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Revision: 1.2
Committed: Thu Sep 7 21:42:41 2006 UTC (17 years, 8 months ago) by pippijn
Content type: application/msword
Branch: MAIN
CVS Tags: HEAD
Changes since 1.1: +0 -0 lines
State: FILE REMOVED
Log Message:
Moved documents to doc/historic

File Contents

# Content
1
2
3 This document is a brief description of the ALCHEMY hack.
4
5 --------------
6 Introduction -
7 --------------
8
9 As always, the general intention is to enhance the enjoyability and
10 playability of CF. In this code, I have created a system whereby
11 players may assemble various ingredients to make artifacts.
12
13 The amount of work I put into this was substantial; other than
14 new code -- I created new archetypes, revised archetypes, altered the
15 treasures file and created 2 new object types and a flag.
16
17 It therefore may be enjoyable to install this patch (incl code)
18 and *not* define ALCHEMY in define.h. In particular, this patch
19 does the following things:
20
21 1) more varieties of potions are available in shops.
22
23 2) new gems and types of food.
24
25 3) monsters will now leave behind body parts when you kill them.
26
27 4) if ALCHEMY is defined players may make potions/artifacts.
28
29 I have included instructions for installation, an install script
30 and a brief document for using the code (pretty simple).
31
32 Finally, as always, feedback is appreciated.
33
34 b.t.
35 thomas@astro.psu.edu
36
37 ------------------------
38 Instructions to Players - how to use this code.
39 ------------------------
40
41 Using the alchemy code (to make artifacts) is easy. You need
42 the following things: 1) be able to cast alchemy spell, 2)
43 have access to a cauldron and 3) have the right ingredients.
44
45 To create an artifact, put ingredients in the cauldron, then
46 cast 'alchemy' spell. You might make something :) Backfire
47 effects are possible. In order to get better at making stuff,
48 you will need to learn the alchemy skill. Books found in shops
49 (and elsewhere) will give you formulae for making stuff.
50 Of course , you can always 'experiment' on your own, but this
51 may be dangerous.
52
53
54 ---------------------
55 Description of code -
56 ---------------------
57
58 The bulk fo the alchemy code resides in 2 files - recipe.c
59 and alchemy.c. The basic features of the code are:
60
61 1- allow players to make artifacts from formulae. As players
62 gain xp and levels, their ability to create stuff improves
63
64 2- fast lookup of formulae. Lookup is randomized so that the
65 list is attempted for a match based on # levels the player
66 has. Obviously, higher level players get more attempts
67 to match the list--and thereby have a grater chance of
68 successfully completing a formula.
69
70 3- There are ~80 formulae in this version. You can dump
71 the formulalists using the crossfire -m7 option.
72
73 Basically, a simple linked list, ordered by the
74 number of different archs in a formulae, is used to
75 lookup 'recipe' matches. An indexed value for each formulae
76 allows a quick comparison for a match with the cauldron
77 contents. When a player casts alchemy on a cauldron, we
78 first determine # archs inside the cauldron, pick the
79 correct formulalist, randomly match against that list to
80 see if we got a match. If matched, we remove the ingredients,
81 and insert the artifact into the cauldron. Exp is awarded
82 to the players alchemy skill (if they have it).
83
84