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Difference between revisions of "User:Numaris/Temp"
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You are filled with a ((''FEELING'')) ((''POSITIVE STAT'')), yet a bit of ((''NEGATIVE STAT'')). | You are filled with a ((''FEELING'')) ((''POSITIVE STAT'')), yet a bit of ((''NEGATIVE STAT'')). | ||
− | === | + | === The three planes === |
− | The | + | The overall properties of a batch of Incense in process can be represented by a set of three separate and independent planes: the Stats/Resin Plane, the Scent/Herb Plane, and the Feeling/Petals Plane. Scattered about each of these planes is a set of points representing the final outcomes of the appropriate property. For example, the Stats/Resin Plane may look like this: |
+ | |||
+ | [[Image:ResinGrid.png]] | ||
+ | |||
+ | When a batch of Incense is started, one of a finite number (currently believed to be 12) of starting points is chosen on the grid, and the batch's current value for that property is determined as the final point to which the starting point is closest. For example, our starting point may be point "StartSC" here: | ||
+ | |||
+ | [[Image:IncenseExample1.png]] | ||
+ | |||
+ | Since this point is closest to the Speed and Confusion point, those are the stats our Incense would start out with. | ||
+ | |||
+ | === Changing the properties with additives === | ||
+ | So what if we want something other than Speed and Confusion? That's where our additives come in. Each additive also exists as a point on the plane, and adding that additive will move the current point a bit in its direction. Let's say we want to make Incense that increases Focus. We may look at the additive chart and notice that Folded Birch resin is in an advantageous position: | ||
+ | |||
+ | [[Image:IncenseExample2.png]] |
Revision as of 22:41, 21 October 2009
This page is my sandbox for developing other pages before they go into the main body.
Incense
Incense is created in a Scent Lab from Cactus Sap, Charcoal, and optional additives (Herbs, Resins, and Rose of Ra Petals). It can be used to give a temporary stat adjustment (plus one stat, minus another) to add characters in its vicinity using an Incense Burner.
How to make it
Incense is created in a Scent Lab. In order to start a batch, you need 20 Cactus Sap and 4 Charcoal. At any time you can "((FIXME))", which will show you the various properties of the batch in progress. If you have an Incense Prong, you may optionally throw in additives in the form of Resins, Herbs, or Rose of Ra Petals. When you are satisfied, you can "((FIXME))" to take your batch of 20 Incense, at which point you will have the opportunity to give it a name.
How to use it
Incense can be burned inside a compound in an Incense Burner, or outdoors in a Windproof Incense Burner. The length of time for which it will burn is determined partly by the type of Burner used, but mostly by the quality of the Incense. You will get a message in main when you light it telling you how long it will last.
How it works
Incense has 4 properties that are affected by a random factor at the start, and by the additives included during the batch. These properties are:
- Scent. Scent is affected by the Herbs added to the batch. Known scents: ((FIXME))
- Feeling. The feeling is affected by the Rose of Ra Petals added to the batch. Known feelings: ((FIXME))
- Affected Stats. Every batch of Incense affects two different stats: one positively, one negatively. These are affected by the Resins added to the batch. The positive stat is obvious enough, but the negative stat may not be immediately recognizable if you're new to Incense. Here's how they map:
Description | Negative Stat |
---|---|
Temp | Temp |
- Quality. Quality affects the burn duration of an Incense, as well as the strength of its effect. It is determined by how close the hidden values of the incense line up with the ideals for the given properties. Don't worry if that doesn't make much sense; it will be explained in detail below.
The properties can be determined at any point while the batch is being made by "((FIXME))", and is also displayed to each character that comes under the influence of the Incense. It produces a message like this:
You catch a whiff of quality ((QUALITY)) ((SCENT)) scented incense. You are filled with a ((FEELING)) ((POSITIVE STAT)), yet a bit of ((NEGATIVE STAT)).
The three planes
The overall properties of a batch of Incense in process can be represented by a set of three separate and independent planes: the Stats/Resin Plane, the Scent/Herb Plane, and the Feeling/Petals Plane. Scattered about each of these planes is a set of points representing the final outcomes of the appropriate property. For example, the Stats/Resin Plane may look like this:
When a batch of Incense is started, one of a finite number (currently believed to be 12) of starting points is chosen on the grid, and the batch's current value for that property is determined as the final point to which the starting point is closest. For example, our starting point may be point "StartSC" here:
Since this point is closest to the Speed and Confusion point, those are the stats our Incense would start out with.
Changing the properties with additives
So what if we want something other than Speed and Confusion? That's where our additives come in. Each additive also exists as a point on the plane, and adding that additive will move the current point a bit in its direction. Let's say we want to make Incense that increases Focus. We may look at the additive chart and notice that Folded Birch resin is in an advantageous position: