Idea - Item Durability
#1
Posté 14 août 2011 - 02:09
#2
Posté 14 août 2011 - 04:39
There's likely something similar on the Vault already, but it might take some searching.
#3
Posté 14 août 2011 - 04:55
#4
Posté 15 août 2011 - 06:50
Be well. Game on.
GM_ODA
#5
Posté 15 août 2011 - 09:13
#6
Posté 15 août 2011 - 10:31
ehye_khandee wrote...
You might try commenting out some of the 'spamfest messages' from those systems? Durability need not be an attribute of the item (e.g. item property) but only a variable, referenced, stored, adjusted as needed.
Be well. Game on.
GM_ODA
Thats a matter of opinion really and i've stated mine. All current MMOs have item durability and repair as part of the core of the game. If we are to a point as to make changes to the core of NWN why not add in a durability feature to the item itself as opposed to a scripted solution.
#7
Posté 15 août 2011 - 10:50
Yes its possible to do. You need to create new itemproperty, allow to add it on any item type, then you need custom TLK for name of the properties (there isnt so much numbers on separate lines) and then you need to create pattern items which will have this itemproperty set up so you spawn them, grab their itemproperty and copy it. Thats the way how to increase/decrease it. Also you would want to make a new property called indestructible too.Birdman076 wrote...
Yes, there are some scripts that handle item damage on the vault, but none that ad Durability as an item property and decrement it accordingly on the item as the item takes damage and needs to be repaired.
#8
Posté 16 août 2011 - 04:29
There were:
iprp_material
iprp_quality
I belive you'd want iprp_quality. Then just a matter of scripting to make the effects do what you want. Would save you creating properties and tlk table references.
iprp_quality.2da
2DA V2.0
Label Name
0 Unknown 111775
1 Destroyed 111856
2 Ruined 111857
3 Very_Poor 111858
4 Poor 111859
5 Below_Average 111860
6 Average 111861
7 Above_Average 111862
8 Good 111863
8 Very_Good 111864
10 Excellent 111865
11 Masterwork 111866
12 Godlike 111867
13 Raw 111868
14 Cut 111869
15 Polished 111870
#9
Posté 16 août 2011 - 08:34
Birdman076 wrote...
ehye_khandee wrote...
You might try commenting out some of the 'spamfest messages' from those systems? Durability need not be an attribute of the item (e.g. item property) but only a variable, referenced, stored, adjusted as needed.
Be well. Game on.
GM_ODA
Thats a matter of opinion really and i've stated mine. All current MMOs have item durability and repair as part of the core of the game. If we are to a point as to make changes to the core of NWN why not add in a durability feature to the item itself as opposed to a scripted solution.
Sorry, your original post did not indicate you wanted to change the core of NWN - I was simply suggesting an existing system as it seemed you did not have either time / tools / skills to make a system from scratch for this on your own. For the record, it IS part of the core system, the saving throw numbers for the items are the essense of 'durability' controls, easy to modify by a BUILDER (enter new numbers in the boxes). Couple this with the iprp_material, and iprp_quality properties noted above and *poof*. Scripts for examination by a PC or DM should be a breeze. Best wishes to you on your project.
Be well. Game on.
GM_ODA
aldohral.forumotion.com
Modifié par ehye_khandee, 16 août 2011 - 08:36 .
#10
Posté 04 septembre 2011 - 01:04
c's
Modifié par ffbj, 04 septembre 2011 - 01:41 .
#11
Posté 04 septembre 2011 - 01:23
by Rami ahmed
http://nwvault.ign.c....Detail&id=3182
by equilibrium
Yes well there are the functions that can get item quality. So now that would be fairly simple to convert that into a numeric value and then convert that into a local on the item, like itemDurablity. So there you go, something of actual value for item quality. So all the great scripters out there should be able to make one fairly easily. This would also make it easy for the PC to determine how much an item had deteriorated, since I think item quality is listed in the description of the item. My main gripe with the various systems of deterioration was that it did not matter what you were hitting. That is the same difference would be applied whether you were hitting a goblin or a stone golem.
Thus my idea was to make it make a difference, which would require different on damaged scripts for the npc's which were exceptionally tough, such as stone golems. Also the type of weapon would matter too. That is a blunt weapon such as a mace or hammer is less likely to lose quality than say a bladed weapon which will lose it's sharpness more quickly. One way to make blunts more valuable in that they would be less likely to deteriorate at the same rate, as bladed weapons. Some things to consider.
For example you could have a local on the ondamaged vanilla would be nothing, as in fleshy creatures, or normal armors less than metal, then you put in a local Hard set to 1 for things like stone, and metal armors and the Xhard for things like mithril golems, or npc's with exceptionally hard armors, mithral plate for instance.
Mostly it would just require dillengence and some work to do it justice.
One last point for pw's would be that once the item began to deteriorate you could easily avoid it being reset to it's original quality without some outside influence, smith, or sharpening stone, etc... That is in the on equip, since all items are re-equiped in the client on enter any item which had it's local ItemDurability not at maximum, would be skipped over, thus retaining its deterioration over server resets.
Any other item which was bought or looted, supposedly but not necessarily at maximum value would be given it's full numerical value. Thus if get local != maximum value return else set local at maximum value for that level of quality.
This adds an interesting feature to PC sold items. Can't remember if they retain locals or not on them, but if they do you could buy something a PC sold that had a certain quality but just barely, and find out, to your chagrin that it quickly slips in value after just a bit of use. Caveat Emptor!
Lastly for servers or modules that have legacy items, i.e. no indication of item quality, you could simply grandfatether them in by setting up a conversion that gave +1, +2, etc... A quality rating and just not do the conversion if said item had a quality rating. Thus all items will eventually have a quality rating. though you could limit it to only weapons and armor, shields, helms, maybe cloaks, since those are the things that can degrade.
Modifié par ffbj, 04 septembre 2011 - 02:30 .
#12
Posté 04 septembre 2011 - 03:24
Modifié par Birdman076, 04 septembre 2011 - 03:24 .
#13
Posté 05 septembre 2011 - 06:41
#14
Posté 06 septembre 2011 - 01:52
Modifié par Birdman076, 06 septembre 2011 - 01:52 .
#15
Posté 07 septembre 2011 - 05:16
#16
Posté 08 septembre 2011 - 12:15
#17
Posté 11 septembre 2011 - 08:57
Modifié par QlippothVI, 11 septembre 2011 - 08:58 .
#18
Posté 11 septembre 2011 - 09:10
#19
Posté 11 septembre 2011 - 11:25
I've been playing around with TheRack's Universe of Arlandia, he's got his module up for download: http://www.simtotal.com/uoa (look under download on the left).
He's got an item you use to inspect your equipment and skills for repairing such things. No frills with the objects, there is only one quality and it appears to wear OnAttack against something, whether creature or placeable. I'm simply having a lot of trouble finding a teacher in the module to teach me any of these skills. and the initial world is HUGE (22x22 areas, in a 41 by 41 grid, reused and dynamically generated content). So I can't really tell you how using the Repair Kit works, yet.
He does some CRAZY things with a DB, though. More than one world, ships, airships, spaceships. Build your own buildings, can become mayor, etc. Not easy to find all the cool goodies right off the bat, though. And not quite enough structure too keep people involved. Anyway, check it out, lots of cool scripting in there.
Modifié par QlippothVI, 11 septembre 2011 - 11:39 .
#20
Posté 12 septembre 2011 - 05:35
#21
Posté 12 septembre 2011 - 10:33
#22
Posté 13 septembre 2011 - 02:16
#23
Posté 13 septembre 2011 - 02:48
#24
Posté 15 septembre 2011 - 11:11
Chest - 30%
Sheild - 15%
Cloak - 10%
Helm - 10%
Boots - 10%
Belt - 5%
Gloves - 5%
Necklace - 5%
Ring 1 - 5%
Ring 2 - 5%
Chest - 30%
Cloak - 13%
Helm - 13%
Boots - 13%
Belt - 11%
Gloves - 5%
Necklace - 5%
Ring 1 - 5%
Ring 2 - 5%
Modifié par ShadowM, 15 septembre 2011 - 11:13 .
#25
Posté 17 septembre 2011 - 05:07
sounds very promissing
Miss this option in NWN (item durability) .....
Would it possible to make an override version ?
Regards
R-TEAM





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