This started out to be a short reply, but i got into a groove, so it's long. > a.) Define maximum amount of items required to make an item (be it > 3, 5, 10, whatever). Hm.. why? > struct forge_data { > int vnum_1; > int vnum_2; > int vnum_3; > int res_vnum; > int skill; > } Could be struct forge_data { int **vnum_list; int top_vnum_list; int res_vnum; int skill; } > b.) Create a struct. Uh, right. :) > c.) Create a constant array of that struct. Each element in the array would > be a "recipie". For instance, if the struct was: > Well, like I said, we don't need to use constants. Too limiting/memory inefficient. You know, you can probably do this sort of thing with almost no code change? Make a room 'the forge'. Now, create the following bits of zone commands; remove from room 'piece one' if successful remove from room 'piece two' if successful remove from room 'piece three' . . . if successful load 'resultant piece' Now, granted, that's not involving any skill (or perhaps you depend on an NPC to simulate the creation). However, it's a simply workaround. In truth though, the biggest problem I see with assembled/forged/combined/etc items, is that they're not well used. Lets assume we require skills to 'forge' an item. Right there, we have limited it's usefulness. Just as we cannot allow a mage to have a backstab more powerful than any other attack, or a fireball from a mage as the ultimate killing weapon, we cannot raise a 'forged' item up as the new holy grail. It must be balanced within the mud, and as an item which is only created by (i'm assuming) a small subset of players, it cannot be unbalancing. Add in the fact that you have to both know how to create something, and that you have to gather the material; resulting in the end in a product which is at most +3 or so (depending on your system) for hit/damage to remain balanced. While a few hardcore, 16 hour a day players will get it, many people won't go though that trouble. It's not worth it to builders and coders to spend the time to make the system and the mini-quest type setups to recieve both the items and the recipe, so that only a very few could profit from it. Let's assume the opposite; it takes no foreknowledge of recipies (they're written out somewhere accessable), and you require no skill. Now, the ability is so common that the result, the product of the combination must be fairly negliable. You're probably going to dismiss armor and weapons (anything permanant) all together. No one wants crap that is unusable. Lets stick to other things, like potions, salves, etc - things which are transitory, have a set number of uses/charges. These things I think are a much richer object to use - it shouldn't hurt anyones balance to have a character with 20 or so cure light wounds potions. The older characters will barely notice - true, but the younger characters will thrive on them (assuming old=higher levels & higher levels = higher hitpoints). Because you're using ingredients to create it, it's natrually limting howmany you actually can have.. so no one will hve 3 million, but they'll still be common enough to be in day-to-day usage. If you're really stuck on it, you could even make it a subset of skills related to your 'druid' or other nature-based class (or perhaps alchemist). That way, if you actually want these high power spells/etc to sometimes be contained in these one-use items, you will have an allowance to make it - based on level. (a neat thing then, would be to simulate the potion making time..tell the player it will take 5 hours (real life) to make, and it will come out of their off-line time. So, if they log off for 4 hours, they come back and are told they still have an hour to go; etc. This idea holds over for alot of potion/foring/creation acts.) As for forging, and permanant effects, they have to be minimalized (as explained above). However, that does overlook one of the most important aspects of muds; the cosmetic value of an item. People like flash and dazzle. While a gung-ho power mudder may discard 'The sword of blue diamond' for 'a small sword' due to stats, surprisingly, some do not. As a matter of fact, unassuming items are often ignored altogether if there is no foreknowledge of them. In one game, a builder had messed up and made a wood club do some awesome damage, but the zone was open for more than 6 months before anyone even noticed. Cosmetic value is important in a few ways. Let forge be the ability to enhance your weapon/armor/item. You can name it, or inscribe it. Embed gems in the pommel, tint it with special colors, make the edges especially jagged or especially sharp, remake parts of a weapon with rare metals, or if your campaign's magic/technology allows it, gemstone or demon bones, or dragonclaws (Granted, you'd have to procure the gem/dragon-demon bones, etc). The one problem that I can see with this (aside from an evaluation process.. you wouldn't want someone to change their weapon so everyone sees "Duke wields an atomic weapon with the slogan 'f#^k you' inscribed on it's side'") is that many of the weapons in any game exist in an abundance. 'The royal ruby sword of the draconian king' _is_ the level 40 weapon. Everyone has it. It's mass produced. Which is odd, because it seems like one of those one-of-a-kind sort of items. Same with the gold-edged eagle armor, and the silver helmet of law. These things have effectively already been modified. They shouldn't be allowed to change - they're already supposed to be near-unique, even if they show up 60 times in the world. Now, a steel longsword, or a brass shield, these need some embelishment. You can even up the stats so they're equivilent (but not above) the unique items that oddly enough, everyone has, that I talk about above. You get two benefits; suddenly there is a plethorea of new, interesting, unique items on your mud - making the players happy and attracting new ones, and two, your skill/tool/etc is being used. Sorry for that long rant. I enjoy writing new code, but I always evaluate it along the lines of; viable result, useability, balance, time and effort required. The 'cool' factor rarely comes in, unless I'm writing heat-seeking missiles I don't expect anyone but myself to have access to. :) PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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