i dont use xml because its a buzzword?. i like it, and can easily read xml and html. and there were tabs, but the damn system killed them. ok, ill do a xml like format that increases readability, and quickness. it will be similar to the old format, but use my formats lables.
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<begin>
arch="Philosical [salt]"
container="cauldron"
skill="alchemy"
recipie="7 [salt]s"
<end>
that would make a philosical salt out of 7 of any salts. what is cinnabar? is that a salt? should i do one for mercury? and heres some code that should make a rod with thurmatulrgy(sp)
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<begin>
arch="Rod of [spell]"
container="thurmatologist's workbench(sp)"
skill="thurmaturgy(sp)"
recipie="100 scrolls of [spell], 100 platinum coins, 1 glowing crystal"
<end>
if the code is added for that, it should dynamicly decide how many levels to make to add, and make a rod of spell with one level per 100 scrolls. so when this system get finished, it might solve the whole rod making problem. of course, it would also require 100 plat per level, and 1 crystal per level...
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<begin>
arch="[staff, wand] of [spell]"
container="carpenters bench"
skill="thurmaturlgy"
recipie="[100, 10] scrolls of [spell], [10,1] [wood], 1 glowing crystal"
<end>
i know this isnt a recipie yet, just using it to demonstrate a point.
should make a staff of whatever spell its enchanted with, determined by the 100 scrolls, the lowest level scroll determining the overall level of the staff. 10 wood could be chairs, tables, beds, clubs, or whatever. instead of 5 different recipies for every different wod product found in the game, tou get one nice one. if all 100 scrolls arent the same match, an object one class lower should be created ex:start staff, end wand, and the excess material used up. if that doesnt work, then a failure is called, and the appropriate punishment is decided.
the trickey part is how to tell it i want a staff or wand. the output depends on the input, which could be 100 or 10 scrolls for a staff or wand, respectively. also the wood will limit it. but i need some ideas of how to put that in. should i just declare the max, and have the code make upthe rest? if i declare all of them, it could get very long for enchanting swords-club-dagger-1 handed sword-2 handed, etc.
heres a better example:
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<begin>
arch="[weapon] of [enchantment]"
container="forge"
skill="smithery"
recipie="1 [weapon], 1 [body part], 1 [potion]"
<end>
this should make a weapon based of what was put in, but of course if you put in enough dagger, you might end up with a sword

. the one body part is probably depending on the the weight or the amount the part is enchanted. in the old code, it was about 1 dragon steak, 3 zans wings, 2? electroplasms. the one potion will also determine the attacktype. if none, you would need a water of the wise or phil oil. wine would probably work if you were making a sword of confusion, or adding statpotions would increase your stats. the attacktype will be taken from the potion (think sunfire) or the body parts resistance (zombie=cold). the code should dynamicly decide on the suffix, which in this case could be a sword of cold +2 (assuming a couple swords were used), a broad sword of cold (assuming enough swords were used to make a larger sword, a sword of (confusion or cold) assuming wine and a zombies corpes was used, or a sword of strenght +3 (str +1) if a potion of strenght was used.
the varying ingredients works better in this example than it did in the staff example. long post, sorry, got rambling, hope it keeps you busy.