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Star Army Item Generator Thread

Discussion in 'Setting Discussion' started by Toshiro, Aug 19, 2006.

  1. Toshiro

    Toshiro Well-Known Member

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    As some of you know, I have a character which will be involved in salvage and possibly mining. However, these kinds of professions have varying pay and a factor of chance in them.

    After talking to Wes, we've decided that I should try and make a sort of table system for determining the types of objects and materials that Toshiro, and perhaps other miners and salvagers after him, will find, and then submit it to Wes for approval.

    Once this is set up, I will endeavor to make either a die roll system, or more likely, an easy to use Visual Basic program(with a sort of code system so moderators can confirm that no one is lying about their results) to calculate the tables. A similar system, if needed, might be applicable for determining pirate booty.

    What I need is the knowledge of the forum of the technologies and the natural minerals used in the RP, and a ranking from least to most valuable. Also, I haven't decided how the calculations will be made yet, so the odds of finding them would also be good, but are not necessary. Wes seems to be advocating a slightly simpler system, where I've envisioned a little bit more self torture. Ideas on how this is to be calculated are also welcome.

    I'm willing to do research, don't mistake this request for laziness, but I don't know all the parts Toshiro or salvagers may encounter, nor am I knowledgable on the natural materials one may find in mining, and what they are worth in the time of the SA RP. (I believe diamond can be manufactured, for example, and isn't near as expensive in the SA RP as it is IRL for example.)

    I don't guarantee that a version for pirates will be made, but if you feel a similar booty list is needed for raiding vessels, feel free to contribute that as well, and I'll see what I can manage. I'll be working on the lists as well, it's simply too late at the moment. (2:00AM)

    Thanks in Advance!
     
    Wes likes this.
  2. Wes

    Wes Founder & Admin
    Staff FM of Yamatai Game Master

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    Yeah, I was thinking something along the lines of the "100 Waterborne Encounters" from a recent roleplayingtips.com newsletter, but for salvage finds.
     
  3. Wes

    Wes Founder & Admin
    Staff FM of Yamatai Game Master

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    00 Wad of burnt plastic
    01 Disgusting biomass
    02 Trash
    03 Random severed chunk of flesh
    04 Dead human in military uniform, 2 limbs missing or severed at waist
    05 Sharp shard of starship armor
    06 Frozen bag of neko urine
    07 Burnt chunk of wall paneling
    08 Anti-matter glob (dangerous!)
    09 Hostile enemy mecha (might attempt to kill you)
    10 Frozen, dead Mishhu Brain-slave pilot
    11 Somebody's cybernetic eye (or other minor body part)
    12 Navy carpeting from hallway
    13 Lubricant (Mechanical, not personal)
    14 Bucket of Paint
    15 Control panel, cracked
    16 Partially burnt cushion
    17 Silver dining utensil
    18 Electrical cabling. 5m.
    19 Warped radio antenna
    20 Intact medical kit
    21 Two gallon water jug from escape pod or shuttle, full
    22 Frozen food from a ship's galley
    23 Survival kit
    24 Blanket
    25 Shattered viewscreen
    26 Sound-powered telephone
    27 Dead Nekovalkyrja, frozen, making a sad face (crying).
    28 Uniform jacket, ragged
    29 Lamp
    30 Section of catwalk
    31 Foam making device
    32 Graviton beam projector
    33 Lamia arms or legs
    34 Lamia torso
    35 Medicines from a ship's medical bay
    36 Interior door
    37 Enviromental system components, including air cleaner
    38 Water pump and filtration system
    39 Starship controls from pilot station
    40 Nekovalkyrja clothing (stockings, uniforms)
    41 Lamia head
    42 Oxygen canister
    43 Globule of frozen hemosynthetic blood
    44 Bullets for Type 28 10mm Mass Production Pistol
    45 Mindy armor's left hand
    46 Mindy armor's right hand and scalar forearm cannon
    47 Star Army rank pin
    48 Mindy hips and legs
    49 Dead Mishhuvurthyar
    50 Psionic control device
    51 Oven
    52 Torso section from a Mindy, generator unusable
    53 Small broken nuclear reactor
    54 Maintenance conduit section
    55 Volumetric display projectors
    56 Rolling chair, cushioned
    57 Ship's wardroom table
    58 Hatch from a ship
    59 Pillow from starship bunk
    60 Fully intact Nekovalkyrja Service Pistol or equivalent
    61 Weapons system from a power armor or attack pod, fixable
    62 Optical sensor from power armor or pod, intact
    63 Missile, unfired, from a power armor
    64 Intact Fraswortch battle pod
    65 Intact elevator car from ship lift system
    66 Intact ship's main cannon capacitor (stores a lot of energy)
    67 Mass detector system
    68 Subspace transceiver, ship
    69 Handheld communicator/camera with photos and diary stored on it
    70 Mindy armor's helmet, good condition
    71 Zesuaium hull piece with several holes in it
    72 Transparent Zesuaium window
    73 Large viewscreen, some scratches but mostly okay
    74 Matress from starship bunk
    75 Badly damaged shuttlecraft
    76 Someone's desktop sculpture
    77 Huge Yamataium armor chunk
    78 Fully intact power armor rifle
    79 Escape pod, unused
    80 Mental backup device, broken (can be repaired; may have side effects)
    81 Airlock for starship hull
    82 Intact Zesuaium hull armor section
    83 Blast shutter assembly, Zesuaium
    84 Aether generator for power armor
    85 Unfired aether torpedo
    86 Intact section of an aether shock array
    87 Mostly intact ship-based power armor replication chamber (!)
    88 Intact hemosynthesis chamber
    89 Hull frame pieces, interlocking Zesuiaum
    90 Major components of an AI system
    91 Intact aether generator, ship size
    92 Ship's bridge
    93 Ship's armory
    94 Escape Pod with Nekovalkyrja warrior in stasis
    95 Fully intact shuttlecraft
    96 Large chunk of a warship, mostly intact
    97 Fully intact power armor
    98 Fully or mostly intact small warship, fairly easy to repair
    99 Exactly the item you need
     
  4. Zakalwe

    Zakalwe New Member

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    Oh Wes, that is ultimately cool.

    Get someone impartial to roll, though.
     
  5. Cora

    Cora Well-Known Member

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    *is shuffling two d10s in hand*

    c'mon 94! Papa needs a programable sextoy slash killer weapon!

    *lets the bones roll*
     
  6. Toshiro

    Toshiro Well-Known Member

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    a random number generator is impartial to roll. That's why I am thinking about making a program, though I will have to set it to generate random numbers is a specific range.

    Also, should there be KS values in case someone wants to resell such materials later rather than keeping them?
     
  7. Fred

    Staff Setting Submissions Mod Game Master

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  8. Toshiro

    Toshiro Well-Known Member

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    That'll work well for now, however, another reason for the program is to implement features against cheating, or taking multiple rolls and only logging the good ones. It's not that I don't trust you guys, but it's too easy and tempting to just roll until you get what you want if there isn't a deterant. ^^

    Also, it is likely that each vessel will only be able to take so much matter, so a Vampire-sized ship may be able to store 20 or 30 rolls of materials before leaving the area to empty its inventory, while a larger one could store more. If someone rolls more and throws stuff back into space, they might be subject to an IC "littering" fine, depending on each case. The ship, to dispose of unwanteds, will have to dispose of such matter properly (in the case of bodies, sending the dead to their covernments, and enemy bodies probably to your government for study), and thus leave the field, coming back when disposal is complete. This takes time and prevents someone from rolling excessively.
     
  9. Fred

    Staff Setting Submissions Mod Game Master

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    Maybe you could just ask Wes to do it. *shrugs* I mean, it's not hard to roll 30 times and note the numbers and then leave you to handle the rest...
     
  10. Toshiro

    Toshiro Well-Known Member

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    Well, that could also work, but that'd be more work for the moderators. If Wes wants to do it that way though, that's his decision. ^^

    The d100 fits in with this though, except Wes would have to renumber his choices from 1-100 rather than 0-99.
     
  11. DocTomoe

    DocTomoe Well-Known Member

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    Wooohooo, I like this, I like it a lot.

    The Lorath shall salvage, and salvage hard.

    PS: Number 11... I LOL'd, and Number 69 sounds like a quest starter from a typical MMO, I like.
     
  12. Toshiro

    Toshiro Well-Known Member

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    08 and 09 add an element of danger and might need to be RPed out with a moderator, but are nice. ^^ Perhaps one should carry a sort of storage mechanism for antimatter...and 09, if defeated, could provide mecha parts.

    Also, if tables for Mining, Piracy, and even Archaeology are needed, I'm willing to try to implement them into the program as well, if they are approved by Wes.
     
  13. Yangfan

    Yangfan Active Member

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    Don't forget carrying capacity. I'd like to see you fit a "large chunk of a warship, mostly intact" into a Vampire's cargo bay. :p
     
  14. Toshiro

    Toshiro Well-Known Member

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    I know, that's why I'm saying each ship can only hold a predetermined amount of items. I also doubt that the Yggdrasill could only carry 30 chunks of plastic or biomass. It's an approximation. Going into how much mass a vessel can carry could cause more problems than solutions.

    Besides, the Yggdrasill can use its external electrodes to apply power to mostly intact devices, so chunks with thrusters can be moved under their own power with the Yggdrasill if an IC reason is needed to explain that part of the system.
     
  15. Toshiro

    Toshiro Well-Known Member

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    Sorry to double post, but I want you guys to see this: I have the interface, the number generation, and most of the equations worked out already in code. I just need to put in tables.

    I am again requesting tables similar to Wes' Salvage Table in the areas of Mining, Piracy, and possibly Archaeology. They need not go from 0 to 99, but it is preferred. That will make the program more versatile, and open up more professions.

    Also, the following numbers are missing in Wes' list, and I've filled in their places with these values in the program:

    05 - Spent shell casing





    Edit:

    Success! The program is up and running with Wes' list.

    ai2.photobucket.com_albums_y30_MM007_saigscreen.png

    Only Salvage Mode has been implemented, but once lists are made, other modes like Mining can be added easily!

    Those numbers you see are Typecode and Item Code, numbers that can be reverse engineered by a sister program I plan to make for moderators, which can make sure someone isn't just putting down the best stuff, or taking multiple rolls to get what they want. Furthermore it should work in any Windows machine.

    What do you think?





    Edit 2:

    One of the protections was messing things up for the Mods-Only Decoding program, so I removed it, but it is still plenty secure enough for this place. ^^ Here they are, side-by-side.

    ai2.photobucket.com_albums_y30_MM007_saigd.png

    The mods will be able to see what you got AND how many tries you went through to get it. For example, I ran the program 11 times before I took the screenshot. The Mods Only Decoder is on top, the Generator on bottom.





    Edit 3:

    Okay, Wes has decided that instead of one list for Salvage and any other types of uses like Mining, Piracy, Archaeology, etc, that we should use a different type of list for each location where one can do these activities. As such, I am asking for your help again in the lists category, and have a few more specifics.

    I ask for the data to be in the following format, which I can plug right into the Visual Basic program, in the "code" tags.

    Code:
                     Case "(Class and Name here)" 
                        Select Case Item
                            Case 0
                                Fin = "(First Item)"
                            Case 1
                                Fin = "(Second Item)"
                            Case 2
                                Fin = "(etc)"
                            Case 3
                                Fin = ""
                            Case 4
                                Fin = ""
                            Case 5
                                Fin = ""
                            Case 6
                                Fin = ""
                            Case 7
                                Fin = ""
                            Case 8
                                Fin = ""
                            Case 9
                                Fin = ""
                            Case 10
                                Fin = ""
                            Case 11
                                Fin = ""
                            Case 12
                                Fin = ""
                            Case 13
                                Fin = ""
                            Case 14
                                Fin = ""
                            Case 15
                                Fin = ""
                            Case 16
                                Fin = ""
                            Case 17
                                Fin = ""
                            Case 18
                                Fin = ""
                            Case 19
                                Fin = ""
                            Case 20
                                Fin = ""
                            Case 21
                                Fin = ""
                            Case 22
                                Fin = ""
                            Case 23
                                Fin = ""
                            Case 24
                                Fin = ""
                            Case 25
                                Fin = ""
                            Case 26
                                Fin = ""
                            Case 27
                                Fin = ""
                            Case 28
                                Fin = ""
                            Case 29
                                Fin = ""
                            Case 30
                                Fin = ""
                            Case 31
                                Fin = ""
                            Case 32
                                Fin = ""
                            Case 33
                                Fin = ""
                            Case 34
                                Fin = ""
                            Case 35
                                Fin = ""
                            Case 36
                                Fin = ""
                            Case 37
                                Fin = ""
                            Case 38
                                Fin = ""
                            Case 39
                                Fin = ""
                            Case 40
                                Fin = ""
                            Case 41
                                Fin = ""
                            Case 42
                                Fin = ""
                            Case 43
                                Fin = ""
                            Case 44
                                Fin = ""
                            Case 45
                                Fin = ""
                            Case 46
                                Fin = ""
                            Case 47
                                Fin = ""
                            Case 48
                                Fin = ""
                            Case 49
                                Fin = ""
                            Case 50
                                Fin = ""
                            Case 51
                                Fin = ""
                            Case 52
                                Fin = ""
                            Case 53
                                Fin = ""
                            Case 54
                                Fin = ""
                            Case 55
                                Fin = ""
                            Case 56
                                Fin = ""
                            Case 57
                                Fin = ""
                            Case 58
                                Fin = ""
                            Case 59
                                Fin = ""
                            Case 60
                                Fin = ""
                            Case 61
                                Fin = ""
                            Case 62
                                Fin = ""
                            Case 63
                                Fin = ""
                            Case 64
                                Fin = ""
                            Case 65
                                Fin = ""
                            Case 66
                                Fin = ""
                            Case 67
                                Fin = ""
                            Case 68
                                Fin = ""
                            Case 69
                                Fin = ""
                            Case 70
                                Fin = ""
                            Case 71
                                Fin = ""
                            Case 72
                                Fin = ""
                            Case 73
                                Fin = ""
                            Case 74
                                Fin = ""
                            Case 75
                                Fin = ""
                            Case 76
                                Fin = ""
                            Case 77
                                Fin = ""
                            Case 78
                                Fin = ""
                            Case 79
                                Fin = ""
                            Case 80
                                Fin = ""
                            Case 81
                                Fin = ""
                            Case 82
                                Fin = ""
                            Case 83
                                Fin = ""
                            Case 84
                                Fin = ""
                            Case 85
                                Fin = ""
                            Case 86
                                Fin = ""
                            Case 87
                                Fin = ""
                            Case 88
                                Fin = ""
                            Case 89
                                Fin = ""
                            Case 90
                                Fin = ""
                            Case 91
                                Fin = ""
                            Case 92
                                Fin = ""
                            Case 93
                                Fin = ""
                            Case 94
                                Fin = ""
                            Case 95
                                Fin = ""
                            Case 96
                                Fin = ""
                            Case 97
                                Fin = ""
                            Case 98
                                Fin = ""
                            Case 99
                                Fin = ""
                            Case Else
                                Fin = "Error, Overflow"
                        End Select
                        Me.ItemBox.Text = Fin
    
    
    The Class from (Class and Name) means a letter representing the type of activity, such as A for Archaeology, M for Mining, P for Piracy, and S for Salvage. The Name is the name of the planet or location, which is three spaces after the Class.
    An example:
    Code:
    S   Old Ralfaris
    would be the Salvage list for Old Ralfaris.

    Also, due to the programs operation, the lists must be from 0-99 because of the random number generator used. That means each list needs to be 100 items, no more, no less.

    However, if 100 items is not enough for an accurate cross-section of the area's potential yield, then I may be able to implement something to allow multiples of 100 in specific cases, though there are no guarantees there.

    This program has come a good distance, but it still has a ways to go before it is up to speed. I need tables to work with, and lack the knowledge of all of the areas to make them myself. I request again that people put together lists and submit them to Wes for approval, because they are desperately needed.

    Also, please don't make everything the good stuff in pristine condition. Add some crap and mediocre stuff too, to make things fair. Wes' list, in this thread, is a good example.




    Edit 4:

    Here is a screenshot of the lastest build, as of 9:45AM EST, 8/20.

    ai2.photobucket.com_albums_y30_MM007_saigd2.png

    The Radio Buttons have been replaced with a single List Box, though that list box only has the one table made so far to choose from. However, more tables can be implemented with ease, and of pretty much any type, not just Mining, Salvage, Piracy, and Archaeology anymore.

    As you can see, functionality has been maintained. Input? Opinions? Thoughts?
     
  16. Toshiro

    Toshiro Well-Known Member

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    Seeing as the data in the other thread may not be being seen, as the title is ambiguous, I will post new updates here, and request that opinions, list sumbissions, and other related stuff goes here.

    Here is a brief synopsis of the situation.

    As some of you are aware, I play a character who salvages, which isn't a constant form of KS. To determine what is salvaged, Wes had the idea for using a sort of table. That evolved into a program for determining basic salvaged components, which may in turn evolve into a system in which other occupations, like mining, archaeology, and piracy are covered in a similar way, and it may even become location-specific, depending on the final type of list storage, and a few other variables.

    The first version of the program is operational, though two types of table storage are being explored for it. Due to this, I need lists to input. However, I have not been at Star Army long enough to know what materials are in SA space rock, what kind of booty a Pirate can take, or what things archaeological digs will turn up.

    But to do this, I need the help of the SA community. Wes has already made one generic list for salvaging, and I would like to obtain a general mining list, a general piracy list, a general archaeological list, and any location-specific lists people may be willing to donate. These lists should contain the types of things one would find, good, mediocre, and crap. See Wes' list for a good example, in the third post of this thread:
    https://stararmy.com/forums/viewtopic.php?t=3533

    Previous program screenshots are also in that thread.

    I ask for the data to be in the following format, which I can plug right into the Visual Basic program or update for the other storage medium if needed, in the "code" tags.

    Code:
                     Case "(Class and Name here)"
                        Select Case Item
                            Case 0
                                Fin = "(First Item)"
                            Case 1
                                Fin = "(Second Item)"
                            Case 2
                                Fin = "(etc)"
                            Case 3
                                Fin = ""
                            Case 4
                                Fin = ""
                            Case 5
                                Fin = ""
                            Case 6
                                Fin = ""
                            Case 7
                                Fin = ""
                            Case 8
                                Fin = ""
                            Case 9
                                Fin = ""
                            Case 10
                                Fin = ""
                            Case 11
                                Fin = ""
                            Case 12
                                Fin = ""
                            Case 13
                                Fin = ""
                            Case 14
                                Fin = ""
                            Case 15
                                Fin = ""
                            Case 16
                                Fin = ""
                            Case 17
                                Fin = ""
                            Case 18
                                Fin = ""
                            Case 19
                                Fin = ""
                            Case 20
                                Fin = ""
                            Case 21
                                Fin = ""
                            Case 22
                                Fin = ""
                            Case 23
                                Fin = ""
                            Case 24
                                Fin = ""
                            Case 25
                                Fin = ""
                            Case 26
                                Fin = ""
                            Case 27
                                Fin = ""
                            Case 28
                                Fin = ""
                            Case 29
                                Fin = ""
                            Case 30
                                Fin = ""
                            Case 31
                                Fin = ""
                            Case 32
                                Fin = ""
                            Case 33
                                Fin = ""
                            Case 34
                                Fin = ""
                            Case 35
                                Fin = ""
                            Case 36
                                Fin = ""
                            Case 37
                                Fin = ""
                            Case 38
                                Fin = ""
                            Case 39
                                Fin = ""
                            Case 40
                                Fin = ""
                            Case 41
                                Fin = ""
                            Case 42
                                Fin = ""
                            Case 43
                                Fin = ""
                            Case 44
                                Fin = ""
                            Case 45
                                Fin = ""
                            Case 46
                                Fin = ""
                            Case 47
                                Fin = ""
                            Case 48
                                Fin = ""
                            Case 49
                                Fin = ""
                            Case 50
                                Fin = ""
                            Case 51
                                Fin = ""
                            Case 52
                                Fin = ""
                            Case 53
                                Fin = ""
                            Case 54
                                Fin = ""
                            Case 55
                                Fin = ""
                            Case 56
                                Fin = ""
                            Case 57
                                Fin = ""
                            Case 58
                                Fin = ""
                            Case 59
                                Fin = ""
                            Case 60
                                Fin = ""
                            Case 61
                                Fin = ""
                            Case 62
                                Fin = ""
                            Case 63
                                Fin = ""
                            Case 64
                                Fin = ""
                            Case 65
                                Fin = ""
                            Case 66
                                Fin = ""
                            Case 67
                                Fin = ""
                            Case 68
                                Fin = ""
                            Case 69
                                Fin = ""
                            Case 70
                                Fin = ""
                            Case 71
                                Fin = ""
                            Case 72
                                Fin = ""
                            Case 73
                                Fin = ""
                            Case 74
                                Fin = ""
                            Case 75
                                Fin = ""
                            Case 76
                                Fin = ""
                            Case 77
                                Fin = ""
                            Case 78
                                Fin = ""
                            Case 79
                                Fin = ""
                            Case 80
                                Fin = ""
                            Case 81
                                Fin = ""
                            Case 82
                                Fin = ""
                            Case 83
                                Fin = ""
                            Case 84
                                Fin = ""
                            Case 85
                                Fin = ""
                            Case 86
                                Fin = ""
                            Case 87
                                Fin = ""
                            Case 88
                                Fin = ""
                            Case 89
                                Fin = ""
                            Case 90
                                Fin = ""
                            Case 91
                                Fin = ""
                            Case 92
                                Fin = ""
                            Case 93
                                Fin = ""
                            Case 94
                                Fin = ""
                            Case 95
                                Fin = ""
                            Case 96
                                Fin = ""
                            Case 97
                                Fin = ""
                            Case 98
                                Fin = ""
                            Case 99
                                Fin = ""
                            Case Else
                                Fin = "Error, Overflow"
                        End Select
                        Me.ItemBox.Text = Fin
    
    The Class from (Class and Name) means a letter representing the type of activity, such as A for Archaeology, M for Mining, P for Piracy, and S for Salvage. The Name is the name of the planet or location, which is three spaces after the Class, or "General" for a generic list.
    Examples:

    Code:
    S   Old Ralfaris
    would be the Salvage list for Old Ralfaris.

    Code:
    M   General
    would be for a general Mining list.

    Also, due to the program's operation, the lists must be from 0-99 because of the random number generator used. That means each list needs to be 100 items, no more. I may be able to work with less, by assigning multiple values to an item.

    However, if 100 items is not enough for an accurate cross-section of the area's potential yield, then I may be able to implement something to allow multiples of 100 in specific cases, though there are no guarantees there.

    This program has come a good distance, but it still has a ways to go before it is up to speed. I need lists to work with, and lack the knowledge of all of the areas to make them myself. I request that people put together lists and submit them to Wes for approval, because they are desperately needed.
     
  17. Toshiro

    Toshiro Well-Known Member

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    Update:

    I've made what I think is a starting point for a general mining list. It's not one hundred items, but it the best I can do, and it works in both the program, and as a starting point for other mining lists...Do you approve, Wes?

    Note that this is for Space Mining, not Planetary.

    Code:
                        Case "M   General(Space)"
                            Select Case Item
                                Case 0 To 19
                                    Fin = "Iron"
                                Case 20 To 29
                                    Fin = "Rock"
                                Case 30 To 49
                                    Fin = "Carbon"
                                Case 50 To 69
                                    Fin = "Silicon"
                                Case 70 To 79
                                    Fin = "Magnesium"
                                Case 80 To 89
                                    Fin = "Gold"
                                Case 90 To 95
                                    Fin = "Diamond"
                                Case 96 To 98
                                    Fin = "Platinum"
                                Case 99
                                    Fin = "Neutronium"
                                Case Else
                                    Fin = "Error, Overflow"
                            End Select
                            Me.ItemBox.Text = Fin
    
     
  18. Wes

    Wes Founder & Admin
    Staff FM of Yamatai Game Master

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    Dark Matter? :/
     
  19. Toshiro

    Toshiro Well-Known Member

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    I'm no geologist or any kind of expert on what's in planets or asteroids. -_- What should the ultra rare thing be then?
     
  20. Fred

    Staff Setting Submissions Mod Game Master

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    Tzo crystals!

    ...sorry. Rarest, most valuable substance in Star Control II.
     

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