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re:ALCHEMY idea
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- Subject: re:ALCHEMY idea
- From: "tuan (t.) doan" <>
- Date: Tue, 30 May 1995 22:43:23 +0000
- Cc: crossfire (at) ifi.uio.no
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In message "ALCHEMY idea", '' writes:
> Hi, ...things seem to have slowed down around here
> (*except* for the spam :). I thought I would share
> an idea with the community on some thoughts I had
> about implementation of Alchemy (in the sense of
> players making magic compounds like potions).
>
> In essense the Alchemy should feature:
> 1) player ability to create magical compounds
> (like potions, powder, balm, etc) from various
> found, bought, and prepared ingredients.
> 2) player's should have the ability to experiment
> making stuff. As a result, both good and bad
> things can happen.
> 3) The code should be contained and as simple as
> possible. It should feature a way to easily
> add new alchemical formulae and potions to
> an existing roster of allowable formulae.
How about a way to handle mixing of nth liquids (general) or
potions (specific) and a way to handle poison? Hmm, all of this
talk got me thinking of a way to provide dynamic (changing) items.
For example, it shouldn't be too hard to be able to create a tree
and have it "grow" leaves and fruits to be used in the game for
food or for ingredient. Maybe a modified "generator"?
> I thinking of implementing this in the following way.
> Players will be able to grind, distill, etc various
> items (see below) with alchemical devices (below) to
> produce 'alchemical' ingredients. These ingredients
> are inert until they are mixed together and the alchemy
> spell is cast upon the container holding them (I will
> call it the 'beaker' for now). If the mixure in the
> beaker is appropriate (according to an array holding
> allowed 'formulae') then something is predictably
> produced. If the mixture in the beaker is wrong, well
> bad things can happen (like explosions, fireballs,
> summon evil monsters, player loses stats, etc).
>
> Alchemical devices: The objects are like containers, but
> will change other allowed objects into alchemical
> ingredients. In concept alchemical devices are a new
> object type (ie 'ALCONTAINER') as is each of the alchemical
> ingredients. Some Alchemical devices require spells to be
> cast on them to operate.
Er, how about a way to provide verbal and perhaps in the future
gestures as ingredients. Has anyone thought of revamping the spells
system to include a more realistic verbal and gesture spell invocation?
I know, it might make the game too hard to play and take the fun away,
right?
> Device Operation Produces (type) Activation Spell
> ------ --------- --------------- ----------------
> Mortar Grinds Powder (POWDER) none
> Retort Distills Essence (ESSENCE) Fire spells
> Crucible Calcinates Ashes (ASH) Fire spells
> Beaker Combines Potion, balm, (POTION) Alchemy spell
> etc.
> In princible, most of this alchemical equipment is reusable,
> (excepting the beaker) but is quite heavy.
>
> A 'potion' array could look something like this:
>
> "product name", "spell","ingrd1","ingrd2","ingrd3","value","face","level"
>
> where "product name" is the name of the produced 'potion', balm, etc.
> "spell" is the spell to be cast by the potion, balm, etc. when
> it is consumed, "ingrd1","ingrd2" and "ingrd3" are the components
> for making the "product". Each comprises the name and type of the
> ingredient (see below example). There can be from 1-3 ingredients required,
> which must match the name,type and *order* listed in the array.
> "value" is the value of the product, "face" is the image that
> will be associated with the produced POTION (the beaker is removed
> after every attempt, even if the compounding is unsuccessfull).
> "level" is the level at which the spell will be cast. Most potions
> should "cast" at the base level of the spell, but some may be
> stronger.
What if the ingredients need to be cooled or heated; shaked or stirred?
How will the above be implemented? Maybe a new alchemy commands,
like: potion <action>. (ex: potion shake)
> Examples for an array of alchemical products and formulae
> ---------------------------------------------------------
>
> "Balm of transparency",SP_INVISIBLE,"beholder eye, POWDER","NULL,NULL",
> "NULL,NULL",1000,"balm.111",10
>
> In the above, one ingredient is needed to make the "balm of transparency"
> a POTION which when consumed makes the user invisible. This ingredient
> is the "Powder of beholder eye", which is produced by putting a
> beholder eye into a mortar. The resultant product 'potion' has the
> 'balm' image, and is cast at the 10th level.
>
> "Phylum of Rigidity",SP_PARALYZE,"orc steak, ASH","food, ESSENSE",
> "NULL,NULL",10,"potion.111",30
>
> In the above, 2 ingredients are needed to make the "Phlyum of
> Rigidity", a POTION which when consumed paralyzes the user.
> These ingredients are "ash of orc steak" and "essence of food"
> (ok, ok we will need more monster parts than are currently around)
> Not a good thing to consume :)
How about we make the ingredients the last items in the list so that
we can have variable amount. For example,
"Phylum of Rigidity",SP_PARALYZE,10,"potion.111",30,"orc steak, ASH",
"food, ESSENSE","water, ????",NULL
> And so on.... Any comments on this would be appreciated. Also...
> I seem to remember someone stating that they were working on implementing
> throwing code.. Has this been done yet??
Er, throwing codes might need a total revamp of the way events are being
handled. Currently objects that are able to moved on their own, has a specific
routine checking for a specific type value (ie: arrows, spells, etc...) To
be able to throw _any_ type of objects required that
1. a tag be made for all objects
2. event code to be called to check for that flag and handle/move the object
Anyone else got a better way of implementing throwing?
> Caio, b.t.
Regards,
__ __/ / / __ / | / Tuan T. Doan
/ / / / / / | / IEC Layer Testing and Advance Technology
/ / / __ / / | / 2201 Lakeside Blvd. P.O. Box 833871
__/ ______/ __/ __/ __/ __/ Richardson, TX 75083-3871
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Internet: WWW: http://47.53.64.96/tdoan/tdoan.html