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Idea - Item Durability


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#1
Birdman076

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Is it doable to add item durability to the current item properties, have it configurable when making an item say something like numeric values from 0-300 or even 1000? Then have that value decrement when in battle, etc so that players will have to repair the items either themselves via crafting or taking it to an Armorer, Smithy, Tailor, etc? 

#2
The Amethyst Dragon

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This sounds like something that can be done via scripting, with local variables set on the items that get decremented by a module's generic creature on damaged script (which should register the each time the creature is hit and wounded), script(s) to repair items, and a script to check the state of an individual item.

There's likely something similar on the Vault already, but it might take some searching.

#3
Birdman076

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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. The scripted systems i've seen on the vault are a spamfest of messaged letting you know the status of your item everytime you hit something or are hit by something. That in itself is rather annoying and if there is a way to add a Item property and decrement it then have a message come up or make the item flash when it needs repair would be a better solution imho.

#4
ehye_khandee

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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

#5
ShadowM

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In my HR base I put in the base setup of this system, it should be ready on the next release. Working on small update to HR dm tool right now. With both options of looking at the item and knowing how bad it damaged( item property) or using the custom examine ability to see the variable system. I personally prefer custom examine looking at it and giving the variable feed back so I do not have to keep switching in and out item properties.

#6
Birdman076

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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
Shadooow

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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.

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.

#8
Calvinthesneak

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Is the item properties not already created in one of the new 2da's that got added with 1.69?

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
ehye_khandee

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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
ffbj

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Yes at least these quality features implemented in 1.69 could be something that could use in a wear and damage system. Not sure how you would get the quality of the item as I have not looked into that. Then once you had the quality you could convert that into a number which you would add to the overall durability of the item. Then just have the item gradually degrade over time depending on it's usage. Not necessary to spam PC's as in Rami_Amed's , method, which I consulted,mostly commented, on that method with him a bit. I quickly decided that it was not to my liking, at least the implementation, though I modified it for a demo I was working on. I put it on the back burner. Strangely it sparked me to do my fatigue method, which while not dealing with items it had a similar idea. The PC degrades over time in combat. Basically my approach was to have the item deteriorate without spamming and lose enhancement or AB and once it had fallen to below 0, that is -1 to hit it would have a small chance of breaking. PC's would just naturally notice that their weapons, armor, etc.. just was not so good anymore.
c's

Modifié par ffbj, 04 septembre 2011 - 01:41 .


#11
ffbj

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http://nwvault.ign.c...d=64935&id=2929
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
Birdman076

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Kind of what I was thinking as well ffbj. I do like the implimentation of durability in other mmo's most if not all have the durability listed on the item and then as the item degrades and it gets to say 10% of its original value an icon will pop up flashing red, or the item will flash red in inventory to let you know its on its last leg. While I understand an icon would be a bit much to pull off I really didn't see the addition of a Durability listing on the item that can be set at time of items creation being something out of the realm of possibility. Never did understand why they didn't impliment an item degredation system with NWN.

Modifié par Birdman076, 04 septembre 2011 - 03:24 .


#13
ffbj

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Well one thing you could do, which might be a bit confusing, would be to have a different visual effect for each class of weapons. Then as the weapon degrades you could change the visual effect until finally there was none. Then the PC would get a visual que that the weapon had degraded. Like when I put an temporary effect on a weapon it glows as long as that effect lasts, then when the glow fades so has the temporary effect.

#14
Birdman076

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Or a blinking red glow could be added via AD's new weapon vfx and the nwnx client extender used. :) Which could be triggered on at a set durability and put back to the regular vfx if any after repaired. Of course this would do nothing for armor visuals. I wonder if there is a way to toggle the inventory icon and make one with a red flash and switch between the two until the item is repaired? Or even just swap the red one in until repaired or broken.

Modifié par Birdman076, 06 septembre 2011 - 01:52 .


#15
ShadowM

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You could use the color text of the item's name as an indicator, this allow you to know at a glance the general wear of the item. :)

#16
Birdman076

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Can colored text be changed on the fly?

#17
QlippothVI

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Maybe add a feature for PCs to inspect an item? Or even OnEquip, a temporary glow as mentioned by ffbj. It only lasts 2 rounds or something, as if you inspect it as you equip the item. I think colored text would be best, though.

Modifié par QlippothVI, 11 septembre 2011 - 08:58 .


#18
ffbj

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Yeah that would probably be best and just have a color text associated with a particular item designation. From red to violet, red being the lowest, following along with the visible color spectrum.

#19
QlippothVI

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I do NOT mean to get this thread off track, but:
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
QlippothVI

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Also, Blue or Green (unblemished) to Yellow (worn) then Red (hanging by a thread) is the most widely used color scheme for conditions from physical to environmental.

#21
ShadowM

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Yeah that what I did , just finished most of it up for hr 7.50A It white undamaged, green little damaged, light blue, yellow then red. Just need to put in the feed back so you can see specific numbers with my custom examine pc have. I had to do some tricky stuff to get to work with renamed items, but all good.

#22
QlippothVI

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Is this for your House Rules Hak set?

#23
ShadowM

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Yeah, I always thought about adding a item durability system to it and this topic got me to start work on it. Thanks for bringing this up. :)

#24
ShadowM

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ok I got the system pretty much in place I just thinking how to break down the damaging other items in the other slots. I worked it down to some percentages ran through the chest on hit. Tell me what you think I have one list with shield and one without a shield.

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
R-TEAM

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Hi,

sounds very promissing :)
Miss this option in NWN (item durability) .....
Would it possible to make an override version ?

Regards
R-TEAM