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

-- EmbeR - 12 Mar 2003

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

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

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

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

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

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

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

Topic AlchemySystem . { Edit | Attach | Ref-By | Printable | Diffs | r1.33 | > | r1.32 | > | r1.31 | More }
Revision r1.15 - 05 Nov 2003 - 04:00 GMT - NamelessAndShameless
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