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June 14: Tradeskill Experimentation

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Post by The Amethyst Dragon Sun Jun 14, 2009 2:24 am

Starting with the next planned reset, I will be adding in the option of PC tradeskills. These will be background-coded skills for use in creating or improving various non-magical things.

The first one going in is gemcutting. Several random drops may include "uncut gemstone", which you'll be able to use gemcutter's tools on. If successful (a d100 roll), you'll end up with a valuable gemstone and a 10% chance of improving that particular tradeskill (up to a maximum of +100).

If this first one works out, I plan on adding several other such skills (such as farming, mining, refining, etc).
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Post by MannyJabrielle Sun Jun 14, 2009 2:58 am

Neat! :-D
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Post by MannyJabrielle Tue Jun 16, 2009 12:06 am

So far I'm liking it.

Should this all stay in and be expanded, will the skills be shown in the info skills command?
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Post by The Amethyst Dragon Tue Jun 16, 2009 12:26 am

MannyJabrielle wrote:So far I'm liking it.

Should this all stay in and be expanded, will the skills be shown in the info skills command?

Right now, you can find it under info trade, but that may change. Smile

Edit: Now part of info skills.


Last edited by The Amethyst Dragon on Fri Jun 19, 2009 9:26 am; edited 1 time in total (Reason for editing : updating)
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Post by Eric of Atrophy Fri Jun 19, 2009 9:02 am

The Amethyst Dragon wrote:If this first one works out, I plan on adding several other such skills (such as farming, mining, refining, etc).
Is it working out so far? I found an unfinished gem in-game, but haven't had a chance to do anything with it yet.
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Post by The Amethyst Dragon Fri Jun 19, 2009 9:22 am

Gemcutting now appears to be working correctly...there was an issue with stacking and only getting one type of gemstone, so I went in and edited all the uncut stones (there are 20 types) and one of the scripts, and they now work properly.

I may start adding the ability to get higher quality cuts of stones in the future (with exceptionally high "gemcutting checks"). I'll have to add new types of gems to the game module for this to happen, but its something I think should be a benefit of having a lot of skill in this, um, skill.

Oh, and tradeskills now show up with the info skills command.


I've now started adding a more "powerful" tradeskill, Runemaking. Basically, you paint runes on equippable items to add temporary properties. Each item can only have one rune at a time, and they last 24 in-game hours. See rune help. Oh, you'll have to find the one merchant that sells the Rune Paints (a 25-use, non-rechargeable set of paints and brushes) for it to work (hey, this is an experiment so far).

Note: as it stands now, there is a bug with runemaking. If you are logged out when the end of the 24 hours comes around, the variable set on the item that tells the scripts it has a rune will not get removed and that item will not be able to get another rune painted on it (even if the property itself has expired and vanished). Server resets won't fix it...unlike PCs or other things in the game, variables persist on items in inventory through resets.
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Post by Eric of Atrophy Fri Jun 19, 2009 9:00 pm

How to work around this bug until you find a fix for it?

An intriguing idea, no doubt!
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Post by daveyeisley Fri Jun 19, 2009 9:05 pm

Mayhaps a letoscript to execute on logout to check for such variables, and remove them?

I know that means getting disconnected will make your runes go poof.... but is that better than not being able to redo them at all?
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Post by Eric of Atrophy Sat Jun 20, 2009 12:53 am

Truly agreed - better to lose them on disconnect than not to be able to use them at all...
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