Publish - September 22, 1999
The following was released as the September 22nd Publish on September 22, 1999.
Smelting
- Armor and weapons can be smelted back into ingots.
- Items you wish to smelt must be in your back-pack.
- Smelting will be tied to the mining skill. The higher your skill in mining, the more ingots you will get back.
- The more wear and tear on an item, the less ingots it will return.
- Items purchased from an NPC will yield only one ingot when smelted.
- Smelted magic items will yield regular ingots.
- Smelting special metals will yield ingots of that color, with the exception of dyeable kite shields.
- Smelting dyeable kite shields will return regular ingots regardless of the color of the ingots used to make the shield.
- To smelt an item:
- Double-click a smithing tool, such as a hammer.
- The smithing window will open and contain a forge.
- Double-clicking the forge will bring up a targeting cursor.
- Clicking armor or a weapon that is in your backpack will smelt that item.
- You will receive a number of ingots depending on the item itself, its wear and tear, and your mining skill.
So shouldn't my mining skill be taken into account when smelting weapons/armor of metal types > iron (as described in the following table.)
Tests:
(A) set blacksmith 100, mining 0 - smelt val chest yields 8 ingots (I think this is wrong - smelting is based upon mining skill)
(B) 1st attempt: set blacksmith 0, mining 100 - smelt val chest fails with insufficient skills message (I think this is wrong - smelting is based upon mining skill)
(C) 2nd attempt: set blacksmith 0, mining 100 - smelt val chest yields 15 ingots
Getting more ingots for high mining skill and less ingots for low mining skill is correct, but I believe difficulty should also be based upon mining skill.
Finally, in reviewing the RunUO implementation for smelting I see that they have in fact implemented this exact difficulty table in their Resmelt.cs
Code: Select all
double difficulty = 0.0;
switch (resource)
{
case CraftResource.DullCopper: difficulty = 65.0; break;
case CraftResource.ShadowIron: difficulty = 70.0; break;
case CraftResource.Copper: difficulty = 75.0; break;
case CraftResource.Bronze: difficulty = 80.0; break;
case CraftResource.Gold: difficulty = 85.0; break;
case CraftResource.Agapite: difficulty = 90.0; break;
case CraftResource.Verite: difficulty = 95.0; break;
case CraftResource.Valorite: difficulty = 99.0; break;
}
if (difficulty > from.Skills[SkillName.Mining].Value)
return SmeltResult.NoSkill;