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Loved New OLC Craft System

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22 Jun 2012 16:22 - 22 Jun 2012 16:38 #188 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
For Craft Skill , When a player succeeds does it increase a craft skill. I'm not seeing it, but I do see that you can set the value.

Edit:

I'm seeing now that it does show craft in prac , gonna craft a bunch and see if it increases.
Last edit: 22 Jun 2012 16:38 by Halenbane.

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22 Jun 2012 16:36 - 22 Jun 2012 16:37 #189 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
Also it seems even when a player fails it doesn't delete the ingredients. Even if you have no flags set (saveonfail, !remove etc)
Last edit: 22 Jun 2012 16:37 by Halenbane.

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22 Jun 2012 16:51 #190 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
Odd, seems if you have an object set to INROOM it does remove the object when you fail, even if you have !remove set.

Example:

I have a potion that requires 2 ingredients only - If I fail to make it, I don't lose the ingredients, even without !remove set.

If I then add an ingredient to the recipe, a forge for example, that is set to INROOM. When you attempt to craft, after
1 try, even WITH the !remove flag it destroys the forge.

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22 Jun 2012 17:03 - 22 Jun 2012 17:09 #191 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
Taking the same example as before, and adding a requirement of Blueprint to it, when you fail , it then deletes the ingredients.

Something else that is weird.

If you have a craft that requires ingredient1, ingredient2, and blueprint 1.

You have all items in inventory, craft item and fail, removes ingredient1 and ingredient2. (you keep blueprint)

You get the ingredient1 and ingredient2 again, and try to craft the item, and it says "What are you trying to craft?"

(Even though you have all the required items + blueprint)

drop blueprint
get blueprint

Try again - Works (but still doesn't show in craft list)


Also is there a way for players to see what ingredients are required if they have the blueprint/recipe, other than putting it in the a-desc of the item.
Last edit: 22 Jun 2012 17:09 by Halenbane.

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22 Jun 2012 17:11 #192 by Vatiken
Replied by Vatiken on topic Re: New OLC Craft System
Both blueprint and non-blueprint use the same remove_components() function, if it wasn't working on one, it shouldn't work on the other. I just tried crafting a skill based craft on my MUD, and upon failure I lost my raw iron, but the in-room & !remove furnace remained.

tbaMUD developer/programmer

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22 Jun 2012 17:23 #193 by Halenbane
Replied by Halenbane on topic Re: New OLC Craft System
1) Craft Name : Steel Sword
2) Craft Timer : 2 seconds
3) Craft Item : "a strong steel sword"
4) Craft Self Msg : "You carefully place a steel hilt and blade together making $p."
5) Craft Room Msg : "$n carefully places a steel hilt and blade together making $p."
S) Craft Skill : No Skill (0)
F) Flags : Needs Recipe
R) Requirements :
[4914] 1 , "a steel hilt" [NOBITS ]
[4915] 1 , "a steel blade" [NOBITS ]
X) Delete
Q) Quit


You are carrying:
[4922] A Steel Sword Blueprint
[4915] a steel blade
[4914] a steel hilt

craft steel

You begin attempting to craft.

You mess up your attempt to craft.

Inventory

You are carrying:

[4922] A Steel Sword Blueprint

load obj 4914
load obj 4915

Inventory

You are carrying:

[4922] A Steel Sword Blueprint
[4914] a steel hilt
[4915] a steel blade

craft steel

What are you trying to craft?

drop blueprint
You drop A Steel Sword Blueprint.

get blueprint
You get A Steel Sword Blueprint.

craft steel
You begin attempting to craft.



Also when I have the hilt and blade and recipe, typing craft doesn't list the craft.

If I remove the recipe from the requirements, and type craft, it lists fine.

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