Nicolas Weeger wrote:
Hello.

I'd like to extend alchemy-like skills, probably with a 'cooking' skill.

What i'd like to do is:
* add a way for formulaes to never blow up, and just yield a specific
item when failed ('burnt cake'). This will make it safer and more fun,
of course this would be for low exp recipes (or for a skill having a low
skill => overall percentage)

I wonder if instead of just having that be a flag, have some fields like 'danger_potential' or 'blowup_chance' or something?

Thus, you could have potentially very complicated recipes that are safe but hard to do, and could have other recipes that aren't really complicated, but if you mess up, would be quite dangerous.


* add a 'min_level' for a recipe, which you couldn't do if you're not
high-level enough (or with a *really* low probability). Just to feel the
meaning of 'experience' :) And to prevent just trying a high exp recipe
over and over again.

Reasonable. But when doing so, it should be clear what the diff and exp fields then mean - are the based on overall level, thus something with difficulty 20 but min_level 50 then easy? Or does the diff scale from what the min level is, such that 'diff 20' corresponds how hard the recipe is if above min level (thus, a diff 20 min level 50 recipe would effectively be very hard, as at level 50, it is still a diff 20).


* then i'd like to add food-related recipes, like pizzas (yummy!),
bread, cakes, things like that. Of course i'll add matching archetypes.
And thinking of making use of 'keycode' field and using quests to learn
recipes.

It'd be interesting/add character to be able to make a fair number of the number food items that already exist. Making bread is an obvious example, but how about things like waybread, roast birds, etc.

As an aside, it'd be cool to be able to actually specify recipes in maps. This could probably be done by adding a RECIPE object. The actual formulae information could just be stored in the msg field of that object. When you find a recipe book, it puts that recipe into your inventory (perhaps just like spell books - question whether such books should just give one reading or unlimited). When you go an make something, it looks in your inventory for any matching recipe objects.

Could also add a command like 'show_recipes' to show what recipes you have learned, and 'show_recipes <recipename>' to get detailed info on the recipe or something.

 But that is a bit aside from this discussion.


Unrelated to alchemy, but I'm thinking on using the 'on_apply_yield'
field to eat (apply) food by parts (cake => 3/4 of cake => half cake =>
1/4 of cake => nothing).

I'm not sure you need to use that. I'd think you could just reduce the stats.food value accordingly. Eg, food starts at 200. You eat some, its food value is now 150, etc.

Note that the apply logic would need to be changed (to not just decrement object number).

I also think you'd need some logic on what food you eat partially, and how much partially. For example, I don't see anyone that would eat just a quarter mint sprig or some of the other value low food items.

It would probably make sense to say something like you can eat 100 value of food/tick. So things with food value less than that, you'd gobble the entire thing. For items with more, you eat partial amounts. Or maybe do it by weight instead - you can eat 500 grams/tick. So for waybread, it goes down quickly, but some things, like corpses, would take a while to eat.

You'd also have to think about how this applies to certain special food effects - the magical breads - do you get the effect on first bite? On all bites? What about dragon players eating a corpse? Do they now get that many more chances to get an improved bonus?


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