MUSHcode

This page is for sections of code created while away from a suitable client.

Anvilforge skill notes
Basic skill: stored under  - higher skill provides access to more materials. Use of any material, regardless of item output quality, adds basic skill up to the gain limit defined in. Apart from the first ten or so skill points, players should always have access to multiple materials so they're not tied to one cooldown.

?kind skill: stored under  - higher skill provides a better chance of higher quality items. Eight levels of quality (see table) - even a failure provides one point (base; some materials may have >1x multipliers). Max skill for any one specibus is 300.

Basic skill increase function
- does not include any modifying effects. May want to include special one-off effects or items

Related fragments
- if there are going to be overall stats as well, need an init function to execute upon registration.

Authorization insert/delete
- Needs anti-duplication code still.

- Should work.

Material data
plus the following, for all materials. Copper for example is 1, 120, 25, 1, 1.


 * - The unmodified basic smithing skill increase received from using the material.
 * - How long it takes for the material to be available for use again. This keeps people from just pounding away to grind skill up to wherever they want it to be.
 * - The highest basic smithing skill you can get by using the material.
 * - The minimum basic smithing skill required to use the material.
 * - The ?kind skill multiplier of the material.

Misc
should be color-coded based on the enactor's basic skill level. HR or R for too high, normal or HG for usable/skillup, and HX for usable/noskill.