I was thinking of a different way to impliment the recepie/craftable system. it's way different from OSI, but imo is more interesting, AND from a coding poitn of view, WAY easier to manage/add/customize. Basically if I go this route, I can probably throw in all the ML craftables in a single update.
The recepie would be a deed that you get off a peerless boss, to avoid people from farming a single boss, I'd make it so different items are dispersed on different bosses. If it's like that on OSI I'd follow their scheme, if not, I'd just make it up.
As a crafter, when you open the deed, you'd get a gump that gives you information such as the artifact name, the skill required to craft it, the ingrediants required to craft it, and your success chance. Clicking OK would result in a random chance of failing based off your skill, which would use up the ingrediants, and also a random chance (fixed, and smaller) to destroy the recepie. Maybe like 5% or something.
To give use to arms lore, I could also make that skill affect the chance of crafting successfully.
I realize this is way far from OSI, but we arn't an OSI clone either so I don't think it's an issue. Just thought I'd throw this idea out.
If you take a look at the runuo craft system, you'll know why I want to avoid it.
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ML craftables system proposal
- Red Squirrel
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ML craftables system proposal
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- Red Squirrel
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ML craftables system proposal
There seems to be no objections so I'll probably start on this in the next few days. I'll also work on getting the rest of the peerless done.
Archived topic from AOV, old topic ID:629, old post ID:3699
Archived topic from AOV, old topic ID:629, old post ID:3699
Honk if you love Jesus, text if you want to meet Him!
ML craftables system proposal
Actually... the idea is pretty cool. I'd just have to see it in actions. It actually mimics a bit of the crafting system in WoW. You actually find recipes off of mobs for rare crafteable items. However, the recipes there are permanent once you find them it is in yours to make as long as you have the ingredients. As far as your proposal there is a chance that the recipe will be destoyed. Given the chances of failure, I'd hope that the chance of the recipe getting destroyed are a pretty low percentile.
Otherwise, sounds cool. I've looked at the code for the RunUO crafting system and tried to following it from file to file that it calls out, and it looks like a nightmare. If deeds are easier and more modular to add more stuff, then I'd say go for it.
Archived topic from AOV, old topic ID:629, old post ID:3701
Otherwise, sounds cool. I've looked at the code for the RunUO crafting system and tried to following it from file to file that it calls out, and it looks like a nightmare. If deeds are easier and more modular to add more stuff, then I'd say go for it.
Archived topic from AOV, old topic ID:629, old post ID:3701
- Red Squirrel
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ML craftables system proposal
Yeah I'd have to play around with the odds of each action (craft/fail/destroy etc) for sure. I could also make them have uses, like 10 to 20 uses and wether you fail or not it takes a use. If it's fully permanent I can just picture the flood of a specific item, otherwise. But yeah this is all stuff I'd test and such.
Archived topic from AOV, old topic ID:629, old post ID:3704
Archived topic from AOV, old topic ID:629, old post ID:3704
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