Excited and thought I'd share

by Anarias

Back to Common Grounds.

Unknown2005-07-28 23:05:51
Err. One honeycomb = 4 or sometimes 6 honey cakes. That's 40 or 60 power. There's, what, 4, 5 honey combs a pop? That's between 160, 240, and 200, 300 power.
Unknown2005-07-29 00:36:11
QUOTE(Ye of Little Faith @ Jul 29 2005, 09:05 AM)
Err.  One honeycomb = 4 or sometimes 6 honey cakes.  That's 40 or 60 power.  There's, what, 4, 5 honey combs a pop?  That's between 160, 240, and 200, 300 power.
158038



Finding the honeycakes is the hardest part of the whole process, but yeah, it's pretty decent power earner and I trry to bring in 5-10 a day if I can.
Shorlen2005-07-29 01:00:20
QUOTE(Ye of Little Faith @ Jul 28 2005, 07:05 PM)
Err.  One honeycomb = 4 or sometimes 6 honey cakes.  That's 40 or 60 power.  There's, what, 4, 5 honey combs a pop?  That's between 160, 240, and 200, 300 power.
158038



1 honeycomb = 1 honeycake from Butter, 2 (SOMETIMES 3, but rarely) honeycakes from a cook, 4 honeycakes from a cook with an arti spatula.

As far as I've seen, we have four cooks in the Seren who can bake them. That means that 1 honeycomb is worth about 15 power on average. There are 8 honeycombs a pop from what I've been told, but the knights pick them up and finding which ones have them to beg from them in a pain and nigh impossible. So, there are 3-4 honeycombs a pop not picked up, making it 50ish power, NOT 200.
Anarias2005-07-29 01:47:49
QUOTE(Wesmin @ Jul 28 2005, 04:56 PM)
People DO do just that, I know Ibaesha is a cook for among other reasons that as well.  I know she useally spends heaps of gold on ingrediates to make honeycakes to bring in power.
158036



Ibaesha is the one who taught me about the fae and cooking so I'm aware that some people do it. I don't believe that its being done to a high degree of efficiency though.
Anarias2005-07-29 01:49:29
QUOTE(Xenthos @ Jul 28 2005, 11:27 AM)
Edit: Cut down the quoted bit, since it's pretty large.  And I don't suppose you'd be willing to share the code?  wink.gif
157968



I would share the code if I weren't so embarrassed about how ugly it would look or how obvious it would be that someone else could do it better ninja.gif
Unknown2005-07-29 23:02:14
Here's something I put together for Glomdoring back in the day.. Needs tweaking of course.

CODE
#CLASS {Powerlog}
#ALIAS powerlog {#forall @users {#unvar %i};#forall @villages {#unvar %i};villages="";users="";overall_in=0;overall_out=0;enormous=0;mature=0;totems=0;saplings=0;blacktalon=0;shadowdancers=0;ebonguard=0;player_in=0;player_out=0;guard_costs=0;village_in=0;~powerlog}
#ALIAS psum {%crlf;#if (@Lookup_PC=%null) {#SA @hLine(78);#forall @users {#sa %ansi( grey)%i~: %if( @%i>=0, %ansi( high, green), %ansi( high, red))@%i}};#SA @hLine(78);#sa %ansi( grey)Total %if( @Lookup_PC=%null, PC, %proper( @Lookup_PC)) in: %ansi( high, green)@player_in;#sa %ansi( grey)Total %if( @Lookup_PC=%null, PC, %proper( @Lookup_PC)) out: %ansi( high, red)@player_out;#sa %ansi( grey)Total %if( @Lookup_PC=%null, PC, %proper( @Lookup_PC)): %if( @player>=0, %ansi( high, green), %ansi( high, red))@player;#SA @hLine(78);#if (@Lookup_PC=%null) {#sa %ansi( grey)Blacktalon Guards: %ansi( red)@blacktalon;#sa %ansi( grey)Ebonguard Guards: %ansi( red)@ebonguard;#sa %ansi( grey)Shadowdancers Guards: %ansi( red)@shadowdancers;#sa %ansi( grey)Guard Summoning: %ansi( red)@guard_costs;#sa %ansi( grey)Guard Total: %ansi( high, red)%eval( @blacktalon+@ebonguard+@shadowdancers+@guard_costs);#SA @hLine(78);#sa %ansi( grey)Totem income: %ansi( green)@totems;#sa %ansi( grey)Enormous income: %ansi( green)@enormous;#sa %ansi( grey)Mature income: %ansi( green)@mature;#sa %ansi( grey)Sapling income: %ansi( green)@saplings;#sa %ansi( grey)Total income: %ansi( high, green)%eval( @totems+@enormous+@mature+@saplings);#SA @hLine(78);#forall @villages {#sa %ansi( grey)%i~: %ansi( green)@%i};#sa %ansi( grey)Total Villages In: %ansi( high, green)@village_in;#SA @hLine(78);#sa %ansi( grey)Net Power In: %ansi( high, green)@overall_in;#sa %ansi( grey)Net Power Out: %ansi( high, red)@overall_out;#sa %ansi( grey)Net Power: %if( @overall>=0, %ansi( high, green), %ansi( high, red))@overall;#SA @hLine(78)};#if (@Lookup_PC) {Lookup_PC=%null}}
#ALIAS pcheck {Lookup_PC=%1;#if (%2=%null) {powerlog 0 0 %1} {powerlog 0 %2 %1}}
#VAR users {}
#VAR overall {%eval(@overall_in-@overall_out)}
#VAR overall_in {0}
#VAR overall_out {0}
#VAR enormous {0}
#VAR mature {0}
#VAR totems {0}
#VAR saplings {0}
#VAR player_in {0}
#VAR player_out {0}
#VAR blacktalon {0}
#VAR shadowdancers {0}
#VAR ebonguard {0}
#VAR player {%eval(@player_in-@player_out)}
#TRIGGER {%d~:%d - (%w) added (%d) power} {#if (!%defined( %1)) {#var %1 %2 _nodef} {#add %1 %2};#add overall_in %2;#add player_in %2;#if (!%ismember( %1, @users)) {#additem users %1}}
#TRIGGER {%d~:%d - (%w) used -(%d) power} {#if (!%defined( %1)) {#var %1 0 _nodef};#add %1 -%2;#add overall_out %2;#add player_out %2;#if (!%ismember( %1, @users)) {#additem users %1}}
#TRIGGER {The Drums of Glomdoring added 1000 power} {#add overall_in 1000}
#TRIGGER {The Living Totems added (%d) power} {#add overall_in %1;totems=%1}
#TRIGGER {The Enormous Ravenwood Trees added (%d) power} {#add overall_in %1;enormous=%1}
#TRIGGER {The Mature Ravenwood Trees added (%d) power} {#add overall_in %1;mature=%1}
#TRIGGER {The Ravenwood Saplings added (%d) power} {#add overall_in %1;saplings=%1}
#TRIGGER {Blacktalon drained -(%d) for upkeep this month} {#add overall_out %1;blacktalon=%1}
#TRIGGER {Ebonguard drained -(%d) for upkeep this month} {#add overall_out %1;ebonguard=%1}
#TRIGGER {Shadowdancers drained -(%d) for upkeep this month} {#add overall_out %1;shadowdancers=%1}
#TRIGGER {%w drained -(%d) power to summon a} {#add overall_out %1;#add guard_costs %1}
#TRIGGER {(%w) generated (%d) power} {#add overall_in %2;#add village_in %2;#additem villages %1;#var %1 %2}
#CLASS {Utilities|Miscellany}
#ALIAS display2 {#SA %crlf@hLine(78);#IF (%1) {#SA %1;#SA @hLine(78)};#IF (%2) {#SA %2;#SA @hLine(78)};#IF (%3) {#SA %3;#SA @hLine(78)};#IF (%4) {#SA %4;#SA @hLine(78)};%crlf}
#VAR pow {%if( %2 = 0, 1, %if( %2 = 1, %1, %eval( %1 * @pow(%1, ))))}
#VAR num {%if( %len( %1) < %2, %repeat( " ", %eval( %2 - %len( %1)))%1, %if( %len( %1) > %2, %rightback( %1, %2), %1))}
#VAR collapse {%replace( %replace( %1, " ", ""), "'", "")}
#VAR hLine {%ansi( blue)%repeat( "-", %1)}
#CLASS 0


Edit: Not sure how well this works at the moment.. Haven't tested it in a while. I don't recall if I finished some minor modifications I was working on before I got booted from Glom. YMMV
Unknown2005-07-30 02:05:48
Grain. It all comes down to grain. wink.gif
Xavius2005-11-20 05:57:31
bump.gif

Could I talk someone into writing psuedocode for Visaeris' cluster so I can translate it into AL Client?
Ekard2005-11-20 09:55:41
Vesar have made great scrip for Celest Power Ministry too. I just added few things and it shows me, guard upkeep, personal input, who overdrawed, who is killing angels, immolations, villages and power from culture.
Aiakon2005-11-20 23:50:09
QUOTE(Vix @ Jul 28 2005, 06:35 PM)
Those trees can only be accessed by a certain few people.
157969



So where are the ones we're supposed to chop?
Richter2005-11-21 00:08:09
As that was four months ago, it likely no longer applies.
Xavius2005-11-21 00:10:32
Ok, off topic! Less talk about chopping, more about not making me hand-count power entries!

EDIT: Ok, the real kicker is that I can't do pattern matching against a string variable in AL Client. If I could, this would be easy. I can't, though. Visaeris' method doesn't seem to, though. Problem is that I can't read zMUD's script. Friends helped me figure out some of it, but other commands strike me as entirely random. #34? WTF?
Ashteru2005-11-21 00:14:24
QUOTE(Xavius @ Nov 21 2005, 12:10 AM)
Ok, off topic! Less talk about chopping, more about not making me hand-count power entries!
225992


Oooh...make him, make him, so I can reign the guiiild! *shakefist*


BTW, I now a bit about coding, Xavius. If you want, you can talk to me about it, I can't promise anything, though. AIM's in the AIMthread.
Unknown2005-11-21 00:47:42
QUOTE(Xavius @ Nov 21 2005, 02:10 AM)
#34? WTF?
225992


Same as #LOOP 34
Sylphas2005-11-21 00:52:05
zScript is mostly hard to understand because it uses abbreviations for the commands.