Author Topic: Salarri Weapons Project  (Read 15550 times)

Taijan

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Salarri Weapons Project
« on: December 08, 2015, 07:47:58 PM »
Hello Armageddon!

I'm looking for some help putting a fresh coat of blood-colored paint on the markets of the Known and provide you all with more tools to maim and murder each other with, courtesy of House Salarr.  From now until we have enough, we're accepting submissions for new weapons.

Criteria
- Weapons should be low to mid-end
I'm not looking for diamond-encrusted masterpieces. These should be fairly simple and affordable, with minimal ornamentation.

- They can be craftable...
...but they'll be clan-specific to Salarr.

- They should be focused with a region in mind
Allanak and Red Storm mainly, though some made with Luir's in mind are okay. 

- Some weapon types are more in need of variety than others:
1) All of the advanced weapon types: razor, knife, trident, polearm, pike.
2) Chopping
3) Bludgeoning
4) Piercing/stabbing
10) Slashing (we really don't need more for this project, but if you have a cool idea then I'll give it some thought)
47.4) Whips (same comment as slashing, even less demand for them)

This should follow the Mastercraft Template where applicable:

New Object

Keywords:

Short Description:

Long Description:

Main Description:

Material:

Price:

Wearflags:

Craft Information
Ingredients:

What is Left upon Failure:

Skill:

Tool:

Difficulty:

Duration:

Success Message to Crafter:

Success Message to Room:

Failure Message to Crafter:

Failure Message to Room:

As is often the case, please keep Sanvean's excellent post on our building philosophy in mind.

Please submit your entries as a Clan Request: Question/Request with a title of Attn Taijan - Weapons Project.

RogueGunslinger

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Re: Salarri Weapons Project
« Reply #1 on: December 08, 2015, 10:16:56 PM »
Hell yes! Weapons! I love weapons! Submitted a couple in the vain hope that my current character will be able to use them some day.

RogueGunslinger

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Re: Salarri Weapons Project
« Reply #2 on: December 08, 2015, 10:38:30 PM »
Hrm, can't edit posts here. Interesting.

Skeelz I'm bringing your RAT post back here against your will.

Quote
Criteria
- Weapons should be low to mid-end
These should be fairly simple and affordable, with minimal ornamentation.

...

- Some weapon types are more in need of variety than others:
1) All of the advanced weapon types: razor, knife, trident, polearm, pike.

Not that I disagree with either of these criteria, but they're kind of at cross purposes, aren't they?

Unless you plan to make a bunch of flippable weapons like I do.

Low end advanced weapons do seem a little silly. But this is Salarr, so there's a standard. Think low-end Salarri weapons. They're usually pretty well made. As long as you're not engraving fancy designs, embedding ivory and jewels, or making them "perfectly balanced masterfull designs of war", you should be fine.

Taven

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Re: Salarri Weapons Project
« Reply #3 on: December 08, 2015, 10:45:21 PM »

I'm confused on what 'knife' is. As opposed to like... A normal knife.

What makes a "knife" an advanced weapon?

Does it have special features? Or is it just... arbitrary?


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Jihelu

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Re: Salarri Weapons Project
« Reply #4 on: December 08, 2015, 11:24:03 PM »

I'm confused on what 'knife' is. As opposed to like... A normal knife.

What makes a "knife" an advanced weapon?

Does it have special features? Or is it just... arbitrary?



Last I checked they attack super fucking fast.
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BadSkeelz

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Re: Salarri Weapons Project
« Reply #5 on: December 08, 2015, 11:27:57 PM »
There are no 1-handed tridents in the game. This is our chance to change that.
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Jihelu

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Re: Salarri Weapons Project
« Reply #6 on: December 08, 2015, 11:29:02 PM »
There are no 1-handed tridents in the game. This is our chance to change that.
Last I checked there are no one handed pikes either.
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BadSkeelz

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Re: Salarri Weapons Project
« Reply #7 on: December 08, 2015, 11:37:52 PM »
1-handed pikes aren't really a thing. Pikes as a weapon class are pretty silly and anachronistic for the setting. If I wanted to make a 1-handed pike I'd call it a lance.

 Now, there's such a thing called a half-pike but I don't know much about its usage (other than some old fighting manual saying it was the best thing for an individual to use on the street. Go figure.).
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RogueGunslinger

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Re: Salarri Weapons Project
« Reply #8 on: December 08, 2015, 11:39:28 PM »
Badszeelz just made this post irrelevant. But it took work, so posting anyways.

There are no 1-handed tridents in the game. This is our chance to change that.
Last I checked there are no one handed pikes either.

Tridents can be short:


Pikes by definition are big:


Pikes obviously require two hands.

BadSkeelz

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Re: Salarri Weapons Project
« Reply #9 on: December 08, 2015, 11:42:48 PM »
Least your post has pictures.

Also, those Macedonian pikemen using pikes AND shields? They had the shield strapped to their arm, but still needed both hands on the pike.
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Jihelu

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Re: Salarri Weapons Project
« Reply #10 on: December 08, 2015, 11:43:48 PM »
You can have bucklers strapped to your arm as wrist wear but I doubt it uses actual shield code.
Would be cool if it did.
Then you could run five shields....
Knife weapons can't backstab right?
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Taijan

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Re: Salarri Weapons Project
« Reply #11 on: December 08, 2015, 11:48:53 PM »
Let's define knife weapons as small blades with a cutting edge that, while certainly more dangerous than fighting unarmed, would generally be a step below suicide if you were to use one to fight someone with a larger weapon - until you learn techniques that make it just as (or even more) effective.

BadSkeelz

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Re: Salarri Weapons Project
« Reply #12 on: December 08, 2015, 11:53:11 PM »
How specific do we need to be in naming the components? I've never played a crafter (or even someone who's hunted regularly) so I'm a bit sketchy on specific items.
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Taijan

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Re: Salarri Weapons Project
« Reply #13 on: December 08, 2015, 11:55:52 PM »
How specific do we need to be in naming the components? I've never played a crafter (or even someone who's hunted regularly) so I'm a bit sketchy on specific items.

The only things I'd really like to be specific are the short description and main description.  You can include any of the other parts if you'd like and you have ideas, but I'm happy to fill in any blanks.

Erythil

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Re: Salarri Weapons Project
« Reply #14 on: December 09, 2015, 01:59:24 AM »
I didn't realize tridents were a weapon class when someone asked my Kuraci merchant for a mastercrafted one-handed trident. made from spider fangs.

I understand now why that dwarf was so let down with the end product.  That item should still be in the game, maybe worth looking at it?

RogueGunslinger

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Re: Salarri Weapons Project
« Reply #15 on: December 09, 2015, 01:01:58 PM »
I didn't realize tridents were a weapon class when someone asked my Kuraci merchant for a mastercrafted one-handed trident. made from spider fangs.

I understand now why that dwarf was so let down with the end product.  That item should still be in the game, maybe worth looking at it?

OH man, that stings so bad and it wasn't even me.

BadSkeelz

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Re: Salarri Weapons Project
« Reply #16 on: December 09, 2015, 02:46:05 PM »
I can see the disappointment in the poor bald bastard's eyes now. Hilarious.

Back on topic, I was brainstorming with a friend last night. They had the good suggestion to come up with something for scrab pincers, which are apparently pretty useless for crafting. Can anyone else think of some gatherable components that don't get a lot of love in weapons-crafting? You probably shouldn't post them publically if their acquiring is a little more "find out IC" than scrab pincers, but I think it'd be good if we can think up more reasons for Salarr to hire PC hunters.

On the flip side, some mobs are kind of light on skinnable objects. I'm looking at you, drov beetles. You bite me for 40 hp, can't I skin your pincers to do something with them?
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BadSkeelz

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Re: Salarri Weapons Project
« Reply #17 on: December 09, 2015, 05:37:03 PM »
Is there a limit on how many flips a weapon can do? Is it always binary or could you have a weapon flip between three or more styles?
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Norcal

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Re: Salarri Weapons Project
« Reply #18 on: December 09, 2015, 07:12:19 PM »
What is the date limit for this?
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RogueGunslinger

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Re: Salarri Weapons Project
« Reply #19 on: December 09, 2015, 08:39:28 PM »
From now until we have enough, we're accepting submissions for new weapons.

Rathustra

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Re: Salarri Weapons Project
« Reply #20 on: December 10, 2015, 07:09:10 AM »
Is there a limit on how many flips a weapon can do? Is it always binary or could you have a weapon flip between three or more styles?

Technically you could chain them together forever. It could even 'flip' into an inert state. I think you'd need a super duper concept to warrant anything beyond the binary though. Which is to say - hit us with your best shot!

Marauder Moe

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Re: Salarri Weapons Project
« Reply #21 on: December 10, 2015, 07:14:21 AM »

AdamBlue

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Re: Salarri Weapons Project
« Reply #22 on: December 10, 2015, 11:58:18 AM »
Is there a limit on how many flips a weapon can do? Is it always binary or could you have a weapon flip between three or more styles?

Technically you could chain them together forever. It could even 'flip' into an inert state. I think you'd need a super duper concept to warrant anything beyond the binary though. Which is to say - hit us with your best shot!

Would it be able to flip a weapon into a crossbow, and furthermore, would it be possible to keep the crossbow loaded through flips?
I got an idea in mind of a spear with a crossbow built into the side of it for point-blank range firing.

Desertman

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Re: Salarri Weapons Project
« Reply #23 on: December 10, 2015, 12:05:12 PM »
I always found it odd that most swords and knives can't be flipped from piercing into slashing and back.

Most knives and swords realistically have both slashing edges and points. Even a scimitar has a point on it that can be used to stab someone and in fact would be.

I find it hard to imagine a sword that couldn't also be used in a thrusting stab in fact.

Maybe this, but I might even argue this is a chopping weapon, and not really a sword:



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Desertman

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Re: Salarri Weapons Project
« Reply #24 on: December 10, 2015, 12:06:12 PM »
I always found it odd that most swords and knives can't be flipped from piercing into slashing and back.

Most knives and swords realistically have both slashing edges and points. Even a scimitar has a point on it that can be used to stab someone and in fact would be.

I find it hard to imagine a sword that couldn't also be used in a thrusting stab in fact.

Maybe sometime akin to this, but I might even argue this is a chopping weapon, and not really a sword:




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AdamBlue

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Re: Salarri Weapons Project
« Reply #25 on: December 10, 2015, 12:51:09 PM »
Yes, please more swordlike chopping weapons. They look neat.

BadSkeelz

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Re: Salarri Weapons Project
« Reply #26 on: December 10, 2015, 02:03:34 PM »
The only real downside to flipping is that you cannot flip a weapon while in combat.

Is there a limit on how many flips a weapon can do? Is it always binary or could you have a weapon flip between three or more styles?

Technically you could chain them together forever. It could even 'flip' into an inert state. I think you'd need a super duper concept to warrant anything beyond the binary though. Which is to say - hit us with your best shot!

Gonna hit you grievously.
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Rathustra

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Inks

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Re: Salarri Weapons Project
« Reply #28 on: December 10, 2015, 06:20:13 PM »
Crossbows are weapons, right?
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Inks

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Re: Salarri Weapons Project
« Reply #29 on: December 10, 2015, 08:12:22 PM »
Because I would like to make some southern crossbows please.
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Taijan

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Re: Salarri Weapons Project
« Reply #30 on: December 10, 2015, 11:33:39 PM »
Because I would like to make some southern crossbows please.

They're weapons, yes.  Just not something we're looking at expanding the offerings on at this time.

Useful Notes
With flippable items, "use" will generally work in the same instances that "flip" will.  The difference being that "use" works while in combat (just tested this out).  Do with this knowledge what you will.

PS.  Looking great so far, everyone!
« Last Edit: December 10, 2015, 11:39:18 PM by Taijan »

Inks

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Re: Salarri Weapons Project
« Reply #31 on: December 11, 2015, 12:27:49 AM »
No worries at all, was just making sure they weren't omitted accidentally.
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Tuannon

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Re: Salarri Weapons Project
« Reply #32 on: December 11, 2015, 03:02:56 AM »
Any Borsail wyvern or ex-Wyvern learns about the difference between 'use' and 'flip'.

I might send in a request or two based on this, I'll stick to talking about it with the request tool though.

Saellyn

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Re: Salarri Weapons Project
« Reply #33 on: December 11, 2015, 07:02:23 AM »
Use and flip do the same thing, but you can't use flip in combat, so you type "use weapon" in combat to "flip" it.

path

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Re: Salarri Weapons Project
« Reply #34 on: December 11, 2015, 12:06:28 PM »
Is a scythe a chopping weapon?

Also-

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BadSkeelz

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Re: Salarri Weapons Project
« Reply #35 on: December 11, 2015, 01:00:37 PM »
Is a scythe a chopping weapon?

I think they could be. A war scythe's blade would be fixed upright from the pole (not perpendicular as with agricultural or grim reaper scythes). They're a polearm, so large and heavy, and I think chopping damage would better reflect the motions they use than slashing. There's also a lot of references to stabbing with them on the Wikipedia article.

Being able to flip/use it as both chopping and piercing would give such a weapon a unique profile.
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RogueGunslinger

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Re: Salarri Weapons Project
« Reply #36 on: December 11, 2015, 01:24:15 PM »

BadSkeelz

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Re: Salarri Weapons Project
« Reply #37 on: December 11, 2015, 02:34:21 PM »
Can training weapons be submitted?
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Taijan

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Re: Salarri Weapons Project
« Reply #38 on: December 11, 2015, 03:25:28 PM »
Can training weapons be submitted?

I didn't have these in mind in the scope of the project, but feel free to send in your ideas and I'll read them over.

AdamBlue

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Re: Salarri Weapons Project
« Reply #39 on: December 11, 2015, 04:41:21 PM »
One handed war sickles, one/two handed war scythes, two-handed death scythes. I'd love to see an Andre the Half-Giant with a BIIIIIIG death scythe.

Narf

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Re: Salarri Weapons Project
« Reply #40 on: December 11, 2015, 05:00:58 PM »
Is there a limit on how many flips a weapon can do? Is it always binary or could you have a weapon flip between three or more styles?

Technically you could chain them together forever. It could even 'flip' into an inert state. I think you'd need a super duper concept to warrant anything beyond the binary though. Which is to say - hit us with your best shot!

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AdamBlue

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Re: Salarri Weapons Project
« Reply #41 on: December 11, 2015, 05:04:46 PM »
A big-toothed, snarling mul grips his massive wheel tightly.

A big-toothed, snarling mul gives his wheel a massive spin, and it creaks and lands on a blank space.

Unsatisfied, the big-toothed snarling mul gives his wheel another spin.
A big-toothed, snarling mul gives his wheel a massive spin, and it creaks and lands on a sword space.
Suddenly, blades shoot out of the massive wheel on all sides!

BadSkeelz

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Re: Salarri Weapons Project
« Reply #42 on: December 11, 2015, 05:10:37 PM »
A big-toothed, snarling mul grips his massive wheel tightly.

A big-toothed, snarling mul gives his wheel a massive spin, and it creaks and lands on a blank space.

Unsatisfied, the big-toothed snarling mul gives his wheel another spin.
A big-toothed, snarling mul gives his wheel a massive spin, and it creaks and lands on a sword space.
Suddenly, blades shoot out of the massive wheel on all sides!



JUST KEEP ROLLIN' ROLLIN' ROLLIN'
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Taven

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Re: Salarri Weapons Project
« Reply #43 on: December 13, 2015, 11:19:42 PM »
I'm working on a couple things, just very slowly, FYI.

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Taven

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Re: Salarri Weapons Project
« Reply #44 on: December 21, 2015, 11:38:59 PM »
 ;D
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RogueGunslinger

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Re: Salarri Weapons Project
« Reply #45 on: December 21, 2015, 11:51:10 PM »

Mordiggian

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Re: Salarri Weapons Project
« Reply #46 on: December 23, 2015, 10:29:57 PM »
I'm working on a couple things, just very slowly, FYI.



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IAmJacksOpinion

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Re: Salarri Weapons Project
« Reply #47 on: January 18, 2016, 12:18:56 AM »
I love the open call on weapons, but...

Criteria
- Weapons should be low to mid-end

- They can be craftable...
...but they'll be clan-specific to Salarr.

...these two rules seem contradictory to me. "Clan specific" crafting recipes always kind of bug me. I can agree with the gem encrusted ivory dress sword being something only Salarr can mass produce, but you're asking us to submit "rock on a stick" ideas that somehow can't be reproduced by Joe Sub-Weapon Crafter.

Also, it would be awesome to find more uses for some common "garbage items", but it would be better if more players could use them. My gut wrenches every time I have to leave useless IVORY laying around...
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RogueGunslinger

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Re: Salarri Weapons Project
« Reply #48 on: January 18, 2016, 12:38:18 AM »
Obviously it's low-mid for Salarr weapons, not just in general.


I had an item go in game and it's very exciting!

Nergal

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Re: Salarri Weapons Project
« Reply #49 on: January 18, 2016, 09:10:35 AM »
The idea of clan crafts might be looked into some day, but this call is specifically for Salarri merchandise.
  

Bast

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Re: Salarri Weapons Project
« Reply #50 on: January 18, 2016, 10:29:47 AM »
There is a number of medieval references/combat instructional guides that show the a knight actually holding a longsword like a dagger for certain combat maneuvers. Watched a neat thing about it on the history channel the other day.   
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IAmJacksOpinion

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Re: Salarri Weapons Project
« Reply #51 on: January 18, 2016, 09:17:05 PM »

This should follow the Mastercraft Template where applicable:

New Object

Keywords:

Short Description:

Long Description:

Main Description:

Material:

Price:

Wearflags:

Craft Information
Ingredients:

What is Left upon Failure:

Skill:

Tool:

Difficulty:

Duration:

Success Message to Crafter:

Success Message to Room:

Failure Message to Crafter:

Failure Message to Room:

Is this stuff explained in more detail somewhere? I don't play master crafters, so I have a laundry list of questions here:

1. Material: Can there only be one material, or do I list the materials for each ingredient used? Are these specific (eg, "obsidian") or general (eg, "stone")? Is there a predefined set?

2. Price: Is this the base price, or what you would want to pay for it at market without haggle? If it's the base price, what would the assumed mark up be?

3. Tool: Just... what does this even mean? The tools that would give you a crafting bonus to this? Aren't those decided by material / skill???

4. Duration: This is the craft delay, I'm guessing?

5. Wear flags: Again, is there an enum available for these? For weapons, would these need to include things like sheathable on belt, sheatheable on back, main hand, secondary hand, both hands?
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manipura

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Re: Salarri Weapons Project
« Reply #52 on: January 18, 2016, 09:40:38 PM »
Material is the sdescs of all the items going in to the recipe.  A craft recipe can have up to five items, so something like a piece of bone, a shard of sharp-edged obsidian, a length of leather.

Price (I think) is what you'd value it at.  Not necessarily what you'd get from an NPC for it or how much you'd sell it to another PC.  Just the general value of it, based on materials etc.  Honestly, this is what I always have the hardest time with.

Tool is where you can determine whether or not a tool is required to make it the recipe.  You can specify whether the crafter must have a certain type of tool to attempt the craft.  If you have a recipe where you need a whetstone, for example, attempting the craft without one gives an echo like "Crafting this requires a whetstone tool."  So you can create a craftable item that requires specific tools.

Duration is the crafting delay, yep.

Wear flags, for weapons, are things like whether it's sheathable on your back, on your belt, if it's two-handed, that sort of thing.  If you were making something heavy that maybe could only be a primary hand weapon, I'd mention it here too.

Other things I usually add in, (ADDITIONAL NOTES: or something similar, at the bottom) are things like the weight of the item (based on the materials used) and whether it might be used for skinning etc.  For garments/bags etc, I'd add how much it can hold, whether it's closeable, that sort of thing.  But for weapons, none of that will really aply, other than maybe the weight and whether you can skin with it.

IAmJacksOpinion

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Re: Salarri Weapons Project
« Reply #53 on: January 18, 2016, 09:45:44 PM »
Are you sure material is the individual components? That seems like it belongs in "ingredients." 

Otherwise, very helpful, thank you.
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manipura

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Re: Salarri Weapons Project
« Reply #54 on: January 18, 2016, 09:48:19 PM »
I am sure, yep.

Materials and ingredients are the same.  I never really knew why there were two spots for it, but when I submit mastercrafts, the materials section and the ingredients section are the same thing.

RogueGunslinger

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Re: Salarri Weapons Project
« Reply #55 on: January 18, 2016, 10:30:59 PM »
Material = mek bone

ingrediants = a long shard of mek-bone


I just put in "not sure" for a bunch of stuff that I didn't know what to put down, and it got accepted just fine.

Akariel

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Re: Salarri Weapons Project
« Reply #56 on: January 19, 2016, 12:16:40 PM »
Materials are more vague a construct. It's the generic material-type for that object. So if you have A bone handled, obsidian headed spade with feathers hanging off it everywhere you would have to choose between "Bone", "Obsidian", or "Feather". In that case, since the business end is obsidian, I'd go with obsidian.

Jingo

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Re: Salarri Weapons Project
« Reply #57 on: February 03, 2016, 01:02:38 AM »
Is this still open for submission?
Now you're looking for the secret. But you wonít find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

Nergal

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Re: Salarri Weapons Project
« Reply #58 on: February 03, 2016, 06:15:40 AM »
This is closed for the time being. There will be more item requests in the future.