Author Topic: Coder Transparency - Cure/Poison Crafting  (Read 16519 times)

Synthesis

  • Posts: 9676
Re: Coder Transparency - Cure/Poison Crafting
« Reply #100 on: September 03, 2018, 02:40:41 AM »
Have you given any more thought to being able to taste mashes?

When you're in the process of brewing multiple items over multiple RL days, it's pretty annoying to try to keep track of which sticky ball of yellow powder came from which object.

I mean...the only way to do it is to keep numerous container objects on you and religiously separate items of different taste into designated containers.  Which...yeah, okay, it's workable, but it's pretty annoying, and if you accidentally f*** it up, it's chaos.  You could accidentally end up with a tablet that does god knows what, which means you essentially have to junk everything of that color in that pouch just to be sure that your mistakenly-placed powder ball isn't going to f*** up your system.

Does using analyze on your mashes or tablets solve that problem?

Every mash and vial I've analyzed so far "tastes like ash," even though they started from 4 different tastes with 4 different colors.
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Cabooze

  • Posts: 205
Re: Coder Transparency - Cure/Poison Crafting
« Reply #101 on: September 03, 2018, 02:50:54 AM »
Every mash and vial I've analyzed so far "tastes like ash," even though they started from 4 different tastes with 4 different colors.

That means that either A: You did not make a viable cure or B: You made something bad. Only viable cures display their tastes when analyzed, which is how I've personally figured out what is what. if everything else displayed their tastes as well, I'd be lost with figuring out what I have.

Synthesis

  • Posts: 9676
Re: Coder Transparency - Cure/Poison Crafting
« Reply #102 on: September 04, 2018, 01:37:55 AM »
Every mash and vial I've analyzed so far "tastes like ash," even though they started from 4 different tastes with 4 different colors.

That means that either A: You did not make a viable cure or B: You made something bad. Only viable cures display their tastes when analyzed, which is how I've personally figured out what is what. if everything else displayed their tastes as well, I'd be lost with figuring out what I have.

At advanced brewing, all 5 different taste combinations I've managed to create have turned out analyzing as ash.  Not exactly a promising start.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: Smuz
I come to the GDB to roleplay being deep and wise.
Quote from: Vanth
Synthesis, you scare me a little bit.

Cabooze

  • Posts: 205
Re: Coder Transparency - Cure/Poison Crafting
« Reply #103 on: September 04, 2018, 03:07:08 AM »
At advanced brewing, all 5 different taste combinations I've managed to create have turned out analyzing as ash.  Not exactly a promising start.

Without giving too much away, might I suggest analyzing some of the 'old cures' that still exist? They return proper echoes and might give you a hint of how to proceed.

Re: Coder Transparency - Cure/Poison Crafting
« Reply #104 on: September 04, 2018, 10:36:46 AM »
Another PC had to re-teach mine everything I thought I knew about cures when I came back. And I am /still/ finding stuff out. This was actually really fun to pursue in-game and I am finding the new system has a lot of wiggle room to come up with your own 'zalanthian science' to explain how stuff works now.

'Analyze the tablet' is very hard to express ICly though I do admit. I wish 'taste cure-thing' and 'analyze cure-thing' could return the same result.
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mansa

  • Posts: 9570
Re: Coder Transparency - Cure/Poison Crafting
« Reply #105 on: December 05, 2018, 11:10:56 PM »
I wrote a help file:

>help brew

Skill Brew                                                            (Skill)

   This skill involves the lore of taking different herbs, and combining
them into a feasible recipe.  The recipes that can be made vary with what
the brewer has to work with.  Adventurers outdoors will find it imperative
to learn how to brew different types of natural antidotes, to combat the
poisons they might face in the wilds, while others may wish to learn how
to make these poisons.

   Once some herbs are combined, a unique mash item is produced.  This mash
can be further crafted to take the shape of tablets, combined with a vial,
or eaten directly.

   Items classified as herbs will have a color tint when assessed, and a
flavor when tasted.  The taste of the herb will dictate which type of cure
is created, and the color of the herb will determine the color of the mash.

   Brewing uses the crafting system.  See >help craft for syntax help. 


Syntax:

   >craft (herb1) (herb2) (herb3) into #1

      -then-

   >craft (mash) into #1
      -or-
   >craft (mash) vial into #1

Examples:

...


Notes:
   
   When choosing the result, you must use "#1".  It does not work when
using the (result) item short description or keywords.

   Brewing two mashes together does not create working recipes.

   Analyze a tablet or vial to determine if your character can figure out
the source material used.

   Use the pour command to force other characters to drink a vial.  This
is a way to administer the concoction if a victim is asleep, paralyzed,
or subdued.

Delay:
   after

See Also:
cure, craft, poisons, pour
« Last Edit: December 06, 2018, 03:56:59 PM by mansa »
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Nao

  • Posts: 1977
Re: Coder Transparency - Cure/Poison Crafting
« Reply #106 on: December 06, 2018, 07:41:10 AM »
Assess a tablet or vial to determine if your character can figure out
the source material used.
This should be analyze, not assess.
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