.

  To download this system, please visit:

  http://nwvault.ign.com/Files/scripts/data/1029506413380.shtml
  or
  http://nwn.stratics.com/content/toolset/scripting/advanced/ambrosia_tradeskill_system.php
  for the latest version.

  If you have any comments, suggestions, or bug reports, please feel
  free to email me at mojo@worldofambrosia.com or visit the forum at:
  http://boards.stratics.com/php-bin/nwn/postlist.php?Cat=&Board=nwn_ats

  --------------------------------------------------
  Disclaimer:  This module/add-on is not officially
  supported by Bioware or Infogrames.  Please do not
  contact them for support.  You can contact me(Mojo)
  for support, questions, or suggestions at
  mojo@worldofambrosia.com. Or visit the website at
  www.worldofambrosia.com/ats for more information.
  I am not responsible for any corruption to your modules
  and/or saves because of your use of this add-on.

  Please retain all credit information when using
  parts of this sytem such as headers and comments.
  Users are granted the right to modify the work as needed
  to function as desired in their modules.  Rights are
  granted to the end user as stated above, not to
  conflict with the agreements contained within the EULA.
  Infogrames and Bioware are the only entities granted
  unlimited rights to this system, in accordance with
  the EULA that accompanies NWN. Mucho thanks to BioWare
  for making such a great game!

  NEVERWINTER NIGHTS  2002 Infogrames Entertainment,
  S.A. All Rights Reserved. Manufactured and marketed
  by Infogrames, Inc., New York, NY. Portions  2002
  Bioware Corp. BioWare is a trademark of BioWare
  Corp. All Rights Reserved.
