[CF-Devel] Alchemy thoughts
Bernd Edler
edler at heydernet.de
Thu Nov 14 11:24:02 CST 2002
On Mon, 14 Oct 2002, Mark Wedel wrote:
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But when I thought about this, I thought about refining alchemy more. So here
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is my idea:
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Instead of the 'recipe' structure, put the formula into an object structure.
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Some fields may need to get overloaded (or additional ones added to the object
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structure) - fields I see (parens are current name in recipe file)
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other_arch (arch): was this formula creates
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nrof (yield): max number this can create
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recipe treasurelist (chance) - likelihood of formula appearing in books -
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basically, make a treasurelist of all the recipes that you want to randomly
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appear, and when a recipe book is made, it uses that to choose one
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msg (ingred): Recipe (ingredients) for this.
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is_used_up (trans): Converts an existing object as the base object
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slaying (keycode): player must have force with matching slaying field to make
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this recipe
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New fields as far as recipes:
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exp: How much exp you get for making this item
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level: 'level' of the recipe - basic value to determine probability of making
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this recipe. Eg, when you make it, it rolls a d20 and adds your alchemy level -
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this has to be higher than the level of the recipe for you to succeed. In this
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way, you could set up recipes that require a reasonable amount of exp to make.
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...
I'd like to have an additional value defining the minimum amount of items.
Thus we could give a range for the yield.
If i want a formula for e.g. arrows of something to produce 20 on average,
i would rather have a range of 15-25 then 1-40.
I think, getting only one potion/arrow out of a recipe is as frustating as
a spell that backfires. You go hunting/questing for that rare ingredient
and finally you get it but you only find 3 arrows in your cauldron.
If you can cange the odds in you favour with a high alchemy skill, then
forget what i said. (Last time i checked, it did not.)
So a minimum amount would make alchemy more reliable/useful imho.
Bernd Edler
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"This is supposed to be fun."
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