| If mine_iron |
| **then query (player_name) cr.gp |
| ****if cr.gp < xx |
| ******then return "you do not have enough crafting points" |
| ******endif |
| ****if cr.gp >= xx |
| ******then subtract xx cr.gp |
| **then query (player_name) cr.al.re.me |
| **then set query_1 = mine_x |
| **then random_variable cr.al.re.me as v_x |
| **then query Aura_Florae_iron |
| **then set query_2 = probability_x |
| **if mine_x > probability_x*5 |
| ****then return "You find some excellent Iron Ore" |
| ****Endif |
| **if mine_x > probability_x*4 |
| ****then return "You find some good Iron Ore" |
| ****Endif |
| **if mine_x > probability_x*3 |
| ****then return "You find some fair Iron Ore" |
| ****Endif |
| **if mine_x > probability_x*2 |
| ****then return "You find some Iron Ore" |
| ****Endif |
| **if mine_x > probability_x*1 |
| ****then return "You find some poor Iron Ore" |
| ****Endif |
| *if mine_x > probability_x.5 |
| ****then return "You break your foot" |
| ****then subtract z_hp |
| ****Endif |
| *if mine_x > probability_x.2 |
| ****then return "You break your back mining" |
| ****then subtract y_hp |
| ****Endif |
| End mine_iron |
====================================================================================================
| cr.al.re.prep for prepare (crushing and removal of obvious inpurity) |
| cr.al.re.metal for melt (melting, mixing, and pouring out distinct inpurity) |
| cr.me for ingots (managing the metal to form base metalwork objects) |
| If refine iron_object |
| **then query iron_object |
| ****if iron_object = 0 |
| ****then send "You have nothing to refine." |
| ****Endif |
| **then query (player_name) cr.gp |
| **then set query = variable_gp |
| ****if variable_gp > xx |
| ******then subtract xx from variable_gp |
| ******then setvalue (player_name) cr.gp = variable_gp |
| ****if variable_gp < xx |
| ******then send "You do not have enough crafting points." |
| ******EndIf |
| **then query (player_name) cr.al.re.pr |
| **then set query_cr.al.re.pr = ore |
| **then query (player_name) cr.al.re.me |
| **then set query_cr.al.re.me = poured |
| **then query (player_name) cr.me |
| **then set query_cr.me = ingot |
| **then random (player_name) cr.al.re.pr |
| **then set random_(player_name)_cr.al.re.pr = ore_random |
| **then random (player_name) cr.al.re.me |
| **then set random_(player_name)_cr.al.re.me = poured_random |
| **then random (player_name) cr.me |
| **then set random_(player_name)_cr.me = ingot_random |
| **then query iron_object_value (value of the base ore should be the highest value) |
| **then set query_iron_object_value = value_base |
| **then delete object iron_object |
| **then query Fantom_deore_probability |
| **then set query_Fantom_deore_probability = deore_probability |
| **then set value_base + ore_random + poured _random + ingot_random = value_overall |
| ****if value_overall > deore_probability*5 |
| ******then send "You have made an excellent quality ingot" |
| ******then create object ingot_poor |
| ******Endif |
| ****if value_overall > deore_probability*4 |
| ******then send "You have made a good quality ingot" |
| ******then create object ingot_poor |
| ******Endif |
| ****if value_overall > deore_probability*3 |
| ******then send "You have made a fair quality ingot" |
| ******then create object ingot_poor |
| ******Endif |
| ****if value_overall > deore_probability*2 |
| ******then send "You have made an ingot" |
| ******then create object ingot_poor |
| ******Endif |
| ****if value_overall > deore_probability |
| ******then send "You have made a poor quality ingot" |
| ******then create object ingot_poor |
| ***if value_overall > deore_probability.5 |
| ******then send "You burn yourself as you tip over your cauldron" |
| ******then subtract z_hp |
| ***if value_overall < deore_probability.5 |
| ******then send "You fall into your cauldron and ruin all your ore" |
| ******then subtract xx_hp |
====================================================================================================
Comments by FantoM - 26 Jul 2006
The commands for mining and smelting are a necessary addition if we with to support smithing your own gear. The specifics for messages/number of types of damage/etc don't have to be sorted here.
The thing I'd comment upon most is your statement of "What if you could code them with an open ended systems allowing for new material additions"
This is an ideal we've been aiming for in the rest of this discussion. The difficulty is in handling what happens when someone puts something we didn't think of into a mixture. How could we come up with a potion/whatever that makes sense.
IE - if someone manages to smelt normal iron ore along with some wierd gem that they picked up in harn, how should it effect the end product?
===========
*Comments by -- PelemoN - 31 Jul 2006
This setup was designed to work of a number of tables that could be added to and reworked based on additional materials. The "forging" of weapons was based almost entirely on randoms of skills and the item values to form a product that would go through a value check to define what would showup (the only optional edge to this system would be recoding a new build for seperate objects, ie standard axe formation but blade and hilt and wrap made of entirely seperate builds themselves).
I had hoped that gem additions and other such extras could be used to enchant or imbue specialty alterations and coded entirely seperate from base item formations as gems would be devoured by a forge and possibly only useful if of sufficient size to work as an arrowhead on an easily damageable arrow. Magical imbues of base metals could be used to improve values before subpiece formation but due to any inbalance this could cause, being able to before and after enchant, the improvement should be minimal or result in a slight improvement or a complete ruining of ore or whatever subpiece is being "improved".
Particular classes of objects would have to be revised to what they could possibly add to an object formation, and if at all possible either a value tag for a particular build or a multiplier of a given sell value devised. Metals would be straight forward enough as most forageables and extra items currenlty in the mud would not be of any value while at temperatures for melting metals, although while setting and cooling particular liquids would form different crystal structures and while sharpening certain herbs might be of more worth along with a wetstone.
Personally I don't like a blueprint formula, with the ammount of commands done in sequence within the mud to get above level ten people are use to setting up aliases and such to do the "hard" work for them. Also, the usage of a set build would cut down on our variety beyond the originating base code form of the commands.
Certain things should burn if burnable, certain things would have to be voided as sharpening tools, and some objects would not be of use as formative ingredients.
With all this said, I hope the murky waters don't deter the production.
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