Difference between revisions of "Libations Formula"

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Customising your formula: DESIGN SET <item> <value>
Customising your formula: DESIGN SET <item> <value>


==APPEARANCE==
==Appearance==
This is a critical part of describing the type of liquid that your drink is based off. It could be "a mixed cocktail" or "dark brown liquid". It's a description of the actual liquid inside a container, not a name for your drink or the container holding the liquid.
This is a critical part of describing the type of liquid that your drink is based off. It could be "a mixed cocktail" or "dark brown liquid". It's a description of the actual liquid inside a container, not a name for your drink or the container holding the liquid.


===TITLE===  
==Title==
 
TITLE (Optional): Thisis the unique name of your drink.
This is the optional, and is the unique name of your drink.
Example: Amethyst Haze
Example: Amethyst Haze
    
    
===ALCOHOL===
==Alcohol==
This is optional. If your drink is going to cause any type of buzz, you'll need to assign an alcoholic value to it.
ALCOHOL (optional): If your drink is going to cause any type of buzz, you'll need to assign an alcoholic value to it.
 
===Alcohol Values===
From '''DESIGN TIP ALCOHOLVALUES'''
 
Alcohol Value (shown in Libations designs as Alcohol) is the percentage of alcohol in a drink. The value is expressed as a percentage value (1-100) and not a raw value (1-255). There is a cap of 30% alcohol. Remember that a drink's "proof" is the alcohol percentage multiplied by two -- a design for a shot of tequila, for example, should be at max alcohol percentage because in the real world, tequila usually is at least 70-80 proof.


==Sip===
==Sip==
SIP <PLAYER|ROOM>: This is the message that players/the room will see when they drink from this particular formula. Please utilise HELP SCRIPTING for your ROOM messages.
SIP <PLAYER|ROOM>: This is the message that players/the room will see when they drink from this particular formula. Please utilise HELP SCRIPTING for your ROOM messages.


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       Examples: has a pleasantly spicy taste, tastes bitter or is tasteless.
       Examples: has a pleasantly spicy taste, tastes bitter or is tasteless.
        
        
  SMELL (optional):
==Smell==
      Players are able to SMELL the drink before they consume it. When
SMELL (optional): Players are able to SMELL the drink before they consume it. When customising your formula for taste, you will need to complete the sentence:
      customising your formula for taste, you will need to complete
      the sentence:


       "You take a whiff from the container and realize that
       "You take a whiff from the container and realize that

Latest revision as of 17:56, 9 April 2018

Syntax: DESIGN (information + syntax)

       DESIGN NEW 352  (creates a new Libations design from the pattern)
       DESIGN <####>   (look at your newly created design)

All Libations designs are created from the Libations pattern 352 ("brew").

When the design is created, from here on, you will need to identify your formula with the number you were assigned with DESIGN <####>

When you have customised your design to the full extent you will then be able to DESIGN <####> SUBMIT, and it will be sent to the crafter's guild for consideration. Once approved, you will be able to DESIGN <####> BREW <potstill>, which allows you to begin to brew your drink.

Using DESIGN on its own will show you a full list of options.

Customising your formula: DESIGN SET <item> <value>

Appearance

This is a critical part of describing the type of liquid that your drink is based off. It could be "a mixed cocktail" or "dark brown liquid". It's a description of the actual liquid inside a container, not a name for your drink or the container holding the liquid.

Title

TITLE (Optional): Thisis the unique name of your drink. Example: Amethyst Haze

Alcohol

ALCOHOL (optional): If your drink is going to cause any type of buzz, you'll need to assign an alcoholic value to it.

Alcohol Values

From DESIGN TIP ALCOHOLVALUES

Alcohol Value (shown in Libations designs as Alcohol) is the percentage of alcohol in a drink. The value is expressed as a percentage value (1-100) and not a raw value (1-255). There is a cap of 30% alcohol. Remember that a drink's "proof" is the alcohol percentage multiplied by two -- a design for a shot of tequila, for example, should be at max alcohol percentage because in the real world, tequila usually is at least 70-80 proof.

Sip

SIP <PLAYER|ROOM>: This is the message that players/the room will see when they drink from this particular formula. Please utilise HELP SCRIPTING for your ROOM messages.

Lastsip

LASTSIP <PLAYER|ROOM>: This is the message when there is only one sip remaining in the cup.

     Please utilise HELP SCRIPTING for your ROOM messages.

Taste

TASTE (optional): Players are able to TASTE the drink before they consume it. When customising your formula for taste, you will need to complete the sentence:

     "You cautiously lick the rim of the container and realize that
     it <taste message>."
     Examples: has a pleasantly spicy taste, tastes bitter or is tasteless.
     

Smell

SMELL (optional): Players are able to SMELL the drink before they consume it. When customising your formula for taste, you will need to complete the sentence:

     "You take a whiff from the container and realize that
     it <smell message>."
     Examples: gives off a fresh scent, has a sulfurous smell to it or
               is odourless.