# Code/Synth

### From SCross

# +Synth

Synthesis is a complex process that turns a collection of raw goods and refines them towards a finished product. Synthesis also allows for battle alchemy casting. As this is a code break down, every function in the program will be revealed, along with its purpose and equations.

The order of information will be in the order of the functions found in the program as I scroll through, not the order the player would encounter them.

## Carrying Capacity

Interestingly, the +synth code carries the code for how much of a single item a person is allowed to hold. The equation is as follows:

- 15 + 10 if the character has the bordershop perk + 1 per 3 points of Warehouse resource.

## Masterpiece Chance Modification

This code controls the odds of making masterpiece items, as determined by the items category and certain perks. Its equation runs as follows:

- If the item is being done as a 'quickie', the chance is immediately set to 0%, end function
- If the crafter has no specialties at all, assume a 5% of normal chance to masterpiece, end function.
- If the item is their primary specialty, set the odds to 125% of normal.
- If the character has Crafting Generalist perk, set the odd to 80% of normal instead.

- If the item is their secondary specialty, set the odds to 90% of normal
- With Crafting Generalist perk, set it to 50% of normal.

- If it is of neither specialty, set it to 5%, 30% if the character has crafting generalist perk.

## Poor Chance Modification

This code controls the odds of making poor items, as determined by the items category and certain perks. Its equation runs as follows:

- If the crafter has no specialties at all, assume a 150% of normal chance to make a poor item, 300% if the skill level involved is above 10.
- If the item is their primary specialty, set the odds to 80% of normal.
- If the character has Crafting Generalist perk, set the odd to 100% of normal instead.

- If the item is their secondary specialty, set the odds to 90% of normal
- With Crafting Generalist perk, set it to 120% of normal.

- If it is of neither specialty, set it to 150%, 125% if the character has crafting generalist perk.
- If the item is skill level above 10, and is not specialized, the odds increase to 300%, 200% with crafting generalist perk.

## Average Value

The average value of an item is determined by this equation:

- Add the average value of all items involved in making the item.
- Value is increased by 0.1 per point of 'drain'.
- An item with a multiplier is only worth 1/x its usual value, X being the multiplier.

## Material Check

Mentioned only to note where the +synth code looks for materials for synthesis. In order of checking/use.

- Fish
- Hunting Prey
- Herbs
- +market good
- +bmarket good
- +nmarket good
- +gear
- +weapon
- +armor

In all cases where there is an order, it is checked from 1->max.

## Skill Check

Ooo, now here's a wierd one. This bit of code scans your crafting skills to see how good you are at making any given item using this equation:

- Take the value of the skill.
- Add 0.01 per point of Lore/Elemental Crystals(Bet you didn't know that was in there!)
- If the result is higher than the target level of the skill for the synthesis, subtract the target from the total, then multiply by 3.
- Example. You have blades at 5, you need blades of 3, it's higher. subtract the target(3) from the total(5), you get 2, multiply by 3 for 6.

- If the result is lower than the target level, subtract the result from the target, then multiply by 10.
- Example. You have blades of 1, you need blades of 3, it's lower. Subtract the result(1) from the target(3), you get 2, multiply 10, for 20. This is TAKEN AWAY, it is a negative result, bad!

- Repeat for every skill in the synthesis, adding the numbers together.
- Add 1 per 2 points of craft practice with that item.
- Add 1 per point of elemental affinity that matches the element of the synthesis
- Subtract 1 per point of elemental affinity that opposes the element of the synthesis

This creates a **Modifier** which is used later to determine chance of success, failure, and critical.

## Skill Report

This code generates the messages concerning your confidence with various skills during the synthesis process.

- If your skill is more than 5 points under the target: You shiver in fear considering your " cur @ " skill."
- If your skill is more than 3 points under the target: "You have large fears about your " cur @ " skill."
- If your skill is more than 1 point under the target: "You have doubts about your " cur @ " skill."
- If your skill is under the target by less than one: "You are confident about your " cur @ " skill."
- If your skill is over the target by less than 3: "You are quite ready to use your " cur @ " skill."
- Otherwise: "You know your " cur @ " skill will pull you through with ease."

## Chance of Item Loss

If you fail to create something, this is the odd, per item, of losing the item:

- Base chance is 50%
- Increase or decrease by 1% per 2 points of
**Modifier** - Items are lost or not per type of item. If an item, for example, needed 3 iron ingots and a iron sheet, you could lose an iron sheet, or 3 ingots, or both, but not 1 ingot, or 2 ingots. Either all three ingots are lost or none.
- Chance is reduced to 0% if insured.

## Skill Improvement

A largely devalued bit of code. While it is possible to raise your skill through practice, to a degree, all true raises must be done by purchasing a point of **Craft Skill** and performing +synth #practice (craft skill) to spend it.

- Synthesis special increases odds of random skill improvements, as well as the amount they increase by.
- Random improvements cannot make a skill go above .99 for the current integer.
- Example, you have 5.43 smithing. A random improvement says you gain 0.7 in it. You end up with 5.99 smithing. Smithing will no longer raise until you spend the
**Craft Skill**to raise it to 6.0.

- Example, you have 5.43 smithing. A random improvement says you gain 0.7 in it. You end up with 5.99 smithing. Smithing will no longer raise until you spend the
- No random raising is required to use
**Craft Skill**. It will ALWAYS raise the target skill to the next whole integer.

## Making the Item

Wow, I feel dizzy. We have arrived at the meat of the program, and its most terrifying and intimidating portion. Please email cookies and other baked goods while I pull on my protective gear. Let's dive in!

### Syntax

- +synth -- See the help file, see how many points you have left.
- +synth (name of item) -- Attempt to make an item.
- +synth Element:item1+item2+.... -- Make an item that matches the given recipe.
- +synth/quick (above parameters) -- Make an item fast, lowering the drain in return for forsaking the chance of masterpiece items.
- +synth #buy (name of item) -- Purchase an item instead of making it. Item will never have slots.

### The Steps

- If you are out of synth points, have less than 20 MP, and are not buying something, you are told you're too tired, end program.
- If you try to make an item that is not in your recipe list, you are denied.
- If you are already holding the maximum number of the item, you are denied.
- The code checks to see if you have the needed materials for the item.
- If you are a wizard, you are granted the option to bypass this check.

- Every item used that is poor is -10
**Modifier**. - Every item used that is masterpiece is +5
**Modifier**. - Craft Skills are checked.
- Wizards are allowed a chance to directly increase their
**Modifier**.

- Wizards are allowed a chance to directly increase their
- If you are not buying, and a synthesis chamber is found, you gain the following:
- If the chamber is poor in quality: 10
- If the chamber is average in quality: 20
- If the chamber is masterpiece in quality: 30

- This is added to your
**Modifier** - If an elemental crystal +market item is found, it can be used for +10
**Modifier** - If not buying, or reworking, the option of insuring against loss is offered for 10 gil.
- If you are buying, the price is offered to you. The price is:
- Find the value of the item.
- Increase to 2 if under 2.
- Multiply by 4

- The code will now display the odds for the player, along with other stats.
- If the player chooses to continue, and they are buying something, gil is deducted now.
- Success chance is rolled.
- If failed, wasted items are checked and disposed of, no drain is done, end program.
- If succeeded, the code begins to check for masterpiece chance. Every masterpiece chance is another item. A failed masterpiece chance stops making more of the same item at once.
- No more than 6 items can be made this way, not counting multipliers on the item.

- If the item has a multiplier, increase the amount of the item created now.
- Check for skill improvement.
- Spend items used for the recipe.
- If you are a chaotic synthesist, now is when it looks for another item of about the same value(Within 20%, up or down).
- If appropriate, extra desc is prompted for.
- For every item successfully made, increase craft practice by 1, max 100.

### Slots

Slots are fun. They can be filled with all kinds of crazy enhancements and add ons for all kinds of items.

- 0% chance of 0 slots -- 100% if purchased from NPC
- 49% chance of 1 slot
- 40% chance of 2 slots
- 6% chance of 3 slots
- 4.99% chance of 4 slots
- 0.01% chance of 5 slots
- Items purchased from NPCs will NOT HAVE SLOTS.

### Battle Synthesis

- If it is a battle synthesis:
- Note how many items were created(Activations)
- Find the damage stat of the synthesis. Subtract one, multiply by 20, add 100, multiply by 50, then divide by 100.
- Every 5 points of Mix is +20% damage
- Every additional activation is +30% damage
- Battle Alchemist Gloves add +2/5/7% damage

### Chance of Success

- Chance of success: 80 +
**Modifier**. Points over 80 only count 1 per 4 points. If you are a perfectionist, decrease by 33%. If over 90, points over 90 are square rooted in value until you hit 98. 98 is the absolute maximum success chance.

### Chance of Poor

- The chance for poor:
- If
**Modifier**is negative, add it directly to a base chance of 10%, otherwise, reduce the chance by 1 per 3 points of**Modifier**. - If you are a perfectionist, reduce the chance by half.
- At this point, if the odd is under 1%, increase it to 1%
- Subtract 1 for every point of Meticulous Perfection
- Subtract 12 per point of group improvement 'Workshops'.
- Increase poor chance if you lack the unlock skill for the recipe.
- Factor in the poor modifying chance listed above for specialties.
- Reduce to 100% if over 100%, for display sake.

- If

### Chance of Masterpeice

- The chance for masterpiece:
- If
**Modifier**is negative, base chance is 1%, otherwise the base chance is 10% - Add/subtract 1 per 3 points of
**Modifier** - Add 1 per 5 points of Crafts basic skill
- If the result at this point is over 30:
- (Meticulous Perfection + ( 12 * Workshops Improvement ) ) 2 /, added to the result, plus ninety, divided by four.

- If you are a perfectionist, increase odds by 50%!
- Decrease odds if you do not have the unlock skill for the recipe.

- If

### Synth Point Cost Determination

- 1, add 0.3 if using a synthesis chamber.
- Subtract 0.005 per point of Craft Practice with the item
- If under 0.1 at this point, raise to 0.1
- Get the drain value of the item, divide by 10, then multiply it by the number you have so far.
- If the recipe is 'raw', that is, has no crafted items as part of it, reduce the value by 20%
- If it is a 'quickie', reduce cost by 25%
- If the cost is under 0.1 or over 50.0, make it fit.
- Modify drain by up to +/- 25% depending on tech/magic affinity of recipe compared to caster
- If reworking, double the drain
- If this is being cast with MP, add 20 for MP amount used.

## Synthesis Market

A way to sell and buy crafted goods, accessed through the +smarket command.

- All bounties posted by players are inflated by 50%
- The value displayed while posting a bounty is REDUCED appropriately to make the end result be close to the value of the item.
- Slots are currently NOT considered in the synthesis market.
- PC bounties last MUCH longer than NPC ones. 7 days for PCs, a handful of hours for NPCs.

## Teaching Recipes

+synth #teach bob=Grass Thread to share a recipe

- You can teach every 26 minutes.
- The student gains a craft practice with the recipe equal to 1/4th your own. If they already know that much or more, the teaching attempt aborts.
- Having craft practice in a recipe adds it to your list, even without the unlock skill.
- Teaching does NOT entirely remove the need for the unlock skill. Not having the unlock skill causes many more poor items and less masterpiece items.

## Daily Synth Points

Oh, you want to know how many points you get? Well I aint gonna tell you! ..... ... Fine, fine, put down the knife and have a seat, here's how it goes.

- Average your willpower and stamina and add 150% of your synthesis special skill.
- If this number is over 25, reduce to 25
- Add 1 per 5 points of Mix, if over 25, again reduce to 25.
- If you have fast recovery merit, increase by 50%
- Divide the result by 2.08
- Add 1 point per 100 JP in chemist and engineer, to a max of 8 points.
- You can store up to 20, or twice the number you just got, whichever is higher.

## Extra Functions

These are commands in the same code as +synth, but you probably wouldn't think they're related.

### Monstrous Hide Creation

This creases monster hide with 1 slot per 10 points of armor and armor2 combined. If you already have a hide with that amount of slots, it won't work. The hide must be unequipped and in your inventory. Use the +molt command.

### Imbuing Items

This code allows you to fill slots with various enchantments and enhancements.

- Typing +imbue alone will show you what perks you have.
- +synth #perks allows you to check for new perks being available, do this once in a while!
- Imbuing costs 5 synth points.
- Whether or not an item accepts an enhancement, it cannot be tried again. If you need an item with that enchantment, you will need a new item to try on.
- Stacks of items CAN be enhanced at the same time!
- The perk flag of the enhancement must be found somewhere in the perk flag of the item to be enchanted.
- Example, say an enhancement has a perk flag of 'Weapon', the item must have 'Weapon' in its flag list to take it, so a sword will work, as would a gun, or a spear, but not an apple pie, which would have things like food, and consumable, but not weapon, even if you are considering throwing it.

- Your skill in the appropriate special skill is taken. If this enchantment doesn't require a skill, as is the case for most gained by craft skills, it is assumed to be 30.
- Your chance of success is 350% of that value, to a max of 95%, or a minimum of 50%