The first is the difficulty in adding new craftables, the second adding new materials to craft with.
Im starting to draft out new ideas for a consolidated craft system on the 097 svn (which is the one for the time being ill be working on, due to demands of our user-base [see, we do sorta listen])
I haven't written anything major since late 1996, and want to create something that makes it easier for you guys to design your games.
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[23:21] <@Austin> Im really out of practice with escript ;O
[23:24] <ncrsn> distro's head dev speaking
[23:25] <ncrsn> what are you working on currently?
[23:25] <@Austin> new craft system
[23:25] <@Austin> thats a lot easier to change
[23:26] <@Austin> I havent really done any major scripting since maybe late 2006?
[23:26] <@Austin> since then, no ne else has really touched the distro, either :o
[23:27] <@Austin> im gonna make it so people can use uo's horizontal slider menu or a custom gump.. itll just start a seperate script that passes it info necessary to build a gump then use its return value
[23:28] <ncrsn> whole new structure, then?
[23:28] <@Austin> yeah
[23:28] <ncrsn> looking forward to it
[23:28] <@Austin> When you use an item, itll reference :*:materials to determine if it is a valid 'material'
[23:29] <ncrsn> it's funny to see what others are doing, sharing ideas and so forth
[23:29] <@Austin> so say you double click a smith hammer, then click ingots
[23:29] <@Austin> itll determine if its a valid material you can work with
[23:29] <@Austin> so in each package you can sort materials (ores would go in the ore package, etc.)
[23:29] <@Austin> I just thought this up a few days ago... so there may be flaws in my idea
[23:30] <@Austin> then some sorta config to determine what that material + tool combo can make
[23:30] <@Austin> materials.cfg would have modifiers for quality or other stuff
[23:30] <ncrsn> umm, I was just going to ask about that
[23:30] <@Austin> maybe the ability to have a special craft creation script after being made to apply magic properties
[23:30] <ncrsn> the material + tool / skill thingy
[23:30] <@Austin> well there will be a craftitems.cfg
[23:30] <@Austin> that determines the base skill
[23:31] <ncrsn> uhuhu, if possible, add it before the item creation
[23:31] <@Austin> so maybe an optional argument in materials.cfg
[23:31] <@Austin> where it runs a script before the item is made to determine the skill check
[23:31] <@Austin> external skill checker
[23:31] <@Austin> and then once you make it.. a material may have special properties to apply in a seperate script
[23:31] <ncrsn> like ItemIsAboutToBeCraftedHereAreTheParamsReturnValuesWillBeUsedToCreateTheItem--Script
[23:31] <@Austin> like say you use wet pasta to make a sword... it makes it bendable
[23:31] <@Austin> heh
[23:32] <@Austin> yeah ill try to make it where people can have external scripts (hooks)
[23:32] <@Austin> based on both material and the item being crafted
[23:33] <ncrsn> it would be very useful because the stacking.
[23:33] <@Austin> true
[23:33] <@Austin> create the item in a seperate storage container, then move it to the backpack
[23:33] <@Austin> thats what I did on tsse
[23:33] <ncrsn> and somewhat useful if you have, say, explosable sword you want to set off after player gots his "you created a explosion sword!" message
[23:33] <@Austin> or use proto-items actually
[23:33] <@Austin> that was added in 095 to resolve that issue
[23:34] <ncrsn> yeah, and that's not neat
[23:34] <@Austin> its not?
[23:34] <ncrsn> I say it isn't
[23:34] <@Austin> I thought it was a useful feature
[23:34] <@Austin> gives you a chance to create an item, apply properties to it, then make it appear so it doesnt stack wrong.
[23:35] <@Austin> I remember back on pol 094 players would craft something stackable in color 0, then make something in red, and the whole color 0 stack became red
[23:35] <@Austin> to get around that you had to make the items in a storage area, then move them
[23:35] <@Austin> thats why Racalac made the proto-item function
[23:35] <ncrsn> mmh, I mean, if you can create a special item either using modified itemdesc values or creating a basic item and modifying it afterwards, I'd go with the first one
[23:36] <ncrsn> is that the proto item version?
[23:36] <@Austin> I hit /clear as you typed that last message :(
[23:36] <ncrsn> way to go.
[23:36] <ncrsn> say, you want to create stackable item with different color
[23:37] <ncrsn> I'd do it -- var itemdesc := GetItemDescriptor(objtype); itemdesc.color := realcolor; CreateItemInBackpack(who, itemdesc); --
[23:37] <@Austin> right
[23:38] <@Austin> thats what i meant by protoitem.. couldnt remember the exact function name (told you im rusty!)
[23:38] <ncrsn> yeah, it hit me after I read what you wrote
[23:38] <@Austin> I remember whats there, but I dont have all the properties and functions memorized anymore
[23:38] <@Austin> happens when you dont use a language for a while
[23:38] <ncrsn> so basically POL does the same scripter would have had to do himself before: creates the default item and modifies it how ordered to.
[23:39] <@Austin> yes
[23:39] <@Austin> this should be an interesting craft system to make
[23:39] <ncrsn> could be useful to know, thank you
[23:39] <@Austin> My goal is to .. make it like this one craft system a few shards can adopt and share stuff
[23:39] <@Austin> like.. I try to do with everything
[23:40] <ncrsn> good goal it is