Protocol: | pserver | User: | anonymous |
Machine: | crossfire.cvs.sourceforge.net | CVSROOT: | /cvsroot/crossfire |
Filename: recipe.h | |||
Revision 1.8 | akirschbaum | 2006/05/21 09:02:26 | +1 -1 |
Fix comment. | |||
Show difference between Revision 1.7 and 1.8 | |||
Revision 1.7 | akirschbaum | 2005/10/31 15:23:00 | +3 -2 |
Fix bug #1102975 (Bronze items not keeping their + in alchemy): the problem was that a formula for full_helmet did exist but not for b_full_helmet. Since both helmet's names are "full helmet", the recipe was selected even if using the ingredient b_full_helmet. This fix adds new formulae for alternative archetypes with the same name as the base object, and makes the server code select the matching formula from multiple arch names in the "arch" field. | |||
Show difference between Revision 1.6 and 1.7 | |||
Revision 1.6 | ryo_saeba | 2005/08/12 08:46:34 | +5 -5 |
Fields changed from char* to const char*, cleanup. | |||
Show difference between Revision 1.5 and 1.6 | |||
Revision 1.5 | garbled | 2003/01/29 18:07:09 | +2 -2 |
New materialtype system for crossfire. Based in concept on my original design, but rewritten from scratch to make it easily extensible. In a nutshell: Each of the old materialtypes (metal, glass, stone, wood) are now a class of materials. When an item in the game is created, if it does not have a specific materialname of it's own, a materialname is generated randomly from the matching entries in the "lib/materials" file. This file contains all of the saving throws, and other material specific modifications for each of the expanded materials. Materials can be manually specified in the arch with the "materialname" directive. Such as the gold coins, which are specified to be made of, you guessed it, gold. Saving throws have been slightly rewritten to use the new materialtypes, and a few other minor details associated with materialtypes have been patched up. Adding a new type of stone or wood, is as simple as adding a new entry in the lib/materials file. The game will automatically start distributing them around randomly. | |||
Show difference between Revision 1.4 and 1.5 | |||
Revision 1.4 | garbled | 2003/01/08 22:20:26 | +2 -0 |
Rewrite alchemy slightly. Now in the formula, we include a difficulty (percentage) and the experience value for the formula. We no longer adjust the experience given by the difficulty of the map. We no longer use the number of items to determine difficulty, rather we use the difficulty rating in the formula. We no longer multiply the experience given by the yield of the product, one "casting" one exp. When writing formulae, calculate the difficulty in when setitng the exp, because it is not multiplied in any way. Fix a bug in Mark's new armour enchantment stuff. Send the item to the player, otherwise they mysteriously dissapear, and only add the split items back if they were spilt, avoiding a segv when enchanting a single piece of armour. Change alchemy skills to only utilize cauldrons directly beneath the user.. the other behavior was getting annoying. This should slow down the abusive nature of alchemy. The exp settings and difficulty levels probably should be tuned better. Feel free. | |||
Show difference between Revision 1.3 and 1.4 | |||
Revision 1.3 | garbled | 2002/11/11 02:59:09 | +18 -15 |
New alchemy code, as discussed on the developer list. Now recipies include two new tags: skill and cauldron. With skill, you can set which skill activates this recipie, and the cauldron, corresponds to the arch name of the facility you will use when creating the item. In this way, item creation is now more generalized than just alchemy, and specific formulae can be written to utilize different skills, or perhaps special formulae would require a hard-to-find cauldron. Functionally, the alchemy, or alchemy-like-skills are now activated by the use_skill command. The secondary use of the alchemy spell has been withdrawn, so now it functions in the way it was originally intended again. | |||
Show difference between Revision 1.2 and 1.3 | |||
Revision 1.2 | cvs | 1999/08/02 19:33:17 | +1 -0 |
Changes allowing for a keycode in the alchemical recipes. Now, if the formula has a field called 'keycode xxxx', the person must possess a MARK with 'slaying xxxx' in order to execute the formula successfully. | |||
Show difference between Revision 1.1 and 1.2 | |||
Revision 1.1 | uid200 | 1999/04/02 13:10:04 | None |
Initial revision | |||
First version | |||
Revision 1.1.1.1 | uid200 | 1999/04/02 13:10:04 | +0 -0 |
First CVS revsion: crossfire-0.95.3 | |||
Show difference between Revision 1.1 and 1.1.1.1 |