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 <<O>>  Difference Topic AlchemySystem (r1.33 - 21 Jun 2007 - ProdigY)
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Work

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Alchemy

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Discussions

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Okay so I feel that we need to keep moving things forward and inputting new ideas, so here is what I would refer to as an 'official' proposal. Old page logged Here.

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How does the Alchemy System stand currently? What does it consist of and how does it opperate?

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I will start in the cliche way; What is Alchemy?

  • A form of chemistry and speculative philosophy practiced in the Middle Ages and the Renaissance and concerned principally with discovering methods for transmuting baser metals into gold and with finding a universal solvent and an elixir of life.
  • Any magical power or process of transmuting a common substance, usually of little value, into a substance of great value.
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-- EmbeR - 12 Mar 2003

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So we have two goals with alchemy. The ability to refine objects of little value into objects of greater value through some process, and the ability to mix these objects (and indeed possibly all objects) into various recipies, with the ultimate goal to learn to make an elixir of life.

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vial->fill with liquid (water or alcohol)->mix reagents->random effect OR real effect if correct recipe

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What I believe is required is a great variety from the current system, where one would mix a few things and get a result or not. This could and possibly should also be a time consuming task for the player, offering rewards equivalent to gaining experience for kills. This gives alternate tasks to the monotomy of kill, kill, kill.

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There is no way of learning recipes except trial and error, thus recipes are very simple/minor, and I dont know whether more than one or two of them are working anyway.

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All herbs are available through foraging, foraging is not affected by your location, so outside login is as good as on the most remote island. All other reagents are available from shops.

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Reagents

Reagents will be anything that causes a reaction when mixed with other objects (which in turn will be reagents through creating this reaction).
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-- PumaN - 13 Mar 2003

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So how will this be handled explicitly?

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Would it be possible to mine the same way people forage, except add a tool that you need? This could be added when we make the mines on ReefIsland.

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Defining

Any object should have the ability to be defined as a reagent. This will give it various basic properties which can be altered to suit the reagent in question. Using special hooks in the item, reagents should be given the possibility of special effects.
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-- DevonScarfe - 14 Sep 2003

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Recognition
Players will be better in dealing with reagents that they recognise as such. It is possible to mix in a leather boot to your broth in the hope that something will happen, however this may be less successful than working in a more enlightened fashion. Indeed it is true that by working blindly a player will have a chance of learning about certain reagents.
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I've a fair number of ideas regarding where I want to take Alchemy. I wish to have known recipies, not just known reagents. You should be able to be taught a receipe and be able to just "mix " - presuming that you have the ingredients.

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There are various properties in which a player may become aware of through careful study:

Property Low skill Medium skill High skill
Flamability Cannot recognise flamability Know flamable Aware and able to manipulate accurately
Poisonous
Value
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If you just mix randomly you might then study the result and determine what it is that you have made. I think if someone doesn't know a receipe but mixes the right reagents in the right order for the receipe they should have a lower chance of succeeding - this will make it harder for people to just steal receipes from those who are given them.

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There are also various effects that the reagent may incur onto the player. Any of these may be recognised as an effect of that reagent.

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Of course a druid could mix a potion of healing and give it to a thief to study.

  • Recipies should also consist of different methods applied to the mixture, such as boiling, setting on fire, resting in moonligt for three days etc, etc...except for just mixing the right ingredients. -- PumaN - 17 Sep 2003
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Refining

Reagents should be able to be 'refined'. That is to say they should have the ability to be altered into a purer state. This will include using a mortar to crush plants which will make them more effective when preparing a recipie.
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As for obtaining the other types reagents - we need some form of mining certainly.

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Reagents may not have any effect in their raw state, and/or their effect may vary depending on the refining done and the skill it is done with.

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It would also be nice to separate out the whole "regent" concept as it exists now and make it possible for almost anything to be a reagent - thus opening up the ability to use a bucket of water as a supply for a water reagent ( which is sort of possible in a nasty way)

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Tasks
The tasks for this should be dependant on each reagent. We can have various basic tools and tasks for use currently, but there should be hooks available to process raw reagents.
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  • You did not answer my question. Can we use the setup for forage to create a mining system. This would make it very easy and quick. -- DevonScarfe - 15 Sep 2003
    • Not really - it would take some modifications certainly. There is also the question of how we want to handle mining. I'm not sure it should be a case of just digging the reagent out of the wall of a tunnel. Should it come out as an ore which you must refine? I'd presume that might be the case... -- FantoM - 15 Sep 2003
      • If it comes out in ore, it's going to require not only a lot more programming, it's going to require another area...a factory of some kind. This can be done, but it's going to expand our project significantly. Perhaps we could just "mine coins" because, theoretically, there is no specific currency for all of Tharsis. Tolnedra/Elfrea/Camlyn/Bismarck/Riva may all have their own currencies, so we could just say you found "some gold" and add some money to your char. Jewels could be taken to a jeweler in one of the towns. As for weapon metals, we can add this to the smithy shop. -- DevonScarfe - 17 Sep 2003
        • This seems like both a bit too quick and simple, and has little to do with crafting and more to do with push-the-button-and-out-comes-the-candy thing. -- PumaN - 17 Sep 2003
  • Rocks and other things can fall though, either trapping or seriously injuring the miner (perhaps as strong as a powerful mob's special). This could make it not worth a player's time unless they have spent a lot of time upping certain skills. Once you get them so high, it seems that they have put in the effort to recieve something in return. Also, you can't really mine for specific things unless you are REALLY good, so most of the time you wouldn't just be getting gold, you'd be finding chunks of just stone as well, which are useless (except maybe a few coins). -- DevonScarfe - 06 Oct 2003
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An example of tasks which will be available to refine a reagent:

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-- FantoM - 15 Sep 2003

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Tasks Effects
Crushing If performed well, increases effectiveness of resulting recipie
Burning  
Boiling  
Freezing  
Soaking  
Storage  
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Finding

Reagents are not necessarily plants. However they all must be found in some way. This could be simply by taking the scalp of the correct monster/race.
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The mining stuff should be in a seperate topic, but anyways. Alchemy needs to be expanded to include poisons (applied to weapons perhaps) and status effects, things such as blindness, paralyzation, poisoned, berserk, etc. Currently I believe we can support, stat loss or reduction, and loss of hp and while these are the most typical poisons, I think the other ones add a lot more depth.

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This also brings into account the task of mining for reagents.

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Things to plan How do we administer the poison? Poison types and how they are made (the more powerful the longer the preparation?) Setting up code so we can do status aliments, skill reduction poisons, and making it so these effects last over reboots and logging off/logging in

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Recipies

A recipe in this sense is the instructions for preparing something. The something at this stage will be the result of mixing reagents.
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I hardest part no doubt is getting that last one set up. Elffy once told me it is impossible to make the room dark to individuals (blindness) so we may have to alter things around inplay Poison recipies should be kept simple, until we can support living something in moonlight for 3 days...

  • I made an anteration to the light system a long time ago that would allow for personally different views of darkness using a hook. I have never tested it however. -- PumaN - 05 Nov 2003
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Recognition

As with reagents, recipies should also require recognition. This will ascertain what the player sees when handling the recipe.
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-- DonaldKincannon - 02 Nov 2003

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There are various ways in which a player may recognise a recipe

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I can't remember where but Puma and I went a fair way down sorting out how to apply effects to players, although we extended it to be able to apply effects to anything at all. Eg - dipping your sword in a potion of poison, or a potion of healing, or you or your sword being cursed.

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Study
Through careful study of a recipie, it is possible that a player will gain a good knowledge of the ingrediants and workings of this recipe.
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I agree completely on not waiting until we can do fancy recipies prior to putting the fancier effects into play.

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Learn
It should be possible to teach recipies to other players. The recipe itself should be present, and this should be a chargable learning process. Whether the teaching player gains experience for doing so is up for debate, but I would argue it's not required.
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-- FantoM - 02 Nov 2003

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Experience
A good alchemist may recognise a recipe without study or learning. This is reserved for players who are proficient. It should also be noted that this recognition may be made for inexperienced, unintellegent players, and may be incorrect.
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Perhaps opening a new PoisonS string would be a good idea, so everyone can include their personal ideas and opinions on this addition, as there is plenty of input to support its own topic.

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Preparation

The preparation step of a recipe involves using the reagents to create the end result. This may vary in possibility and effectiveness based on various aspects:
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-- NamelessAndShameless - 05 Nov 2003

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Conditions
Certain conditions may be required for correct preparation of a recipe. This includes the temperature of the room and the state in which the reagent is.
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There have been a few alterations since this was written, but the bulk is still accurate.

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Requirements
The requirements for preparation may vary also between recipes and may also include any conditions.
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The types of reagents you can find now varies with terrain, but most places don't have terrain details set so they are all the same. Some places do - and you can find rarer reagents when foraging in such places.

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The most obvious requirement at this stage is to have the necessary reagents present.

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- FantoM - 24 Mar 2006

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Mixing
This is the process in which the reagents are combined in order to produce the result of the recipe. Mixing doesn't necessarily involve swirling things around in water and may require certain objects also.
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Well I've offered my services to classify the climate and terrain of all the rooms in the mud to get the ball rolling on the FloraObject so this could also help with this?

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-- AureleaGu - 25 Mar 2006


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Storage

The storate of both reagents and recipies can have various effects to the results if done poorly. While some reagents may react well to being left in the open air, some may become weaker in their effect and others may change their effect completely.
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Cooking

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Results can differ between leaving a reagent to soak in water or in blood.

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Heres the basic idea;

  • cooking/brewing/distilling/etc is part of many recipes. required for food in general (baked PumaN comment)
  • If something is left brewing too long the recipe is ruined.
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More on vials, containers and food.

  • Lids should be available so one can close containers if carried in water or in combat.
  • Food should not be carried in pockets. That would ruin it
  • Special recipes can require much more heat than usual and you must find a special container that resists it. Ordinary ones would break.
    • And there could be special requirements for heat-resources that are especially hot and/or possible to regulate (don't have to regulate manually, just that the heat-resource needs to be of that kind). -- PumaN - 05 Dec 2003
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Results

The resulting recipe can be used in various ways based on the effectiveness and othersuch properties which have been set.
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-- FreD - 27 Nov 2003 13:20

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By defining all such results for each scenario outlined here, we will likely create a lot of work for future builders. This should be possible through the use of well placed hooks, although given the setting of each property of the reagents at this point in time, there should be standard results which can be applied, with the ability to add results in much the same fashion as adding new reagents and recipies.

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Comsumable
The results of a recipe may be consumable. This may be through self-consumption or the poisoning of others (EG Hamlet style poison in ear while sleeping, or poisoning the drink of your nemesis).
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  • Well this page hasn't been added to for quite some time so I thought I'd chip in. I was wondering if there was anyone maybe interested in collaborating on this project to finally get it going? Of course I'm relatively new at coding but there's nothing like a good challenge. It's a sizeable project so more than one person working on it might be for the better. -- AureleaGu - 29 Dec 2005
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Applyable
The results of a recipe may be applyable. This would entail the application of a recipe to a wound, or a poison to a sword. It should be noted that consumable recipies are also applyable, as applyable recipies are consumable, however the effects of this may be unwanted.
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Alright well I added some comments to PoisonS but also I might add that I am a fan of being able to make your own weapons. I like the idea of being able to mine for things. I think you could then be able to build a fire to melt down what you mine, maybe to mend your own weapon or you could actually go to a shop where you would use a bigger fire to create the weapon. We have a few areas with caves and/or mountains so the idea isn't totally out of range. I know it's been mentioned on inplay boards that someone would need to go around and figure out what every weapon is made of, which could be a difficult task but that shouldn't be an obstacle. I don't know if we would want to consider this a different system apart from alchemy.

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Interaction

At many stages of the process, interaction will be required by the player. This should give rewards for the time consumed, but also be not an instant process.
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-- AureleaGu - 15 Feb 2006


What needs to be done
  • assign reagent attributes to be learned through study
  • broadly define different classifications of reagents so substitutes may be used
  • create some simple recipes to be put into play asap with the recode
  • define correct order of recipe needed to succeed in making potion
  • allow for study command to help in recognition of recipes
    • can study failed attempts and there's the possibility of recognizing some of the correct ingredients, or substitutions (goes with the broad classifications)
    • can study a properly made potion with chance of recognizing the correct ingredients
  • stop player A from figuring out recipe then entire mud knows it within the hour
    • maybe the key ingredients for making potions should be in limited supply or non-forageable at the very least. This way, players that do know the recipe may not want others knowing it because then there will be no reagents left to make the potion for themself.
    • player owned potion shops. Make your potions, sell it to people. It will cost to run the shop. You can pay to have your own room desc (that will be qc'd naturally) or you can have a standard desc. You have an npc watch over it for you, depending on how much you pay will be how good they are, can pay top end coin for a non-killable (behind a cage or something). You must open the shop yourself and close it (to get your coins). If you leave it open while you are logged off you can get robbed. You can pay for annoucements that your shop is open. This means that the less people that know the recipe, the more coins you will make.
    • make potions race/guild based. different races will react differently to reagents. An elf may get healing from a flower based potion but an orc would have an allergic reaction to it. On the same token a storm would need more liquids in a potion compared to a druid that would need more reagents.
Things for the future
  • create alchemy kit
  • make more complex recipes for other potions (ie, brewing in a pot, leave out at night)
  • allow players to see sun/moon messages (spammy bastards)
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Preparation

The act of preparing may involve many steps, including refinining the reagents and performing the necessary tasks to create the desired recipe.

Learning

It is probably worth noting that things may be learnt incorrectly, if learnt from a poor teacher. This can be rectified through experience or higher quality learning.

Miscellaneous

As the current system is very rigid, I would like this to move in a much free-flowing version in which new alchemy-aspects may be added at any time. There will precoded an array of choices but the option will remain to change any aspect or to invent one completely without a large amount of changes being made to the rest of the alchemy system.

-- ProdigY - 21 June 2007

Comments

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This is all that I can think of from the conversation fantom and I had. It's a start. -- AureleaGu - 03 May 2006


 <<O>>  Difference Topic AlchemySystem (r1.32 - 27 Jul 2006 - AureleaGu)
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  • define correct order of recipe needed to suceed in making potion
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  • define correct order of recipe needed to succeed in making potion

 <<O>>  Difference Topic AlchemySystem (r1.31 - 14 May 2006 - AureleaGu)
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    • my thoughts on this are that maybe the key ingredients for making potions should be in limited supply or non-forageable at the very least. This way, players that do know the recipe may not want others knowing it because then there will be no reagents left to make the potion for themself.
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    • maybe the key ingredients for making potions should be in limited supply or non-forageable at the very least. This way, players that do know the recipe may not want others knowing it because then there will be no reagents left to make the potion for themself.
    • player owned potion shops. Make your potions, sell it to people. It will cost to run the shop. You can pay to have your own room desc (that will be qc'd naturally) or you can have a standard desc. You have an npc watch over it for you, depending on how much you pay will be how good they are, can pay top end coin for a non-killable (behind a cage or something). You must open the shop yourself and close it (to get your coins). If you leave it open while you are logged off you can get robbed. You can pay for annoucements that your shop is open. This means that the less people that know the recipe, the more coins you will make.
    • make potions race/guild based. different races will react differently to reagents. An elf may get healing from a flower based potion but an orc would have an allergic reaction to it. On the same token a storm would need more liquids in a potion compared to a druid that would need more reagents.

 <<O>>  Difference Topic AlchemySystem (r1.30 - 03 May 2006 - AureleaGu)
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As far as alchemy is concerned, I'm not quite sure of the direction that it's intended to go in, so I don't have many comments on it until I know more.

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What needs to be done
  • assign reagent attributes to be learned through study
  • broadly define different classifications of reagents so substitutes may be used
  • create some simple recipes to be put into play asap with the recode
  • define correct order of recipe needed to suceed in making potion
  • allow for study command to help in recognition of recipes
    • can study failed attempts and there's the possibility of recognizing some of the correct ingredients, or substitutions (goes with the broad classifications)
    • can study a properly made potion with chance of recognizing the correct ingredients
  • stop player A from figuring out recipe then entire mud knows it within the hour
    • my thoughts on this are that maybe the key ingredients for making potions should be in limited supply or non-forageable at the very least. This way, players that do know the recipe may not want others knowing it because then there will be no reagents left to make the potion for themself.

Things for the future

  • create alchemy kit
  • make more complex recipes for other potions (ie, brewing in a pot, leave out at night)
  • allow players to see sun/moon messages (spammy bastards)

This is all that I can think of from the conversation fantom and I had. It's a start. -- AureleaGu - 03 May 2006


 <<O>>  Difference Topic AlchemySystem (r1.29 - 24 Mar 2006 - AureleaGu)
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Well I've offered my services to classify the climate and terrain of all the rooms in the mud to get the ball rolling on the FloraObject so this could also help with this?

-- AureleaGu - 25 Mar 2006


 <<O>>  Difference Topic AlchemySystem (r1.28 - 24 Mar 2006 - FantoM)
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There have been a few alterations since this was written, but the bulk is still accurate.

The types of reagents you can find now varies with terrain, but most places don't have terrain details set so they are all the same. Some places do - and you can find rarer reagents when foraging in such places.

- FantoM - 24 Mar 2006


 <<O>>  Difference Topic AlchemySystem (r1.27 - 14 Feb 2006 - AureleaGu)
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Alright well I added some comments to PoisonS but also I might add that I am a fan of being able to make your own weapons. I like the idea of being able to mine for things. I think you could then be able to build a fire to melt down what you mine, maybe to mend your own weapon or you could actually go to a shop where you would use a bigger fire to create the weapon. We have a few areas with caves and/or mountains so the idea isn't totally out of range. I know it's been mentioned on inplay boards that someone would need to go around and figure out what every weapon is made of, which could be a difficult task but that shouldn't be an obstacle. I don't know if we would want to consider this a different system apart from alchemy.

As far as alchemy is concerned, I'm not quite sure of the direction that it's intended to go in, so I don't have many comments on it until I know more. -- AureleaGu - 15 Feb 2006


 <<O>>  Difference Topic AlchemySystem (r1.26 - 25 Jan 2006 - FantoM)
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 <<O>>  Difference Topic AlchemySystem (r1.25 - 29 Dec 2005 - AureleaGu)
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  • Well this page hasn't been added to for quite some time so I thought I'd chip in. I was wondering if there was anyone maybe interested in collaborating on this project to finally get it going? Of course I'm relatively new at coding but there's nothing like a good challenge. It's a sizeable project so more than one person working on it might be for the better. -- AureleaGu - 29 Dec 2005

 <<O>>  Difference Topic AlchemySystem (r1.24 - 17 Jun 2004 - FantoM)
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We need to expand alchemy. This has been discussed before on forum boards. I will make this a project if I get wizzed at some point. I will expand any prop you want at such a time.

-- DevonScarfe - 04 Sep 2003


 <<O>>  Difference Topic AlchemySystem (r1.23 - 31 May 2004 - FantoM)
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Work

Discussions


 <<O>>  Difference Topic AlchemySystem (r1.22 - 05 Feb 2004 - PumaN)
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FishingProp - has nothing to do with alchemy, I just want a new topic.


 <<O>>  Difference Topic AlchemySystem (r1.21 - 01 Feb 2004 - FreD)
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FishingProp - has nothing to do with alchemy, I just want a new topic.


 <<O>>  Difference Topic AlchemySystem (r1.20 - 04 Dec 2003 - PumaN)
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    • And there could be special requirements for heat-resources that are especially hot and/or possible to regulate (don't have to regulate manually, just that the heat-resource needs to be of that kind). -- PumaN - 05 Dec 2003

 <<O>>  Difference Topic AlchemySystem (r1.19 - 27 Nov 2003 - FreD)
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I was writing a prop for cooking somewhere, but I think it got lost in a hdd move(another memory note mkay?), but heres the basic idea;

  • cooking/brewing reagents enhances the effect and if done right you can expand your recepies.
    • cooking/brewing/distilling/etc should be part of the recipes, not just something that enhances them -- PumaN - 21 Nov 2003
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Cooking

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Or even destroy something if left brewing for too long. I think I even started coding at some point.

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Heres the basic idea;

  • cooking/brewing/distilling/etc is part of many recipes. required for food in general (baked PumaN comment)
  • If something is left brewing too long the recipe is ruined.

More on vials, containers and food.

  • Lids should be available so one can close containers if carried in water or in combat.
  • Food should not be carried in pockets. That would ruin it
  • Special recipes can require much more heat than usual and you must find a special container that resists it. Ordinary ones would break.
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About vials and containers. Lids should be available so one can close containers if carried in water.

-- FreD - 21 Nov 2003 17:06

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-- FreD - 27 Nov 2003 13:20


 <<O>>  Difference Topic AlchemySystem (r1.18 - 21 Nov 2003 - PumaN)
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  • cooking/brewing reagents enhances the effect and if done right you can expand your recepies. Or even destroy something if left brewing for too long.
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  • cooking/brewing reagents enhances the effect and if done right you can expand your recepies.
    • cooking/brewing/distilling/etc should be part of the recipes, not just something that enhances them -- PumaN - 21 Nov 2003

Or even destroy something if left brewing for too long.


 <<O>>  Difference Topic AlchemySystem (r1.17 - 20 Nov 2003 - FreD)
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I think I even started coding at some point. -- FreD - 21 Nov 2003 17:06

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I think I even started coding at some point.

About vials and containers. Lids should be available so one can close containers if carried in water.

-- FreD - 21 Nov 2003 17:06


 <<O>>  Difference Topic AlchemySystem (r1.16 - 20 Nov 2003 - FreD)
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I was writing a prop for cooking somewhere, but I think it got lost in a hdd move(another memory note mkay?), but heres the basic idea;

  • cooking/brewing reagents enhances the effect and if done right you can expand your recepies. Or even destroy something if left brewing for too long.
I think I even started coding at some point. -- FreD - 21 Nov 2003 17:06

 <<O>>  Difference Topic AlchemySystem (r1.15 - 05 Nov 2003 - NamelessAndShameless)
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Perhaps opening a new PoisonS string would be a good idea, so everyone can include their personal ideas and opinions on this addition, as there is plenty of input to support its own topic.

-- NamelessAndShameless - 05 Nov 2003


 <<O>>  Difference Topic AlchemySystem (r1.14 - 04 Nov 2003 - PumaN)
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  • I made an anteration to the light system a long time ago that would allow for personally different views of darkness using a hook. I have never tested it however. -- PumaN - 05 Nov 2003
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 <<O>>  Difference Topic AlchemySystem (r1.13 - 02 Nov 2003 - FantoM)
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I can't remember where but Puma and I went a fair way down sorting out how to apply effects to players, although we extended it to be able to apply effects to anything at all. Eg - dipping your sword in a potion of poison, or a potion of healing, or you or your sword being cursed.

I agree completely on not waiting until we can do fancy recipies prior to putting the fancier effects into play.

-- FantoM - 02 Nov 2003


 <<O>>  Difference Topic AlchemySystem (r1.12 - 01 Nov 2003 - DonaldKincannon)
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The mining stuff should be in a seperate topic, but anyways. Alchemy needs to be expanded to include poisons (applied to weapons perhaps) and status effects, things such as blindness, paralyzation, poisoned, berserk, etc. Currently I believe we can support, stat loss or reduction, and loss of hp and while these are the most typical poisons, I think the other ones add a lot more depth.

Things to plan How do we administer the poison? Poison types and how they are made (the more powerful the longer the preparation?) Setting up code so we can do status aliments, skill reduction poisons, and making it so these effects last over reboots and logging off/logging in

I hardest part no doubt is getting that last one set up. Elffy once told me it is impossible to make the room dark to individuals (blindness) so we may have to alter things around inplay Poison recipies should be kept simple, until we can support living something in moonlight for 3 days...

-- DonaldKincannon - 02 Nov 2003


 <<O>>  Difference Topic AlchemySystem (r1.11 - 06 Oct 2003 - PumaN)
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  • Rocks and other things can fall though, either trapping or seriously injuring the miner (perhaps as strong as a powerful mob's special). This could make it not worth a player's time unless they have spent a lot of time upping certain skills. Once you get them so high, it seems that they have put in the effort to recieve something in return. Also, you can't really mine for specific things unless you are REALLY good, so most of the time you wouldn't just be getting gold, you'd be finding chunks of just stone as well, which are useless (except maybe a few coins). -- DevonScarfe - 06 Oct 2003
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Rocks and other things can fall though, either trapping or seriously injuring the miner (perhaps as strong as a powerful mob's special). This could make it not worth a player's time unless they have spent a lot of time upping certain skills. Once you get them so high, it seems that they have put in the effort to recieve something in return. Also, you can't really mine for specific things unless you are REALLY good, so most of the time you wouldn't just be getting gold, you'd be finding chunks of just stone as well, which are useless (except maybe a few coins).

-- DevonScarfe - 06 Oct 2003


 <<O>>  Difference Topic AlchemySystem (r1.10 - 06 Oct 2003 - DevonScarfe)
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Rocks and other things can fall though, either trapping or seriously injuring the miner (perhaps as strong as a powerful mob's special). This could make it not worth a player's time unless they have spent a lot of time upping certain skills. Once you get them so high, it seems that they have put in the effort to recieve something in return. Also, you can't really mine for specific things unless you are REALLY good, so most of the time you wouldn't just be getting gold, you'd be finding chunks of just stone as well, which are useless (except maybe a few coins).

-- DevonScarfe - 06 Oct 2003


 <<O>>  Difference Topic AlchemySystem (r1.9 - 17 Sep 2003 - PumaN)
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  • Recipies should also consist of different methods applied to the mixture, such as boiling, setting on fire, resting in moonligt for three days etc, etc...except for just mixing the right ingredients. -- PumaN - 17 Sep 2003
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        • This seems like both a bit too quick and simple, and has little to do with crafting and more to do with push-the-button-and-out-comes-the-candy thing. -- PumaN - 17 Sep 2003

 <<O>>  Difference Topic AlchemySystem (r1.8 - 17 Sep 2003 - DevonScarfe)
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      • If it comes out in ore, it's going to require not only a lot more programming, it's going to require another area...a factory of some kind. This can be done, but it's going to expand our project significantly. Perhaps we could just "mine coins" because, theoretically, there is no specific currency for all of Tharsis. Tolnedra/Elfrea/Camlyn/Bismarck/Riva may all have their own currencies, so we could just say you found "some gold" and add some money to your char. Jewels could be taken to a jeweler in one of the towns. As for weapon metals, we can add this to the smithy shop. -- DevonScarfe - 17 Sep 2003

 <<O>>  Difference Topic AlchemySystem (r1.7 - 15 Sep 2003 - FantoM)
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    • Not really - it would take some modifications certainly. There is also the question of how we want to handle mining. I'm not sure it should be a case of just digging the reagent out of the wall of a tunnel. Should it come out as an ore which you must refine? I'd presume that might be the case... -- FantoM - 15 Sep 2003

 <<O>>  Difference Topic AlchemySystem (r1.6 - 15 Sep 2003 - DevonScarfe)
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  • You did not answer my question. Can we use the setup for forage to create a mining system. This would make it very easy and quick. -- DevonScarfe - 15 Sep 2003

 <<O>>  Difference Topic AlchemySystem (r1.5 - 15 Sep 2003 - FantoM)
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I've a fair number of ideas regarding where I want to take Alchemy. I wish to have known recipies, not just known reagents. You should be able to be taught a receipe and be able to just "mix " - presuming that you have the ingredients.

If you just mix randomly you might then study the result and determine what it is that you have made. I think if someone doesn't know a receipe but mixes the right reagents in the right order for the receipe they should have a lower chance of succeeding - this will make it harder for people to just steal receipes from those who are given them.

Of course a druid could mix a potion of healing and give it to a thief to study.

As for obtaining the other types reagents - we need some form of mining certainly.

It would also be nice to separate out the whole "regent" concept as it exists now and make it possible for almost anything to be a reagent - thus opening up the ability to use a bucket of water as a supply for a water reagent ( which is sort of possible in a nasty way)

-- FantoM - 15 Sep 2003


 <<O>>  Difference Topic AlchemySystem (r1.4 - 13 Sep 2003 - DevonScarfe)
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Would it be possible to mine the same way people forage, except add a tool that you need? This could be added when we make the mines on ReefIsland.

-- DevonScarfe - 14 Sep 2003


 <<O>>  Difference Topic AlchemySystem (r1.3 - 03 Sep 2003 - DevonScarfe)
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We need to expand alchemy. This has been discussed before on forum boards. I will make this a project if I get wizzed at some point. I will expand any prop you want at such a time.

-- DevonScarfe - 04 Sep 2003


 <<O>>  Difference Topic AlchemySystem (r1.2 - 12 Mar 2003 - PumaN)
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vial->fill with liquid (water or alcohol)->mix reagents->random effect OR real effect if correct recipe

There is no way of learning recipes except trial and error, thus recipes are very simple/minor, and I dont know whether more than one or two of them are working anyway.

All herbs are available through foraging, foraging is not affected by your location, so outside login is as good as on the most remote island. All other reagents are available from shops.

-- PumaN - 13 Mar 2003


 <<O>>  Difference Topic AlchemySystem (r1.1 - 12 Mar 2003 - EmbeR)
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%META:TOPICINFO{author="EmbeR" date="1047443820" format="1.0" version="1.1"}% %META:TOPICPARENT{name="WebHome"}% How does the Alchemy System stand currently? What does it consist of and how does it opperate?

-- EmbeR - 12 Mar 2003


Topic AlchemySystem . { View | Diffs | r1.33 | > | r1.32 | > | r1.31 | More }
Revision r1.1 - 12 Mar 2003 - 04:37 GMT - EmbeR
Revision r1.33 - 21 Jun 2007 - 17:03 GMT - ProdigY
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