Good points, of course, and probably accurate on both counts, but I was hoping for something more like the toolbox that uses its ammo as both the ammo and the material and always succeeds. I suspect that wouldn’t be possible without coding, though.
I think a good many people aren’t updating regularly right now due to some of the recent developments - I know I haven’t been. The dirty clothes thing and the vitamin thing are both really annoying at the moment, and the problems that have been hitting Blazemod are also kind of a big deal for those who like that one.
Also, something that used dull essence and could replace all the other repair tools (even with the multiple uses, needing extra materials, etc) could be pretty nice.
Ah, do you have a chuck of code for it, or a PR? All I have on it so far is the general idea and the name orb of insight. Other than potential confusion with the mask of insight, I see nothing wrong with this. :V[/quote]
Yeah, I wasn’t thinking about the mask when I named it, heh - the Orb of Seeing, perhaps? Anyway, here’s some code.
The item itself:
{
"type":"TOOL",
"id" : "orb_of_insight",
"name" : "orb of insight",
"name_plural": "orbs of insight",
"description" : "A mysterious orb of dark glass or possibly crystal. With enough power, it might impart a great deal of knowledge... at a price.",
"weight" : 2000,
"bashing": 6,
"to_hit": -2,
"color" : "light_gray",
"symbol" : "o",
"material" : ["glass"],
"volume" : 4,
"price" : 10000,
"max_charges": 13,
"initial_charges": 0,
"charges_per_use": 13,
"turns_per_charge": 0,
"ammo": "essence_type",
"revert_to": "null",
"use_action" : "ARTIFACT",
"artifact_data" : {
"effects_wielded": ["AEP_INT_UP", "AEP_PER_UP", "AEP_ATTENTION", "AEP_PSYSHIELD", "AEP_SCHIZO"],
"effects_carried": ["AEP_SICK"],
"effects_activated": ["AEA_PAIN", "AEA_MAP", "AEA_PAIN", "AEA_PARALYZE", "AEA_PAIN", "AEA_ATTENTION", "AEA_PAIN"]
}
The recipe:
{
"type" : "recipe",
"result": "orb_of_insight",
"category": "CC_OTHER",
"subcategory": "CSC_OTHER_TOOLS",
"skill_used": "magic",
"skills_required": [ "fabrication", 5 ],
"difficulty": 7,
"time": 80000,
"reversible": false,
"autolearn": false,
"book_learn": [[ "book_sacrifice", 7 ]],
"tools": [
[ [ "book_sacrifice", -1 ] ],
[ [ "tongs", -1 ] ],
[ [ "chisel", -1 ] ],
[ [ "anvil", -1 ] ],
[
["crucible", -1],
["crucible_clay", -1]
],
[
["forge", 150]
]
],
"components": [
[
[ "glass_shard", 48 ],
[ "flask_glass", 12 ],
[ "jar_glass", 6 ],
[ "jar_3l_glass", 1 ]
],
[ [ "gold_small", 50 ] ],
[ [ "silver_small", 50 ] ],
[ [ "diamond", 1 ] ],
[ [ "essence", 100 ] ]
]
}
I didn’t create a disassembly recipe for it, but it should probably disassemble into just dull essence, like the other stuff in the mod.
Also, I added it to several groups, whatever already included the rare stuff.
I’m thinking I should add the evil disease to the wielding effects, and adding attention to just carrying it along with sick.