[TOOL] Precision Forge

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Necalli
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[TOOL] Precision Forge

Post by Necalli » Wed Oct 13, 2010 3:44 am

Just a thought, I noticed that only "goodie" - for the most part - cities have these Gondar precision forges.

I was thinking that maybe portable ones could be put in-game. Expensive mind you, and very heavy so you just can't sling one over your back and skip across town with it.

For price I was thinking something along the lines of maybe 150-300 platinum or so and for weight, something around 150 pounds.

Just rough numbers to illustrate the thought, but if incorporated, size it to where it would take a horse and cart to haul it.

About the only thing that would make it difficult, would be if the forge is a room program and not a program associated with the item itself.
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Re: [TOOL] Precision Forge

Post by Nysan » Wed Oct 13, 2010 3:56 am

Might be easier to place a Gond temple, or at least a 1-room shrine with Forge, in a more open-minded city, such as Zazesspur. Us Waukeenars are friendly folks and love company. Just my 2 cents worth.
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Re: [TOOL] Precision Forge

Post by Athon » Wed Oct 13, 2010 4:16 am

I know Westgate has a Temple of Gond in lore... perhaps that could be a good place?
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Re: [TOOL] Precision Forge

Post by Selveem » Wed Oct 13, 2010 5:24 am

...Doesn't Tantras have one?

Tantras is definitely not a goodie place.
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Re: [TOOL] Precision Forge

Post by Necalli » Wed Oct 13, 2010 7:51 pm

Tantras does have one. I was thinking more along the lines of something that would allow PC's to have their own tools. The forges are located in Temples of Gond and it's kind of stretching it for a race/faith enemy (like a goblin or a Talosian) to just waltz into said temple and use their forge.

This could encompass allowing players to have their own anvils and smelting barrels too, as I feel that walking into someones shop and using the tools of their trade to hammer out your own weapons and armor... I don't know. I just feel that if these objects weren't stationary and PC's could have their own, it would mitigate some of the "shops that aren't shops", basically a PC wanted their own anvil/forge, so they applied for a shop so they could get the forge, but the shop doesn't selling anything or even have a clerk (like the one in Berdusk).
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Re: [TOOL] Precision Forge

Post by Nysan » Wed Oct 13, 2010 8:21 pm

Sounds like something to request when player housing returns. A few player houses (mostly in MH) have standard forge/barrel/anvil setups. I suppose a Gond Forge setup could also be a purchasable feature. But again, have to wait til housing is reworked and back on the table... which may be a while.
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Re: [TOOL] Precision Forge

Post by Harroghty » Thu Oct 14, 2010 1:52 am

The simple answer to this is the same as with many things: if you build it, they will come.

Forgotten Kingdoms is rare because it allows players the opportunity to contribute to their game world. The game even has resources set aside to help new builders. And people willing to help teach you. I had no idea what I was doing when I started building but many people, notably Dalvyn and Mask, took time to help me to learn and I figured most of it out between their help and some trial and error.

All that to say: why not try to build one?
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Necalli
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Re: [TOOL] Precision Forge

Post by Necalli » Fri Oct 15, 2010 1:04 pm

No offense, but I hate the engine this mud uses, it is one of the reasons why I have not applied to build here. Having to textpad every single area, with every NPC in every room taking anywhere from 10-20 lines of code each is tedious and insane. Then having to do the same thing for items.. and so on... Thus, it takes someone months just to knock out 50 vnums.
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Re: [TOOL] Precision Forge

Post by Enig » Fri Oct 15, 2010 3:14 pm

Eh. Tedious and insane is overstating things quite a bit. For instance, look at the simple mob in the simple mob online building lesson:

Code: Select all

#QQ00
smelly dwarf short~
{30}a short smelly dwarf~
{30}A short smelly dwarf is drinking an ale here.~
{30}He is very short for a dwarf with dark hair and a dark beard.  He has a
stubby nose and beady eyes.  His hands are large and calloused from
many hours of work at the forge.  He is of a very sturdy build with arms
and legs like small tree trunks. He is dressed in mithril chainmail.
~
S 25 CLASS_WARRIOR RACE_DWARF SEX_MALE POS_STANDING DEITY_NONE ACT_SENTINEL|ACT_CITIZEN
Cut out the lines of description and you have...

Code: Select all

#QQ00
S 25 CLASS_WARRIOR RACE_DWARF SEX_MALE POS_STANDING DEITY_NONE ACT_SENTINEL|ACT_CITIZEN
And that can be broken up as

Code: Select all

#QQ00
(This is simply assigning the mob a vnum.)

Code: Select all

S 25 CLASS_WARRIOR RACE_DWARF SEX_MALE POS_STANDING DEITY_NONE ACT_SENTINEL|ACT_CITIZEN
S= Simple Mob
25 = Level
Class/Race/Sex/Deity = Self-explanatory
POS_* = Position, which can include standing, sitting, sleeping, etc.
Then ACT_SENTINEL and ACT_CITIZEN are both optional flags seperated by a bar; you can add different flags or no flags at that particular section.

It can be somewhat intimidating to look at if you're unfamiliar with what everything means but when you break it apart into pieces it's actually quite simple. Granted, if you want to make more complex scripts it can be a bit tricky but just basic items, mobs, and rooms, are far from 'tedious and insane'. :)
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Re: [TOOL] Precision Forge

Post by Necalli » Tue Oct 19, 2010 10:25 pm

Alright. I'd be willing to at least try to build one. I had another thought about the Gondar forge as well, maybe add stone carving as a trade or a skill that allows PC's to make their own moulds and custom moulds that can make charms useable in lapidary.

syntax: construct mould <stone type>* <string>**

result: a <stone type> <string> mould

That's just an example, there's probably other trades that would have use for things made by a stone carver.

* Maybe you could get various stones from mining, it should create some sort of rubble. The stones could be used in stone carving. The metals use-able in the mold could be tied into the type of stone used for the mold.

** The restrictions on the string would be the same as the new trademark rules, 12 characters is the limit I think.
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