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The Warrior

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Posts posted by The Warrior

  1. [font="Arial"][size="2"]For Stage X to truly be complete, the result of the below announcement needs to be seen.[/size][/font]
    [font="Georgia,"] [/font]
    [font="Georgia,"][size="2"][Quote][color="#cccccc"]Ann. 1650 - [2010-10-31 22:07:41 - Stage 10][/color][/size][/font]
    [b]Challenge for all MD Artists.[/b]

    [font="Georgia,"][size="2"]Images are needed for the achievement of aquiring WPs for attaining a certain number of active days. All competing artists must sumbit 8 distinct images without coloring along an appropriate theme for this achievement.[/size][/font]

    [font="Georgia,"][size="2"]The 8 images will represent the following active day requirements:[/size][/font]

    [font="Georgia,"][size="2"]1st 80 days, 2nd 120 days, 3rd 240 days, 4th 360 days, 5th 480 days, 6th 720 days, 7th 800 days and 8th 1200 days.[/size][/font]

    [font="Georgia,"][size="2"]The artist whose work is chosen will be rewarded, and the reward will be named once the winning artist is made known.[/size][/font]

    [font="Georgia,"][size="2"]If you want to take part, send your complete set of 8 colorless images to art@magicduel.com[/size][/font]

    [font="Georgia,"][size="2"]Good Luck![/size][/font]

    [font="Georgia,"][size="2"]Note: Be aware that if any images are found to be stolen from the concept or drawing of another artist, the account of the person submitting them will be reprimanded even if the fraud is discovered after the winner has been chosen.[/Quote][/size][/font]

  2. Try this out. Could it be integrated into an item called the Herbologists Guide to Herbs or something.
    Names and rarity can be changed. Took me ages to get Deadly Nightshade.

    [php]<?php

    function herbSelect(){
    // use higher numbers for ['rarity'] to make them more common.
    $herbs[0]['name'] = 'Useless Herbs';
    $herbs[0]['rarity'] = 20;
    $herbs[1]['name'] = 'Aromatic Herbs';
    $herbs[1]['rarity'] = 10;
    $herbs[2]['name'] = 'Tea Leaves';
    $herbs[2]['rarity'] = 7;
    $herbs[3]['name'] = 'Toxic Plants';
    $herbs[3]['rarity'] = 5;
    $herbs[4]['name'] = 'General Tonic Herbs';
    $herbs[4]['rarity'] = 2;
    $herbs[5]['name'] = 'Deadly Nightshade';
    $herbs[5]['rarity'] = 1;
    foreach($herbs as $herb) {
    $totalRarity+=$herb['rarity'];
    }
    $random=rand(0,$totalRarity);
    foreach($herbs as $herb){
    $rarityCounter+=$herb['rarity'];
    if($rarityCounter>=$random){
    return $herb;
    }
    }
    }
    $herb=herbSelect();
    echo "You have collected some ".$herb['name'];

    ?>
    [/php]

  3. [font="Times New Roman"][size="3"]Joker (MD Shop version)[/size]

    [size="3"]ID: 543241[/size]
    [size="3"]Stored Heat: 338580[/size]
    [size="3"]Age: 725 (as of Day: 202 Year: 6)[/size]
    [size="3"]Tokens: claw1[/size]

    [size="3"]Reserve bid at 2SC.[/size][/font]
    [font="Times New Roman"] [/font]
    [font="Times New Roman"][size="3"]Please post bids below.[/size][/font]

  4. Foresters Partial Invisibility Paste: Uses already existing items, don't yet see why the recipe is actually needed though!
    [spoiler][code]
    //adapted to md world
    $instr['title'] = "Foresters Partial Invisibility Paste";

    //the description will be the only thing to describe the needed steps to the ones that try to help you prepare the recipe
    //be sure you include all steps in it but tell it so that they wont be identical words with the steps defined below
    $instr['description'] = "A pliable thick fluid that grants invisibility to the wearer. To create, mix Sawdust with Water at a 1:2 ratio. Crush a memory stone enchanted with the ghost/partial invisibility spell in a custom-made glass jar. Add the resultant timeless dust from the jar to the sawdust paste. Heat the mixture to remove excess liquid (keeping enough to make it easy to apply). Wait for it to cool and pour back into the glass jar.";

    //what words you want to use to start the preparing the recipe
    $instr['startline'] = array(
    "Lets mix some ".$instr['title'] => $instr['title'],
    "Lets prepare some ".$instr['title']."" => $instr['title'],
    "I want to make some ".$instr['title']."" => $instr['title'],
    );

    //what words you want to use to stop the process
    $instr['endline'] = array(
    "Stop making" => 'end_failed',
    "Lets stop this " => 'end_failed',
    "Thank you for assisting me in making ".$instr['title']."" => 'end_success',
    "This is going nowhere i give up" => 'end_frustration',
    "Look a flying elephant, its PINK!" => 'end_crazy',
    );


    //what are the texts for different steps or events
    $instr['step_replies'] = array(
    "start" => 'starts making ghost paste',
    "stop" => 'gives up making ghost paste',

    "current" => 'currently prepares '.$instr['title'],
    "device" => 'preparing using the '.$item['name'],

    "end_success" => 'shouts happy: I CAN BECOME INVISIBUBLE!',
    "end_frustration" => 'is upset and stops mixing',
    "end_failed" => 'stops mixing, recipe failed',
    "end_crazy" => 'notices the paste disappear, recipe failed',

    "ingredients" => 'To prepare this disguise you need: %s ',
    "ingredients_status" => 'We are currently preparing %s. We still need: %s. (Already provided: %s)',
    "steps_status" => 'We are currently done with these steps: %s. We still need perform these steps: %s. ',

    "1" => 'heats the sand',
    "2" => 'forms the molten glass into a jar',
    "3" => 'mixes the Sawdust and Water',
    "4" => 'crushes the ghost stone',
    "5" => 'pours timeless dust into mixture',
    "6" => 'heats the mixture',
    "7" => 'waits',
    "8" => 'pours into glass jar',

    "random" => 'sings LA LAAA LA..I have no clue what you mean',
    "description" => $item['name'].': '.$item['description'],


    "provide_ghoststone" => "%s summons a Ghost Stone",
    "provide_sand" => "%s offers the sand",
    "provide_sawdust" => "%s helps with the Sawdust",
    "provide_water" => "%s brings the Water",

    "provide_undefined_item" => "%s tries to offer something but its not perfectly clear what (%s)",
    "provide_otherway_item" => "%s tries to offer something the wrong way (%s)",
    "provide_existing_item" => "%s tries to offer something (%s) that is already provided",


    );


    //what phrases will it recognize and what step will it run (from above values)
    //the more variations the better, think what people could say
    //always use first person, not "RP" blue text third person line please
    //step lines hidden


    //what lines should be used by participants to offer their resources for the preparation
    //each line also has the target resources it will work on
    //for example you could pour water, but install mechanisms
    $instr['provide_ingredients'] = array(
    "/I will provide the (.*)/is" => 'Sand,Water,Sawdust,Ghost Stone',
    "/I will bring the (.*)/is" => 'Sand,Water,Sawdust,Ghost Stone',
    "/i will donate the (.*)/is" => 'Sand,Water,Sawdust,Ghost Stone',
    "/Here is some (.*)/is" => 'Sand,Sawdust,Water',
    "/Here is a (.*)/is" => 'Ghost Stone',
    );

    //what ingredients does this recipe require
    //feel free to use existing resources or items but you can also invent new
    //as long as they fit perfectly with md and the device
    $instr['ingredients'] = "
    Sand=15;
    Water=10;
    Sawdust=5;
    Ghost Stone=1;
    ";


    ?>[/code][/spoiler]
    Could always just use the Ghost Stone itself.


    [b]MUR: step_lines are too short, need to be more complex or they will be confused with eachother. If it doesnt need "recipie" it can still need "instructions" , same thing tehnically. Fix the lines and submit it[/b]

  5. Wood resources have been acting like this since implemented.
    I believe it's due to this:

    [Quote][font="Georgia,"][font="Georgia,"][b]Ann. 1586 - [2010-08-10 22:56:18 - Stage 10][/b][/font][/font]
    Land resources will increase always by HALF of their remaining value. This means that the more you depleet them the slower they will regenerate. There is an ideal amount of resources you could gather each day in order to acieve optimal gathering rate. If you are greedy you will get more for the moment but lower than you could get if you take care of that resource and don't let it go to low. This will make team work in gathering guilds more interesting.[color="#cccccc"][/Quote][/color]

  6. The concept of viscosity has not been implemented as I foresaw. Currently, a player can enter a high viscosity area because the surrounding areas are of low viscosity, because it costs base AP + viscosity of current location to move. However, if locked locations are to be unlocked and allow viscosity guard them only, players may be able to enter these locations far too easily.


    One solution to this would be that to move it costs base AP + viscosity of destination. Therefore locations with high viscosity would become inaccessible via the regular way.

    The way I foresaw viscosity working was that to move it would cost base AP + ((viscosity of current location + viscosity of destination) / 2). This allows high viscosity to protect certain areas but with enough teamwork, players can lower the resultant AP cost between the two locations because viscosity would be calculated as an average between the two locations.
    For example, location A and location B are connected by an arrow. Location B was previously a locked location but has now been unlocked with a max viscosity of +100. Location B's viscosity is currently at +98. Location A's viscosity is at 0. Base AP cost of the arrow is 40AP. Therefore current cost of moving from A to B is 40 AP + ((0 VISC + +98 VISC) / 2) = 87AP. Difficult for most players to access.
    However if players worked together to reduce location A's viscosity... Location A's viscosity is reduced to -60. A few players with high AP have been able to get into location B; reducing it's viscosity to +70. Therefore movement cost is 40AP + ((-60VISC + +70 VISC) / 2) = 45AP. Now more players can access location B further reducing it's viscosity and effectively breaking the natural seal of the location; until the location falls again into disuse.

    The above is completely hypothetical of how I would wish to see the concept develop. The example given has no current relevance, just how I thought it would work from Mur's explanation of viscosity locking locations.

  7. [left][font=Georgia,][b]Apprentice's Lumber Saw[/b]
    tool
    A saw for cutting basic lumber resource. This one will cut less lumber but will teach you woodcutting skill well. Usable only if you are a citizen of the same land Woodcutters Guild belongs to.
    [center][b][color="#339933"]Loreroot[/color][/b][/center][/font][font=Georgia,][b][left][font=Georgia,][b]
    [/b][/font][/left]Sawdust[/b]
    resource
    Sawdust is a byproduct from cutting lumber with a saw or similar tool[/font]
    [/left][left][font=Georgia,][b]Lumber[/b]
    resource
    Lumber resource. Good as building material and to create planks.[/font][/left]

  8. Fitting in with the new viscosity could there be a day (perhaps 1 a season) where viscosity in locations such as Labyrinth, Tribunal (not places that are currently locked) where viscosity has no effect on AP cost. Things would go back to how they were before. I imagine the day called "Day of endless flow" or similar.

    The Warrior

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