Trade Skills

Posted by Polarus on Tue 07 Jan 2003 05:15 AM — 7 posts, 29,620 views.

Canada #0
I am trying to write some simple skills for my mud. One I am trying to do is a distill skill so people can brew their own ale and such. I can't seem to locate the liquid table to see the liquid types. Anyone know what src file this is in? I am also wanting to write a skill in which players will be able to create weapons. Anyone have any ideas on how to do this best?
USA #1
For brewing and such, look in const.cpp around line 650 or so.... if you don't find the table there due to added code on either side, search the file for beer and you'll find the table of liquids. As for a skill to allow chars to create weapons.... I'd probly have to recommend *not* allowing it due to a rather nasty variety of potential problems both with converting the code from another codebase and with gamebalance issues. If you really just have to have it though, I'd look into using the herbalism structure to make it work. I'd also recommend heavy research into blacksmithing in general and weaponsmithing in particular. Both are very exact arts that take a great deal of training and practice to do with any true success. Most chars very simply shouldnt have the time or skill to become functional smiths imo unless you have some alternate way for them to earn experience thru their tradeskills.
Canada #2
I just feel like I need a few tradeskills for people to use since it is a low magic system. I donno, anyone have any other ideas?
USA #3
Use herbalism style stuff to mimic tradeskills. The existing features are reasonably easy to expand to include such things as metalurgy and whatever else you can think of.
Canada #4
Are you referring to the forage herbs skill or what? I haven't ever really looked into the herbalism skill stuff.
USA #5
The foraged herbs and stuff skill is exactly what Im talking about. Somewhat time consuming to be honest but its very well done and very flexible.
Canada #6
Ok, I'll look into that.

Thanks