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Old 03-15-2003, 08:19 PM   #25
John
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Join Date: Aug 2002
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Well after a quick look around in the archives I found which does say that each item is hard-coded seperately. I guess when it was imp'd it never occured to the coders to create a system where it had base items that were modifiable by certain items.

The crafting system will probably be re-coded one day, but the problem is Arm has TONS of ideas on how to make the game better (such as how to create better scripts for animals, adding smells to items and rooms, etc) that it probably won't be any time soon.

Thing is, with muds that have crafting systems, it is MUCH easier to create items then restringing (which is normally reserved for people who've proved themselves as good RPers, so typically isn't open to newbies) and it's also MUCH quicker then buying it from NPCs.

They also tend to be quite complex and it's A LOT of fun finding out how the system works.

A lot really. If the world changes (such as gates open and close in cities at certain times) then players will have to go somewhere where it doesn't change. You can randomise how the system works (such as have a forage command that you use to find the materials, then you have a success rate depending on their forage skill, so therefore they might not always get the materials), you can also have environmental changes that affect a player's stats and make them loose mvt points quicker. There is also the threat of aggressive NPCs killing you. It'd be VERY difficult to create a script in the right system. It's just like why don't fighters go in easy areas and create bots to kill all the animals?
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