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| − | __NOTOC__
| + | '''VAMPIRES''' |
| − | A player can craft an object by using ingredients, tools and subskills. The crafts are currently Metalworker, Leatherworker, Stoneworker, Textileworker, Woodworker, Brewing, Scribing and Cooking. The command ''professions'' shows the subskills available in the profession groups.
| + | [[Category:Clans]] |
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| − | The object will be a unique item, different from the prototype, that will change with use. The differences are mostly stored in the object values 7 through 14:
| + | Death is only the beginning. We pride ourselves on our grace, our strength, |
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| − | [[#7. Colour|7. Colour]]
| + | our intelligence, our way of 'life'. Only the strongest and the best of |
| − | [[#8. Quality|8. Quality]]
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| − | [[#9. Material|9. Material]]
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| − | [[#10. Dyecount|10. Dyecount]]
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| − | [[#11. Origin|11. Origin]]
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| − | [[#12. Stage|12. Stage]]
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| − | [[#13. Repairs|13. Repairs]]
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| − | [[#14. Maximum Quality|14. Maximum Quality]]
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| − | Crafting is explained by treating each object value and describing the scripting commands that work on these values.
| + | beings are gifted with eternal life with us. Aside from the offers of |
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| | + | eternal youth and beauty, we offer you a family, run on firm principles of |
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| − | ==7. Colour==
| + | openness and honesty. We work together as one, as well as great on our own. |
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| − | The colours are listed in the crafting section of oedit. The idea is that every colour has its own properties, which are up to the builder.
| + | Be part of something grander, experience what we have to offer you. Don't |
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| | + | be fooled however, not just anyone will be allowed to enter the realms of |
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| − | ==colour==
| + | eternal life, you will be asked to prove yourself to us, so think carefully |
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| − | %obj.colour%
| + | before you make your decision, mortal. We are the vampires, the things |
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| − | Returns the colour name.
| + | that go bump in the night. Consider us "VIP only", and prepare to explore |
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| − | nop %obj.colour(red)%
| + | these realms like no mortal could ever dream of. |
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| − | Sets the colour of ''obj'' to 3 (red).
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| | + | The current leader of Vampires is Maco. Please see him for further |
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| − | ==set_colour_name==
| + | information. |
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| − | nop %obj.set_colour_name%
| + | {{Clans}} |
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| − | Adds or replaces a colour in the shortdesc of ''obj''.
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| − | %echo% %obj.shortdesc%
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| − | nop %obj.set_colour_name%
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| − | %echo% %obj.shortdesc%
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| − | Possible results:
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| − | a sword<br/>a black sword
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| − | a green car<br/>a blue car
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| − | some grains<br/>some orange grains
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| − | ==8. Quality==
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| − | ==14. Maximum Quality==
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| − | Quality and maximum quality are percentages reflecting how good an object is and how good it can be when it's repaired. When an object is created, the maximum quality should be set first, before setting the quality, because quality is forced to be less or equal to the maximum quality.
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| − | ==max_quality_value==
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| − | %object.max_quality_value%
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| − | Returns the max quality value of ''object''.
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| − | nop %obj.max_quality_value(80)%
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| − | Sets the max quality value of ''object'' to 80. If the quality is larger than the maximum, it's set to the maximum. The stats are updated as well.
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| − | ==quality_value==
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| − | %object.quality_value%
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| − | Returns the quality value of ''object''.
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| − | nop %obj.quality_value(80)%
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| − | Sets the quality value of ''object'' to 80. If the quality is larger than 80, it's set to 80. The stats are updated as well.
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| − | ==set_quality_name==
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| − | nop %object.set_quality_name%
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| − | Sets or replaces the quality name of ''object'' in the shortdesc, depending on the quality value.
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| − | ==save_affects==
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| − | nop %object.save_affects%
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| − | Sets the original stats of ''object'' to the current stats. This should be called if the object has stats and when it's at the maximum quality. Negative stats (e.g. -3 wis or +5 AC) are permanent, the others can be lost if the object loses quality, and gained when it's repaired. If the stats are +1 wis, -1 AC, -3 str then the object has 2 positive stats. One stat is lost when the quality drops below 2/3 and the remaining stat is gone once the quality reaches 1/3 of the maximum. A repair to the maximum quality recovers all lost stats.
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| − | ==9. Material==
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| − | Every object is made out of a certain material, which belong to a material group. The material groups are: base-material, metal, stone, organic, textile, wood, and other. The materials are listed in the crafting section of oedit.
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| − | ==material==
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| − | %object.material%
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| − | Returns the name of the material ''object'' is made of.
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| − | nop %object.material(plastic)
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| − | Sets the material of ''object'' to plastic.
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| − | ==in_material_group==
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| − | %object.in_material_group(organic)%
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| − | Returns 1 if ''object'' is made of a material from the group ''organic''.
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| − | ==10. Dyecount==
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| − | Dyeing gives an object colour. To add a bit of risk to dyeing, the dyecount is saved so you can check if an object should turn black forever for example.
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| − | ==dyecount==
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| − | %object.dyecount%
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| − | Returns the number of times ''object'' has been dyed.
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| − | nop %object.dyecount(3)%
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| − | Sets the dyecount of ''object'' to 3.
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| − | ==11. Origin==
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| − | The origin of an object may determine the quality of the end product, or what you can do with it. The origins are listed in the crafting section of oedit. Currently, there are origins for trees and animals. When a tree is lumberjacked, the log gets the origin of the tree. Similarly, the skin from a corpse automatically gets the origin of the animal.
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| − | ==origin==
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| − | %object.origin%
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| − | Returns the origin name of ''object''.
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| − | ==12. Stage==
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| − | To make sure the end product is always made in the same order, the work can be divided into stages. At each step the activity can be matched with the stage.
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| − | ==stage_value==
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| − | %object.stage_value%
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| − | Returns the stage value of ''object''.
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| − | %object.stage_value(2)%
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| − | Sets the stage value of ''object'' to 2.
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| − | ==13. Repairs==
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| − | An object can be repaired, which raises the quality and returns some or all of the original stats. When the maximum quality becomes zero, the object reverts to being a normal object and can no longer be repaired.
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| − | ==num_of_repairs==
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| − | %object.num_of_repairs%
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| − | Returns the number of times ''object'' has been repaired.
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| − | ==repair==
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| − | %object.repair(70)%
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| − | Sets the max quality of ''object'' to 70, or to the original max quality if it's smaller than 70. The quality is set to the maximum quality. The number of repairs is increased by one and the affects are updated.
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| − | ==save_affects==
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| − | nop %object.save_affects%
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| − | Sets the original stats of ''object'' to the current stats. This should be called if the object has stats and when it's at the maximum quality. Negative stats (e.g. -3 wis or +5 AC) are permanent, the others can be lost if the object loses quality, and gained when it's repaired. If the stats are +2 wis, -2 AC, -1 str then the object has four positive stats. One stat is lost if the object quality drops below 80%. A second stat is lost if it drops below 60%, and all stats are gone if the quality is below 20%. A repair may recover all lost stats.
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Death is only the beginning. We pride ourselves on our grace, our strength,
our intelligence, our way of 'life'. Only the strongest and the best of
beings are gifted with eternal life with us. Aside from the offers of
openness and honesty. We work together as one, as well as great on our own.
Be part of something grander, experience what we have to offer you. Don't
before you make your decision, mortal. We are the vampires, the things
that go bump in the night. Consider us "VIP only", and prepare to explore
these realms like no mortal could ever dream of.
information.