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<H1>Re: [MUD-Dev]  Virtual Chemistry</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Virtual Chemistry</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Wed, 30 Jul 97 17:37:15 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg00105.html">Pine.LNX.3.96.970712223323.692F-100000#mpc,dyn.ml.org</A>&gt;, on
07/12/97 
   at 07:10 PM, Matt Chatterley &lt;root#mpc,dyn.ml.org&gt; said:

&gt;At a proposal from one of my wizards, I took into consideration a
&gt;global 'alchemy' setup, which would allow the mixing of potions from
&gt;ingredients, for various uses (magical effects, and spell components
&gt;notably).
...deletia...
&gt;What if we just simulated our own chemistry? Certain objects could as
&gt;'ingredients' (not really elements, more compounds), and combining
&gt;these ingredients would have predetermined reactions and results.
&gt;Further compounds could be obtained by appropriate mixes, which would
&gt;all have varying effects on the body (infusion of magic could somehow
&gt;guide these effects). This would obviously extend the alchemy idea -
&gt;the creation of poisons, herbal compounds and literally anything in
&gt;any state (which the PC was able to store).

First thoughts on a representational model:

  Create a coordinate system.  
  The axis of the coordinate system are the principles of your
    alchemy system (yes, lotsa dimensions).
  The purpose of the coordinate system is to define the 
    behaviour of a substance.
  Given a substance, a coordinate location can be computed from 
    its components.
  Given a coordinate location, the effect of the substabce can 
    be derived.

Thus the leaves of the herb WaggaWagga might have a coodinate weight
of (-5, 8, 3) presuming the simplistic case of only 3 principles.  The
root of the UmbaUmba plant might have a value of (2, 9, -10).  Mix
then together with GooGoo mud (0, 0, 2), and you get a substance (-3,
17, -5).  That location can be plotted in the coordinate system and a
result computed:

  A minor weakening agent (-3) that also a *really* effective sleeping
draught (17), and reduces physical dexterity (-5).

Or some such similar whatever.  You can then add other weightings,
such taht the WaggaWagga(-5, 8, 3) gets an added (-2, 1, -8) value
added if it is prepared by grinding in a special stone bowl while
chanting the desiderata backwards.  

The reason for doing a coordinate system rather than a flat expression
for each axis is tht it allows you to put in break values.  Simple
things like values on this axis smaller than X have this effect, and
larger than Y have this totally other effect.  Compound that across
multiple axis, and you can get a result which is far removed from the
intial components.

Next up would be to then special case certain combinations (reflective
alchemy), such that components A (which normally has a very simple
effect), and B (similarly simple), in combination do something else
entirely (ie mutate into a totally different coordinate.

This special casing can be handled without undue difficulty by
building it into the base system.  Again, going back to the simplistic
3 principles above, just add various other "fake" principles after
that.  Thus WuggaWugga could be (-5, 8, 3, 0, 12, 2) and UmbaUmba (2,
9, -10, -5, 9, -10).  Then when they're mixed the result is (-3, 17,
-2, -5, 21, -8).  Now you can do your special casing on the fake
values (-5, 21, -8).  Say things like if the first fake value is less
than -5 it was apply (X,Y,Z) to the base matrix, it its over +5 apply
(Q,R,S) etc.  This results in a really simple way to codify the
exceptions and and special cases while allowing new compnents to be
added which have their own unique behaviours.

&gt;Has anyone actually attempted anything of this nature, or
&gt;contemplated it?

Nope.

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


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<ul>
<li><strong><A NAME="00337" HREF="msg00337.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
<li><strong><A NAME="00336" HREF="msg00336.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
<li><strong><A NAME="00327" HREF="msg00327.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
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<LI><STRONG><A NAME="00105" HREF="msg00105.html">Virtual Chemistry</A></STRONG>
<UL><LI><EM>From:</EM> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] not about pk anymore</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00112" HREF="msg00112.html">Re: [MUD-Dev] not about pk anymore</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 13 Jul 1997, 15:17 GMT
<UL>
<LI><strong><A NAME="00304" HREF="msg00304.html">Re: [MUD-Dev] not about pk anymore</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 31 Jul 1997, 08:18 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00105" HREF="msg00105.html">Virtual Chemistry</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 13 Jul 1997, 04:37 GMT
<UL>
<LI><strong><A NAME="00109" HREF="msg00109.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sun 13 Jul 1997, 12:09 GMT
</LI>
<LI><strong><A NAME="00301" HREF="msg00301.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 31 Jul 1997, 07:56 GMT
<UL>
<LI><strong><A NAME="00327" HREF="msg00327.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 02 Aug 1997, 05:03 GMT
<UL>
<LI><strong><A NAME="00328" HREF="msg00328.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 02 Aug 1997, 05:42 GMT
<UL>
<LI><strong><A NAME="00333" HREF="msg00333.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 02 Aug 1997, 15:55 GMT
<UL>
<LI><strong><A NAME="00348" HREF="msg00348.html">Re: [MUD-Dev]  Virtual Chemistry</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 03 Aug 1997, 08:06 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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