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 Crafting plugin

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neckro
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PostSubject: Crafting plugin   Fri 7 Oct - 22:30

Anyone have some tutorials about crafting ? I looking especially for a drilling / mining script.
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Delurin
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Join date: 2011-08-02

PostSubject: Re: Crafting plugin   Fri 21 Oct - 21:13

I dont think anyone has really implemented a crafting plugin..currently the closest would be to setup a make item item that specifies what reagents are required in order to use the item and then it removes those items from the player inventory.

it seems more like you are looking for a way to loot items you can look at a tutorial i wrote a while back about it:
http://update.multiverse.net/wiki/index.php/Creating_Pickup-able_Objects

but you might need to add a check that a player has an appropriate item

Then you would also need to make what they click on die ( if you are going with WoW style mining) and have a spawn generator setup to spawn a new resource
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neckro
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PostSubject: Re: Crafting plugin   Tue 25 Oct - 20:34

thanks mate i look on it.
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Louis Blackblood
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 0:40

I am currently looking into starting on a crafting plugin, I believe that a good backbone to any MMO is a player driven economy, and its kind of hard to have one without crafters! Ill start with something small and post it up when i have most of the buggyness worked out....

ofc..

I am making all the models and skinning them myself, so in theory it could take me a bit Razz
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tichfuie
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 1:03

nice,

i was also thinking about this too.

mostly to first implement player economy system, so player can have or farm his own gold by acquiring valuable items from world ie:
by killing mobs and looting them, picking up items, mining, etc... , then having a merchant system to trade those items for gold, to then purchase other items and so on.

http://multiverse.forumotion.co.uk/t445-ingamne-economy-system


I just really wish i could be fluent in java to write something myself now, but eventually will get there sooner or later, so i guess i need to get down and dirty with the existing examples to speed up the learning experience.
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Louis Blackblood
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 1:10

Yeah, Im pretty new to Java and Python, both are pretty new to me, but with me in school taking classes for exactly that including MySQL and everything essentially for a project like this hopefully I can work my way into it slowly Smile

I can always look to the crafting system from my UO servers and see how I could duct tape it on lol
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Delurin
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 2:01

Out of curiosity how complex a crafting system are you envisioning? I believe there is a rudimentary structure for one in Mars where you have reagents required to build specific object and require a scroll to build.
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Louis Blackblood
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 4:06

Quote:
Out of curiosity how complex a crafting system are you envisioning?


Honestly Im wanting to start small of course, adding basic 2 items=1 superior item. Eventually wanting to make a rather complex crafting system calling for multiple "crafted" items or raw materials to make more and more advanced items.

Im shooting for a sci-fi MMO with some features such as a Anarchy Online type leveling system, "the secret world" type skill system, and an eve like crafting system. Should be lots of fun!
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Tattiana Talahandra
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 4:36

All week long while my students have been studying, I have been at the podium with a small notebook writing out several ideas for a crafting system.

Its very rudimentary but I'm sure you guys with the coding and the experience could come up with something.

What would be ideal is fishing, mining, cooking, brewing, smithing, farming, woodsmith, spellcraft in a fantasy setting. I have a few more to the list but the flowchart i was coming up with requires a person to:
--- be near a crafting device (table,stove, water for fishing, dirt plot for farming)
--- have necessary ingredients in inventory (knife + wood, bowl + meat, ....etc)
--- write a script to detect if person has met the above requirements
--- give person finished product if requirements are met

the system could be made tougher if added in skill points for exp level or more components for tougher crafted projects.


I have a lot more specifics written down but it would require a lot more typing and probably a lot more heckling from the audience.
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Louis Blackblood
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 20:46

Tattiana Talahandra wrote:
All week long while my students have been studying, I have been at the podium with a small notebook writing out several ideas for a crafting system.

Its very rudimentary but I'm sure you guys with the coding and the experience could come up with something.

What would be ideal is fishing, mining, cooking, brewing, smithing, farming, woodsmith, spellcraft in a fantasy setting. I have a few more to the list but the flowchart i was coming up with requires a person to:
--- be near a crafting device (table,stove, water for fishing, dirt plot for farming)
--- have necessary ingredients in inventory (knife + wood, bowl + meat, ....etc)
--- write a script to detect if person has met the above requirements
--- give person finished product if requirements are met

the system could be made tougher if added in skill points for exp level or more components for tougher crafted projects.


I have a lot more specifics written down but it would require a lot more typing and probably a lot more heckling from the audience.



This is basically all right. Looking through the custom crafting system we had worked out for our UO server pretty much is identical in the basic aspects.

Take Anarchy Online for instance, (I did A LOT of grinding just to get enough of the base armor sets to be able to craft Razz)

You go on 5 different questlines, they are static quests so no pulling from a pool of kill, goto, ect
From those 5 quests you receive 5 different pieces of armor- Basic armor set.

Now with these pieces of armor you could (depending on the expansion you had) Use it to create certain types of Alien Armor

The materials needed for the Alien Armor were exclusively looted from mobs found in Alien Invasion towns
Each Item had a quality level, the quality level of the base item had to match the quality level of the item used to upgrade it.

This is just a small example. Im more used to crafting components to craft components to craft more components then eventually craft something of real value Razz
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Tattiana Talahandra
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 21:46


Me too Louis :')

What I laid out is a basic plan since most of us are trying to get used to the MV platform. I loved systems like you were describing where you can make components and then more complex components for the higher quality crafted pieces.

In Activeworlds, there was one programmer that had a great concept to his crafting system relying on factions to produce certain components. This made the players have to socialize and interact with other players in order to get their components to make bigger and better things. Like the elves were the faction that could chop and make components out of wood while the dwarves were the faction for things like iron or stone. You needed elements from both in order to make a sword or an ax :')

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Louis Blackblood
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 22:45

Quote:
In Activeworlds, there was one programmer that had a great concept to his crafting system relying on factions to produce certain components. This made the players have to socialize and interact with other players in order to get their components to make bigger and better things. Like the elves were the faction that could chop and make components out of wood while the dwarves were the faction for things like iron or stone. You needed elements from both in order to make a sword or an ax :')



I had worked with a few developers helping out with a Ultima Online server that did almost exactly what you described. There were different instanced areas that could be under complete control of competing guilds. Each area had resources and loot specific to those areas and the guilds who controlled them controlled the market value of those items. It was a really cool concept!

Im still learning how to work with MV atm, so I wont be getting too crazy into developing anything complex right now Sad

But soon...
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Tattiana Talahandra
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 22:49

you and me both. I'm a texture artist learning python and learning how to get MV set up. If i can get my world up to the point i can go fish and watch a sunset I'd be a happy camper. No matter what MMO i am in, i usually end up fishing somewhere
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Louis Blackblood
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PostSubject: Re: Crafting plugin   Sat 13 Apr - 22:55

Tattiana Talahandra wrote:
you and me both. I'm a texture artist learning python and learning how to get MV set up. If i can get my world up to the point i can go fish and watch a sunset I'd be a happy camper. No matter what MMO i am in, i usually end up fishing somewhere


lol I hear ya. Im a C# scripter mostly, still have a lot to learn but I can find my way around most of the time Razz

Python and MySQL are both totally new to me, but I gotta start somewhere!

Im used to world building from within an Admin account logged into the client. That would be something awesome to see!
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AthlonJedi
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Location: Walkerton, Indiana

PostSubject: Re: Crafting plugin   Sun 14 Apr - 16:13

what we need is a basic genaric crafting system that can be adapted to ANY genre instead of just wow clones. Almost 100% of the code in mars is all gears twards fanticy type games, there are those of us NOT making that type of game, so If you want to make a scifi game, you will end up rewriting ALOT of code.
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