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Craft Skill and other related things #595
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update from main
(ready) New monsters (Attnam#349)
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(ready) bug fix for show items under (Attnam#369)
(ready) Fantasy name generator (Attnam#363)
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this should receive an update I didnt mange yet to bring from #587 |
tailoring workbench and related graphics other craft related improvements (cherry picking got overly complicated and time consuming so I just copied the whole related files (or merged parts of them using `Meld`) from the other branch)
@AquariusPower One thing I noticed in #596 : When splitting rocks with no appropriate tool, the game tells you that you need a cutting tool, but you actually need a hammer. |
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virtual void fillInfo(){ | ||
init("build","a tailoring workbench"); |
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Maybe change normal workbench to "crafting workbench" then, to make it clear in the F menu how are the two workbenches different?
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may be "smithing bench" but I read it is more related to metal work, "crafting workbench" is more generic indeed and may be clearer
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Yeah, "smithing" is metal work and we already have an anvil for that. :)
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Change made. :)
Could we get reorganized skill overview? Right now, it says "Your experience in weapon categories"/"battle bonus", and then lists crafting. :) There's crafting skill in the @ menu, and then crafting proficiency in F menu. Does crafting skill increase your crafting proficiency? When crafting from ingots, they are instantly transformed to lumps if you cancel the crafting after selecting materials but before beginning the crafting action. They should only get lumped if you start crafting and then fail/stop. What if you could craft any furniture, even if they don't do anything? Maybe the player wants to build a small house with some beds and an oven. Spider silk from webs is a great touch. :) |
if I am not wrong, I initially thought and coded it like: to split a rock you would need a dagger and a hammer, so that you would aim the dagger on the rock and hit the hammer on the dagger's hilt. But the warn/user/help message may be imprecise! |
The skill progress system was already implemented as weapon skills, it just took me some more time than usual to realize that xD
in the F menu (that is a good and innocent menu, just meaning craFting xD), so it works like this:
Agreed! and the way it is now it is quite annoying/unfair... Cool, I think an UndoCraftingPreparation() could be a good workaround!
Nice! it would open a menu listing them all, may be the useful ones on the top.
Used in tailoring as sewing material, but we can craft gloves etc from it too, yep it is fun. |
… the other branch/PR
It compiles and runs on Windows. I haven't tested anything but it seems to work OK. |
I would like to merge this next. I think it is ok @red-kangaroo ? |
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Several tiny gripes I had fixed, otherwise seems good. :)
Main/Source/game.cpp
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@@ -382,7 +382,12 @@ void game::InitScript() | |||
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truth game::IsQuestItem(item* it) //dont protect against null item* it may be a problem outside here. | |||
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return it->IsQuestItem(); | |||
return it->IsQuestItem() //TODO this call should suffice instead of this very function |
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These extra checks are redundant.
It has also a fix for crafting something that breaks and has no config at .dat files.
(cherry pick from #587)