Page 1 of 1

Alchemy

Posted: Fri Jun 02, 2006 11:28 pm
by Joramun
I couldn't find an answer to these three questions, leading to a suggestion

1- Does the action SWAP ITEM IN ALL / BODY / HAND affect objects inside chests worn in hand or backpack ?
2- Is there a way to ensure that multiple objects/type of objects are effectively present together in a chest ? (or even check their quantity)
3- It is possible to make custom restriction to which objects can be put in a chest?

That would be useful, combined with the future custom chest feature, to make an alchemy feature (for example) :
-> An attack / spell (eg with attack_method : mix ) plus an action (combine) triggers the combination of several objects inside a custom flask , to make a potion.

The whole point is to have an easy-in-game way (and in editor) to combine more than 2 objects, instead of having to handle :
object 1 + object 2 [combine]-> object 5
object 5 + object 3 [combine]-> object 6
object 4 + object 6 [combine]-> final object
...for each possible combinations of ingredients.

Re: Alchemy

Posted: Fri Jun 02, 2006 11:44 pm
by Sophia
Joramund wrote:1- Does the action SWAP ITEM IN ALL / BODY / HAND affect objects inside chests worn in hand or backpack ?
No, not that I know of.
Joramund wrote:2- Is there a way to ensure that multiple objects/type of objects are effectively present together in a chest ? (or even check their quantity)
Again, no.
Joramund wrote:3- It is possible to make custom restriction to which objects can be put in a chest?
Yes, check the "Shape" tab. This will be expanded significantly in 0.39.
Joramund wrote:The whole point is to have an easy-in-game way (and in editor) to combine more than 2 objects, instead of having to handle :
object 1 + object 2 [combine]-> object 5
object 5 + object 3 [combine]-> object 6
object 4 + object 6 [combine]-> final object
...for each possible combinations of ingredients.
I think that you may get more mileage out of this by not trying to do it all inside of a chest, or the like. The feature request seems a bit too complicated to be easily put into the engine as-is, though I agree that some sort of ACTION to put things into and take things out of containers could be very useful.

The ACTION system is hardcoded to take two parameters, though, so you're not likely to see the more complicated combine action you seem to be looking for.

Some alternatives:

- A "cauldron" or other such fixed area in the dungeon where the mixing happens, and can then be done with dungeon mechanics.

- A simpler alchemy system that can work with COMBINE, possibly with various spells to combine the items in diffeering ways, to put some of the complexity back.

- Forget the idea of having a vessel and simply allow the alchemy to happen on anything carried in hand or the backpack, and use the existing SWAP commands.

I don't know if any of this will work, but it's worth a try!

Posted: Fri Jun 02, 2006 11:47 pm
by beowuuf
You could use a charge number to represent bit masking - 1 = ingredient 1, 2 = ingredient 2, 4 = ing 4, etc.... have relays check the valid combinations of contents, but that way it's one object and only say 8 relays for 8 incredients

So you only have one container vessel that isn't a chest so simpler - use set charge feature when you add from the hand

Posted: Sat Jun 03, 2006 12:47 am
by Joramun
You mean a special object that would trigger the relays when used, and each relay would get a particular item in inventory ?
But then if i have say 3 ingredients and want to use only 2 ? I could drop one on the ground...

The fact is that I was thinking about a dungeon where magic would be completely different from DM or CSB (rune book or no) , with a huge collection of objects required to perform spells (and obviously potions).
Still an idea, though. I was amazed by Conflux III, and wondered if customisation could be brought further with RTC.