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Carpentry

A player with a carpentry tool makes furniture, containers, staves and instruments from boards. The Carpentry skill decides whether an attempt works and grows with use. The rules are shared by every craft to come: carpentry is the first one.

  1. Carry a carpentry tool in your backpack, or in a bag inside it: a saw, a dovetail saw, a moulding, jointing or smoothing plane, chisels, a draw knife, a froe or an inshave. A tool on the ground or in your bank box answers “This item must be in your backpack to be used.”
  2. Double click the tool. The crafting gump opens: the groups on the left, the recipes of the group on the right, ten a page.
  3. Press the button before a recipe to make it, or the one after it to see its page: the item, what it takes and how many of each you carry, the skills it asks for, and your chance.
  4. Two strokes later, 1.25 seconds apart, the item is in your backpack and the gump opens again with what happened.

The bottom line shows the wood you work and how many boards of it you carry. Change lists the kinds of wood.

Check What you read
Carpentry, and any other skill of the recipe, at least its least “You don’t have the required skills to attempt this item.”
A kind of wood you can work “You cannot work this strange and unusual wood.”
Every resource in your backpack and its bags: not in the bank box, not a pile on your cursor “You do not have sufficient wood to make that.”, “You don’t have enough cloth to make that.” or “You don’t have the components needed to make that.”
Not already making something “You must wait to perform another action.”

Nothing is taken when an attempt is refused. The resources and the tool are checked again at the second stroke: boards moved away meanwhile make nothing. The skill and the kind of wood are checked at the start only.

Each recipe has a least and a most of Carpentry. At the least the chance is one in two; it grows in a line to sure at the most. A stool asks for 11 to 36: at 23.5 the chance is three in four. Every try may raise the skills of the recipe.

  • Success takes every resource and makes the item in your backpack, “You create the item.”. A backpack with no room still takes them and puts the item at your feet. An item that cannot be made at all takes nothing.
  • Failure takes half of each resource, rounded down, and at least one unit of the first, “You failed to create the item, and some of your materials are lost.”

A success is exceptional as often as its chance minus six tenths: at the most of a recipe four times in ten, never with a chance of six tenths or less. An item that joins a stack you carry is never exceptional. You read “You create an exceptional quality item.” and its tooltip says exceptional. Made at 100 Carpentry, an exceptional item also bears your mark: “You create an exceptional quality item and affix your maker’s mark.”, and its tooltip says crafted by your name. An exceptional item is uncommon, a marked one rare, and an exceptional staff hits harder in a fight, as blacksmithing says.

A tool lasts 25 to 75 uses, drawn the first time you use it; its tooltip shows the uses left. Every attempt whose skill is tried, a success or a failure, takes one; a refused attempt takes none. The last use breaks it: “You have worn out your tool!”. A stackable item (a shaft, an arrow) is never exceptional nor marked; arrows and shafts take no use of the tool.

The Make last button starts again the last recipe you started with that craft, with the wood picked now; each craft remembers its own. Before your first one it answers “You haven’t made anything yet.”. It is kept until a restart.

Plain boards are the default. A board of another kind, cut by a lumberjack and sawn with an axe, asks for as much Carpentry as it asks for Lumberjacking, and gives its colour to the item.

Kind Carpentry it asks for
Plain 0
Oak 65
Ash 80
Yew 95
Heartwood, bloodwood, frostwood 100

The kind picked counts for wood only: the cloth of a harp stays cloth. The kind is kept until a restart.

42 recipes in six groups, converted from UOX3: Chairs, Tables, Containers, Other Items, Staves & Poles and Musical items. A few of them:

Recipe Carpentry Takes
Barrel Staves 0 to 25 5 wood
Stool 11 to 36 9 wood
Wooden Box 21 to 46 10 wood
Wooden Shield 52.6 to 80 9 wood
Chest 73.6 to 98.6 15 wood
Quarter Staff 73.6 to 100 6 wood
Lute 68.4 to 93.4, Musicianship 45 25 wood, 10 cloth
Fishing Pole 68.4 to 93.4, Tailoring 68.4 5 wood, 5 cloth

The groups of add-ons (house, blacksmith, tailor and cooking add-ons) make deeds, which mean nothing until houses exist: they are left out. So is the recipe of boards, which an axe already saws.

  • The recipes are data/crafts.
  • The rules of an attempt are scripts/common/crafting.lua; the kinds of wood scripts/common/woods.lua, shared with the axe.
  • The gump is templates/gumps/craft_menu.xml with scripts/gumps/craft_menu.lua.
  • The tools are the templates with script_id = "carpentry_tool". See Shipped scripts.

mgctl init never replaces a file you may have changed. Copy from the distribution data/crafts/, scripts/common/crafting.lua, scripts/common/woods.lua, scripts/common/smithy.lua (the engine reads it), scripts/common/repair.lua, scripts/items/carpentry_tool.lua, scripts/items/axe.lua (it now reads woods.lua), templates/gumps/craft_menu.xml, scripts/gumps/craft_menu.lua (it shows the Repair item button), and templates/items/skills/tools/carpenty.toml, or give script_id = "carpentry_tool" to your carpentry tools.

The crafting gump of carpentry, blacksmithing, tailoring, tinkering and bowcraft and fletching has a Repair item button: press it and pick a weapon or a piece of armor that wore out. The rules are ModernUO’s classic ones:

  • The piece must be in your backpack or a bag of it (not worn, not on the ground, not in the bank), be made by a recipe of that craft, and not be in full repair.
  • Each attempt can first weaken the piece, with a chance of 40 plus the hits it lacks minus a tenth of your skill, in percent: its maximum goes down by 1 at 90 of the craft’s skill, by 2 at 70, by 3 below. Tailoring never weakens. A piece whose maximum is not more than that “has been repaired many times, and will break”: it is not tried.
  • Then your skill is tried: the more the piece lacks, the harder. A success gives the piece all its hits; a failure leaves them (the weakening stays). The skill may rise.
  • It costs no resources and no use of the tool. A smith must stand at an anvil and a forge.

Repair deeds, repairing for gold at an NPC, worn pieces and items no recipe makes are not built yet.

What being exceptional changes in an item beyond its tooltip, the add-ons, and the other crafts.

Made with ❤️ by Tom

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