What I need;
a proc that works off of the 15 metals to condense the random ore gathering chance
ie. a person has 50 skill in mining, they can gather iron and bronze, a person has 300 skill in mining they can gather 10 different ores all from the same rock. I would like a proc that presents a random chance to gather any one of those ores, while forcing the higher level ores to be off limits. Presently I have a system that does this HOWEVER, it uses hundreds of lines of repeating code that seems superfluous at best.
also, I am having trouble setting up a format for my smithing system
working from the 15 base metals that I have, I am trying to code in seven quality levels that correspond to the smithers skill level in relation to the metal's difficulty to work with, and I am looking for a way to imbue these items with magical properties, perhaps a process post smithing?
If someone is able to make sense of this jumble and thinks that they might be able to turn mush into lush please email me or im me.
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I will be at work until around 5:30 this evening however I will leave my instant messengers running, feel free to leave me a message, and I will get back to you ASAP.
heres a small portion of what I do have for my mining system
(the smithing system isn't off the ground yet
Code:
obj/ingots
Iron
icon = 'mining-smithing.dmi'
icon_state = "iron"
name = "Iron Ingot"
clean = 0
amount
verb
Get()
set src in oview(0)
if(usr.contents.len==0)
src.Move(usr)
else if(usr.contents.len>=1)
for(var/obj/O in usr.contents)
if(O.name==src.name)
O.amount+=1
del src
else
src.Move(usr)
Drop()
if(src.amount >= 2)
new src(usr.loc)
src.amount -= 1
else
src.loc = usr.loc
obj/ores
Iron
icon = 'mining-smithing.dmi'
icon_state = "ore"
name = "Ore"
clean = 0
truename = "Iron Ore"
verb
Get()
set src in oview(1)
usr.contents += src
Drop()
src.loc = usr.loc
Clean()
if(clean == 0)
usr<<"You start to clean off the dirt"
sleep(5)
src.alloycolor()
usr<<"You clean off the dirt and see the true color!"
else
usr << "This does not need cleaning"
turf
MineWall
icon = 'tiles.dmi'
icon_state = "cliff"
density = 1
name = "Cave"
verb
Mine()
set src in oview(1)
if(usr.pix == 0)
alert("You Need a Pickaxe To Mine")
if(usr.pix == 1)
if(usr.swinging == 0)
usr.swinging = 1
switch(usr.Mining)
if(0 to 30)
var/ore = rand(usr.Mining,70)
if(ore >= 50)
new /obj/ores/Iron(usr)
usr << "While digging you discover some ore!"
sleep(5)
usr.swinging = 0
var/gain = rand(1,20)
if(gain == 20)
usr.Mining += 1
usr << "<font color = green>You gain some skill in mining!"
if(usr.Mining == 31)
usr<<"<font color = green>You have advanced into a category 2 miner!"
usr.category = 2
else
usr << "You dont seem to find any ore while digging."
sleep(5)
usr.swinging = 0
if(31 to 60)
var/ore = rand(usr.Mining,100)
if(ore >= 80)
var/oretype = rand(1,2)
if(oretype == 1)
new /obj/ores/Iron(usr)
usr << "While digging you discover some ore!"
if(oretype == 2)
new /obj/ores/Bronze(usr)
usr << "While digging you discover some ore!"
sleep(5)
usr.swinging = 0
var/gain = rand(1,20)
if(gain == 20)
usr.Mining += 1
usr << "<font color = green>You gain some skill in mining!"
if(usr.Mining == 61)
usr<<"<font color = green>You have advanced into a category 3 miner!"
usr.category = 3
else
usr << "You dont seem to find any ore while digging."
sleep(5)
usr.swinging = 0
turf
forge
icon = 'mining-smithing.dmi'
icon_state = "forge"
name = "Forge"
verb
Smelt_Ingot()
set src in oview (1)
for(var/obj/ores/M in usr)
if(M.name == "Iron Ore")
var/suceed = rand(round(usr.Mining/10),54)
if(suceed >= 20)
usr << "You managed to make an ingot, and put away the cool, yet ash covered ingot in your inventory"
del(M)
new /obj/ingots/Iron(usr)
var/skillgain = rand(1,100)
if(skillgain >= 98)
usr.Mining += 1
That was, an ingot, the ore (the cleaning process mentioned changes the name from ore to its true name and changes the icon to the desired color.
the gist of the mining and smelting system are also provided.
any further information will be provided when necessary.
Also any help advice or otherwise would be greatly appreciated. Possibly a little accountability is all that I need to keep a steady pace up. :)