Deleted
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Post by Deleted on Jun 23, 2017 11:46:35 GMT -5
Anyone figure out where clayworking branches from? Is clay workingstill a thing now that tuluk is not playable? Its been a while, but I think clayworking is a first level branch for merchants. Have you already tried the forage branch that gives stoneworking? There is a mining village west of allanak. 7w 3s? ish. If you enter and go all the way west, there is a clay pit and a kiln. The usual usage fees apply.
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Post by Amos's Boots on Mar 21, 2018 21:12:54 GMT -5
Now that the new cure-crafting system is fully implemented, we're going to need people to sniff out what the new cures do and how exactly the new system functions.
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jkarr
GDB Superstar
Posts: 2,028
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Post by jkarr on Mar 22, 2018 3:53:05 GMT -5
Now that the new cure-crafting system is fully implemented, we're going to need people to sniff out what the new cures do and how exactly the new system functions lol hurr maybe try the code release first. ftfy
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Post by Amos's Boots on Mar 22, 2018 3:55:53 GMT -5
Now that the new cure-crafting system is fully implemented, we're going to need people to sniff out what the new cures do and how exactly the new system functions lol hurr maybe try the code release first. ftfy I guess I need to download notepad++
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Post by Amos's Boots on Mar 22, 2018 4:30:33 GMT -5
After scouring the codedump, it appears as though the new poison/cure system functions based on herb/item 'flavor'.
if (temp->obj_flags.type == ITEM_CURE) { switch (temp->obj_flags.value[3]) { case 0: /* none */ act("$p has no discernable taste.", FALSE, ch, temp, 0, TO_CHAR); break; case 1: /* acidic */ act("$p tastes slightly acidic.", FALSE, ch, temp, 0, TO_CHAR); break; case 2: /* bitter */ act("$p has a bitter flavor.", FALSE, ch, temp, 0, TO_CHAR); break; case 3: /* foul */ act("$p tastes very foul.", FALSE, ch, temp, 0, TO_CHAR); break; case 4: /* minty */ act("$p leaves a minty taste in your mouth.", FALSE, ch, temp, 0, TO_CHAR); break; case 5: /* sour */ act("$p is sour.", FALSE, ch, temp, 0, TO_CHAR); break; case 6: /* spicy */ act("$p has a flavor much like spice.", FALSE, ch, temp, 0, TO_CHAR); break; case 7: /* sweet */ act("$p is very sweet tasting.", FALSE, ch, temp, 0, TO_CHAR); break; case 8: /* strong */ act("$p has a strong flavor.", FALSE, ch, temp, 0, TO_CHAR); break; case 9: /* citric */ act("$p has a citric flavor.", FALSE, ch, temp, 0, TO_CHAR); break; case 10: /* sharp */ act("$p's flavor is very sharp .", FALSE, ch, temp, 0, TO_CHAR); break; case 11: /* awful */ act("$p tastes awful!", FALSE, ch, temp, 0, TO_CHAR); break; case 12: /* fruity */ act("$p has a mild, fruity taste.", FALSE, ch, temp, 0, TO_CHAR); break; case 13: /* chalky */ act("$p is flat, almost chalky in flavor.", FALSE, ch, temp, 0, TO_CHAR); break; case 14: /* salty */ act("$p is very salty.", FALSE, ch, temp, 0, TO_CHAR); break; case 15: /* gritty */ act("$p has a gritty taste to it.", FALSE, ch, temp, 0, TO_CHAR); break; } }
^^^^^^^^^^^^^^^^^^^^^^ These are all the possible 'flavors' and accompanying echoes when using the 'taste' command.
struct antidote_struct cure_recipes[] = { {POISON_GENERIC, HERB_COLD, HERB_BLAND, -1}, {POISON_GRISHEN, HERB_CALMING, HERB_COLD, HERB_SWEET}, {POISON_SKELLEBAIN, HERB_REFRESHING, HERB_CALMING, HERB_ACIDIC}, {POISON_TERRADIN, HERB_REFRESHING, HERB_BLAND, HERB_SOUR}, {POISON_PERAINE, HERB_HOT, HERB_SOUR, HERB_ACIDIC}, {POISON_HERAMIDE, HERB_HOT, HERB_SOUR, HERB_SWEET}, {-1, -1, -1, -1} };
^^^^^^^^^^^^^^^^^^^^^^^^^ These are the required combinations of herbs (determined by 'flavor') in order to produce a cure.
struct antidote_struct poison_recipes[] = { {POISON_GENERIC, HERB_HOT, HERB_ACIDIC, -1}, {POISON_GRISHEN, HERB_CALMING, HERB_COLD, HERB_HOT}, {POISON_SKELLEBAIN, HERB_BLAND, HERB_SOUR, HERB_SWEET}, {POISON_TERRADIN, HERB_SOUR, HERB_SWEET, HERB_ACIDIC}, {POISON_HERAMIDE, HERB_REFRESHING, HERB_CALMING, HERB_BLAND}, {-1, -1, -1, -1} };
^^^^^^^^^^^^^^^^^^^^^^^^ And these are the combinations that determines whether or not you make a poison.
Obviously, a lot of this has been changed around by staff and their transition from the 'brew' command to 'craft'. For now it can only be assumed that the 'flavor' instances and combinations haven't changed, but instead, there is now tablet 'strength' based on how many herbs you use, and of what sort.
When making a cure, it's far easier to now accidentally make that cure carry a poisonous side-effect.
The 'strength' and side-effect information is pulled from below:
/* ITEM_HERB */ { {"herb_type", "edibility", "herb_color", "poison", NOTHING, NOTHING}, {"(Type of herb it is)", "(Non edible, or edible)", "(What color is the herb?", "(Poison type?)", NOTHING, NOTHING}, {" This sets the herb to a valid herb type.\n\r", " 0 = not edible, 1 = edible.\n\r", " This sets a color on the herb, for mixing purposes.\n\r", " This sets the herb with a poisonous side-effect.\n\r", NOTHING, NOTHING}},
/* ITEM_CURE */ { {"cure", "form", "poison", "taste", "strength", NOTHING}, {"(What poison type does this cure?)", "(What form is this in?)", "(Does it have a side-effect?)", "(What does it taste like?)", "(How strong is it?)", NOTHING}, {" This sets the type of poison it cures. Set using poison name, not number.\n\r\n\r" "They are, with numerical equivalent in parentheses:\n\r" " none (0), generic (1), grishen (2), skellebain (3), methelinoc (4),\n\r" " terradin (5), peraine (6), heramide (7), plague (8)\n\r", " 0 = vial, 1 = tablet, 2 = syringe.\n\r", " Is it poisoned? If so, what type of poison?\n\r", "What the cure tastes like when ... tasted.\n\r", "How strong the cure is, if it can succeed completely.\n\r" "0 is 0%, which is a dud. 100 is 100% which removes the entire affect.\n\r" "99 is 99%, which will always leave 0 hours left.\n\r", NOTHING}},
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Jeshin
GDB Superstar
Posts: 1,451
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Post by Jeshin on Mar 25, 2018 19:45:31 GMT -5
As an aside, I think it would have been really cool if they had created yet ANOTHER merchant family house that specifically focused on Medicine. Their used to be an herbology type Chosen House in Tuluk but making a merchant house that rises up due to this complexity of cure would be a good tie-in with the change... I mean someone needs to be told ICly how to make this stuff without just going all Mengele on NPCs and PCs right?
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MartenBroadcloak
Displaced Tuluki
It's not a shit post if you spell check (tm)
Posts: 370
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Post by MartenBroadcloak on Apr 14, 2018 9:19:27 GMT -5
So poisons and cures are now delicious. Seems legit. So what you're saying is I can bang an f'me and then be like "here baby eat this birth control." And it will actually work. ... Think it's time for Marten Broadcloak to roll up an amorous ranger physician
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Post by sessizlik on Nov 6, 2018 9:20:37 GMT -5
1)I had my shadow fight another Drovian's shadow. We kept swinging and missing at each other. idk if it's intrinsic to the shadow (0 offense/defense?) or a property of being ethereal. 2)The only ethereal creature I saw had a script that would insta-kill the shadow, which would return me to my body. Never tried it while ethereal. 3)I don't remember whether or not it can pass through temple barriers either. 4)Insta-death scripts can kill shadow form, even if it doesn't make sense. There's a lot of ethereal barriers, some seemingly arbitrary, up around the world. The building near the Vivadu temple with a gate has an eth block over the front of it and is unpickable. Personally, I would never go eth through an area that I hadn't tried as a shadow first. Also, your shadow is like your fingerprint. Anyone who has detect eth (TEMPLARS) up that looks at you can see what your spirit shadow form is. I learned that one the hard way. Your shadow creature used to be able to hit INCREDIBLY hard at non-ethereal creatures with detect ethereal and idiot enough to attack it. The bug was found out when a templar forgot he had ordered his pet drovian(me) to stalk around to find a renegade drovian and attacked my shadow. It must have been fixed. Also your shadow was able to drink from room liquid containers, type "list" and get a response that the seller won't serve someone he can't see, hitch animals and furthermore, be able to make them pass through closed doors because they're hitched to the shadow. All fixed, as far as I know. If your shadow gets killed early you get the effect "psionic suppression", same as the nilazi spell. I mean you cannot use psionic skills and your mind is unreachable. Ethereal spell, when cast on an object, makes it semi-ethereal for the first time. Semi-ethereal stuff follows you when you cast ethereal on yourself. The second time they become completely ethereal. We used to be able to cast "ethereal" on containers and use them to carry normal stuff inside them, but after my first drovian managed to steal a horde of high-quality wine from an apartment it's been nixed. Not my drovian, but one which played with my elkran found out "ethereal" makes your dull black gem fall off. It's also fixed, all dull black gems are semi-ethereal. When cast on someone, ethereal spell makes that person ethereal. Ethereal folks may pass through barricades, are completely invisible to people without "detect ethereal". Ethereal people cannot cast spells. Anything not "semi-ethereal" falls down from your inventory and equipment. I was guilty of bugging the spell for being the best raider tool - enter room, cast ethereal, the victim drops everything forcibly and cannot attack, can do nothing but watch you collect. I don't know if it was fixed. I played only two drovians that branched enough, then lost interest. If it's not fixed, for the love of God use it and force immortals to fix it. I'd hate to be victim of such a raid. Drovian gate summons come without the ability of infravision, detect ethereal and they're not ethereal when they come. But if I remember right, the ones above "yuqa" were able to cast ethereal when given a mutur component so they were able to keep up with you.
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Deleted
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Post by Deleted on Nov 6, 2018 9:58:35 GMT -5
you cant cast ethereal on other people, but if you had a dzin reach, it is still possible to ethereal others. Which is in part why nobody have room reach anymore . The whole "summon a few elementals, make them cast ethereal on themselves, then go into anywhere you like, wait for them to uneathereal and insta gank 'anyone'" was a pretty powerful method of assassination. Especially since when you lose ethereal, it gives off no echo. So nobody in the room knows you appeared.
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Post by sessizlik on Nov 6, 2018 10:23:25 GMT -5
you cant cast ethereal on other people, but if you had a dzin reach, it is still possible to ethereal others. Which is in part why nobody have room reach anymore . The whole "summon a few elementals, make them cast ethereal on themselves, then go into anywhere you like, wait for them to uneathereal and insta gank 'anyone'" was a pretty powerful method of assassination. Especially since when you lose ethereal, it gives off no echo. So nobody in the room knows you appeared. I'm 99% sure you used to be able to. I'm happy it's restricted now.... Wait a minute, I believe I had a drovian when the restriction happened, hence I was forced to make my gate creatures cast ethereal themselves. + for ethereal assassination, but same applies to rukkian with godspeed or elkran with quickening, too. You can't survive if the opponent has no delay. I'm not sure at all and seems I have deleted my log files from my backups but I believe sul elkran summon was able to cast both quickening and lightning shield, making it very hard to avoid even against hard-hitting dwarves. By the way, I could read a little more. Ruk's Fury increases endurance, godspeed increases agility but a set amount for all powers, elkran quickening increases agility. Both quickening and godspeed makes your run echo "dash" instead of "run" and your movement delay becomes zero. That was troublesome for desert elves though, instead of running on roads for nearly no stamina loss, they'd lose much more. I bugged it a couple times though, it may be fixed. Mon fury may give you a whopping 50 hp, making you "does not look well" instantly because your max hp rises but your current hp remains the same. Still it tooks very little time to replenish your hp with your now-humongous endurance. But the 'mon' casting lasts an incredibly long time so keep a krathi or vivaduan friend. Vivaduan "calm" dispels fury, but fury can't trump 'calm' and becomes ineffective. I... never branched additional reaches. I nearly exclusively played gemmers and when most of my spell tree branched it was all mudsexxing with aides and mini-rpts with templars until they sent me to die. I never had the chance, I even don't know how. I know there's a "fruit" reach similar to dark-sun obsidian orbs, a silent reach and a room reach but I never had much time to be interested. Templars used to kill gemmers in their plots like flies. I don't remember in which thread I read about it but another quick hint; nilazi "gate" brings you to a corridor. In past nilazis would spend one fifth of the mana requirement for spells there. My first gemmed nilazi bought lots of beans, siltfruits and large sacks of flour from red storm and branched nearly everything in record time, ending with an imm animating arms reaching out for me from walls. Then I was kindly asked not to use it until it was fixed. Right now the room must kill you after the vortex gets closed. Edit: Again, I don't remember where I read it, but for krathi enchantments to be permanent you must have both a mon mutur and mon psiak component.
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