Item-Creation Skills

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Dominus
Dungeonmaster
Item-Creation Skills
Wednesday, February 13th, 2008 at 11:24 pm
The essentials of item-creation skills have been coded. I won't go into too much detail, but there are two ways to make items; either use a recipe object (which, when you look at, will display the items needed, and auto-prepare them for you), or to make items from memory/experiment.

I made a really simple recipe out of common Market items to make sure everything worked properly. I also randomly assigned this recipe to be a smithing one.

The Recipe
2 hand axes (to be consumed)
1 old shoes (reusable)
the Marble Fountain (in room, acts like a forge would)
the result: a hoe

The first method I tried was the manual way, the second method was the use-recipe-object way.

: unprep all
All prepared objects now unprepared.
: i
You have: two hand axes, some old shoes.
: prep hand
You prepare the hand axe.
: prep hand 2
You prepare the hand axe.
: prep shoe
You prepare the old shoes.
: smith
You have successfully created a hoe.
: i
You have: a hoe, some old shoes.
: get all
You get two hand axes, a recipe.
: i
You have: two hand axes, a hoe, some old shoes, a recipe.
: smith recipe
You prepare a hand axe.
You prepare a hand axe.
You prepare some old shoes.
You prepare a Marble Fountain.
You have successfully created a hoe.
: i
You have: two hoes, some old shoes, a recipe.
:
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

merton
Re: Item-Creation Skills
Wednesday, February 13th, 2008 at 11:40 pm
sweet... when do you plan on putting them in?

Dominus
Dungeonmaster
Re: Item-Creation Skills
Thursday, February 14th, 2008 at 10:00 am
One, just the bare essentials are coded, so I have to go back and make things more user friendly, which shouldn't take very long.

Two, compile a list of recipes - if, overall, the objects created suck (like a hoe, or a dirty shirt) nobody will use the recipes, but if they're too good (100000gp, -12 AC), that's all anybody will do. We need to figure out how to balance the reward with the skill level of your crafting.

Three, we have to put the ingredients in game. I've an idea for random ingredients on the overland, but you won't really be finding iron ore in the plains.

Repeat for each skill.

Whenever these all get done, we can put them in. Smile
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

Dominus
Dungeonmaster
Re: Item-Creation Skills
Friday, February 15th, 2008 at 10:31 am
The code is now live and a test recipe has been added to the Adventurers' Equipment Shoppe in Highport. Don't expect anything too grand; it's just a sample.

Search out Yramrag in Gnomebarrow for something more interesting.
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

delta
Watcher
Re: Item-Creation Skills
Friday, February 15th, 2008 at 10:45 am
Looks good. Only problem I see so far is that the list is refundable, even after you use it to create stuff.

Dominus
Dungeonmaster
Re: Item-Creation Skills
Friday, February 15th, 2008 at 1:02 pm
Bwhaha, good point. I'll make sure recipes are non-refundable.
Angel Heaven doesn't want me and Hell is afraid I'll take over. Evil

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