New Pyro Tasks
New Pyro Tasks
Thank you SO much for adding pyro tasks!
I'd like to add a note. Short of walking around forever or asking someone, it's hard to know where to locate some of these trees.
For instance, I'm on right now asking if anyone knows where to find "Larch" trees...and no one does.
Could the task masters give you a general area to look for maybe, kind of like forage tasks...or a book maybe? Like the herbalism book? Last I checked tree types and locations weren't in that book.
I love that we have new tasks...but they take a VERY long time without knowing which general vicinity I'm headed in.
I'd like to add a note. Short of walking around forever or asking someone, it's hard to know where to locate some of these trees.
For instance, I'm on right now asking if anyone knows where to find "Larch" trees...and no one does.
Could the task masters give you a general area to look for maybe, kind of like forage tasks...or a book maybe? Like the herbalism book? Last I checked tree types and locations weren't in that book.
I love that we have new tasks...but they take a VERY long time without knowing which general vicinity I'm headed in.
Re: New Pyro Tasks
They shouldn't ask for any of the rarer stuff, so I'm not against them pointing you in the right direction. This is a note to whoever sees me in-game next: remind me to do this.
The lore compels me!
Re: New Pyro Tasks
Awesome Rias!
What do we consider the "rarer stuff"?
1) Also, since the only reason some of us picked up Hydro or Geomancy was to be able to complete tasks, could we have the option to have that skill point refunded to us? It would be wonderful if said skill points were added into Pyromancy but I have a feeling you wouldn't bite on that.
2) It seems to me that you could make an Aero task the same as the Geomancy tasks, where in, you are sent to a place to study the patterns in wind or how the air reacts in a given space. This makes sense for mines, fields, canyons, ruins, etc. Perhaps the Elemancers have some idea that the fungal growth could be spread airborne and as such wish to test toxin levels in the air, or simply get a feeling for wind patterns, or some such.
It just doesn't seem like, if Geomancers are going to study dirt...that Aeromancers wouldn't study how wind/air reacts within different geological or topographical formations.
What do we consider the "rarer stuff"?
1) Also, since the only reason some of us picked up Hydro or Geomancy was to be able to complete tasks, could we have the option to have that skill point refunded to us? It would be wonderful if said skill points were added into Pyromancy but I have a feeling you wouldn't bite on that.
2) It seems to me that you could make an Aero task the same as the Geomancy tasks, where in, you are sent to a place to study the patterns in wind or how the air reacts in a given space. This makes sense for mines, fields, canyons, ruins, etc. Perhaps the Elemancers have some idea that the fungal growth could be spread airborne and as such wish to test toxin levels in the air, or simply get a feeling for wind patterns, or some such.
It just doesn't seem like, if Geomancers are going to study dirt...that Aeromancers wouldn't study how wind/air reacts within different geological or topographical formations.
Re: New Pyro Tasks
Asking for pyromancy apprentice still says you won't be able to get tasks. Is this true?
Re: New Pyro Tasks
No longer true, never got around to getting fixed, I think.
Re: New Pyro Tasks
Nope, it didn't get around to being fixed. I was looking into starting as pyromancy with my Elemancer and it still says that if you pick pyromancy first you will be unable to do tasks.
Re: New Pyro Tasks
These are disabled until the rather serious bugs can be worked out.
The lore compels me!
Re: New Pyro Tasks
I'm rather curious now, so I must ask: how were the pyro tasks bugged?
Re: New Pyro Tasks
Thread necromancy! Yay!
So, I've got an idea about how to fix the pyromancer tasks (and something of an idea of what the bugs were), but sadly, it involves work. It also involves adding a new command or adding an additional function to an existing command. Here's the pseudo-code/logic:
This guarantees the object gets destroyed. By virtue of requiring the object to be held, creative pyromancers are prevented from burning doors off or similar things. It is different from how it was set up previously in that one piece of wood completes a pyromancy task for one elemancer (previously a group of elemancers could have in theory gathered around a bonfire and added one branch and all surveyed, thus allowing completion of multiple tasks with one piece of wood). I don't think of that so much as a good or a bad, just a different.
Also, it would be nicer if the code could check if the object is made of wood of the correct type since that would allow elemancers to incinerate hafts and other worked wooden objects, but I'm sure all of the elemancers could live with having to burn unworked branches, sticks, etc. Also, I'm obviously not sure what the correct energy cost is, and theoretically it would vary by size (stick vs. branch vs. log) and hopefully pyromancy gains would be proportional, but I thought it a fitting flavor for there to be an energy cost to incinerating an object.
ETA: code blocked, thanks for the suggestion Rias
So, I've got an idea about how to fix the pyromancer tasks (and something of an idea of what the bugs were), but sadly, it involves work. It also involves adding a new command or adding an additional function to an existing command. Here's the pseudo-code/logic:
Code: Select all
<burninate> or <incinerate>
If not me.guild = elemancer then
<Existing burninate code>
Else if not me.tasktype = pyro (or me.taskcode in pyrolist if tasks are by id numbers) then
Return "You don't currently have a pyromancy task."
Else if not (object type of object in right hand is in taskcode.burnablelist) then
Return "That isn't an unworked piece of $taskwood."
Else if energy < 10 then
Return "you're too exhausted to do that right now."
Else
Destroy object
Set roundtime 7
Reduce energy 10
Return "You set the $righthand.heldobject.name down and conjure fire until it is incinerated."
Create object handful of ash in room
Complete (me.currenttask)
End if
Also, it would be nicer if the code could check if the object is made of wood of the correct type since that would allow elemancers to incinerate hafts and other worked wooden objects, but I'm sure all of the elemancers could live with having to burn unworked branches, sticks, etc. Also, I'm obviously not sure what the correct energy cost is, and theoretically it would vary by size (stick vs. branch vs. log) and hopefully pyromancy gains would be proportional, but I thought it a fitting flavor for there to be an energy cost to incinerating an object.
ETA: code blocked, thanks for the suggestion Rias
Last edited by qinweiqi on Wed Nov 19, 2014 12:28 pm, edited 2 times in total.
Re: New Pyro Tasks
Not a bad idea. For blocks of code here on the BBS, you can put them within code tags similar to [quote].
Code: Select all
if pie['type'] == 'pumpkin':
msg = 'Delicious!'
else:
msg = 'The pie is good, but pumpkin would be better.'
The lore compels me!