Repairing requiring some basic tools
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
- joshua johnson
- Posts: 166
- Joined: Tue Jun 15, 2004 12:45 am
Repairing requiring some basic tools
I think repairing is cool.
Right now though, it appears you can repair a sabre, tool, or shield, with your bare hands.
Although it seems okay to repair some tools by hand, it would be cool if repairing higher level items required some tools.
Perhaps a hammer, screwdriver, and pliers would be requred to fix a crossbow, or a file would be needed to resharpen a blade, or an axe.
Low level items would still be fixable by hand.
Right now though, it appears you can repair a sabre, tool, or shield, with your bare hands.
Although it seems okay to repair some tools by hand, it would be cool if repairing higher level items required some tools.
Perhaps a hammer, screwdriver, and pliers would be requred to fix a crossbow, or a file would be needed to resharpen a blade, or an axe.
Low level items would still be fixable by hand.
I think, therefore I think I am, I think
- TatteredShoeLace
- Posts: 1151
- Joined: Tue Nov 23, 2004 1:50 am
Seems iffy, then everyone needs to waste the time making all the tools if no one around them wants to share. File maybe, but no more than one item in my opinion.
1223-4: You kill a elephant using a longbow.
Nick wrote:If you don't check your characters once a day, you're not going anywhere in Cantr.
- creepyguyinblack
- Posts: 680
- Joined: Mon Jul 14, 2003 9:05 pm
- Location: Seattle, WA
- Contact:
I do like it if it were done properly, this way most things could have similar repair rates, it'd just have an additional start up cost to repair the more "expensive" items. Also this could open up additional specialization, so if you're in town and don't have the file or whatever to sharpen your sword, take it to the local repair shop and trade them some food or animal pelts you killed to get your blade fixed.
“We are beginning to see intimations of this in the implantation of computer devices into the human body.”
Ray Kurzweil quotes
Ray Kurzweil quotes
- TatteredShoeLace
- Posts: 1151
- Joined: Tue Nov 23, 2004 1:50 am
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
- kinvoya
- Posts: 1396
- Joined: Sun Mar 28, 2004 9:31 pm
- Location: The Wide, Wide World of Web
Oilcloth = oil plus cotton, wool, or hemp cloth
Shammy = oil plus leather
These would be excellent tools for maintaining the condition of wood and metal objects resulting in less deterioration/rot/whatever is happening to them. Maybe we need a new catagoy of items called maintenance equipment.
I'm all confused now about what is happening. Is it still just straight deterioration or is there rot + usage wear or some other mysterious process?
Shammy = oil plus leather
These would be excellent tools for maintaining the condition of wood and metal objects resulting in less deterioration/rot/whatever is happening to them. Maybe we need a new catagoy of items called maintenance equipment.
I'm all confused now about what is happening. Is it still just straight deterioration or is there rot + usage wear or some other mysterious process?
<a><img></a>
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
- Agar
- Posts: 1687
- Joined: Tue May 11, 2004 7:43 pm
How so?
Create an integer variable for each item, we'll call it "use".
On weapons:
When weapon is used to hit someone or thing (assuming the same wear and tear hunting people or animals)
Use += 1
So if they only hunt the 8 boars and leave the 2 raccons alone, there's only one increment of the use variable, but when they hunt on aki and attack 8 different species, there's 8 increments, for 8 times the use.
Most projects last for more than one day, so for tool use, you can just increment that prior to the wear and tear item rot, but on the same tic.
So, on item rot once-a-day tic:
If (project character working on requires tool)
tool.use += 1
(I believe it only increments the first tool, not all tools of that type)
Then
wear and tear = (use * item rot factor)
So it checks to see if you're using the tool, then makes them wear down at the same time as it wears down your weapons for all thier use or lack thereof.
Then:
Use = 0
To reset it for the next day.
It's not that hard to code at all. Just logic. Item rot is a simple fixed rate. You can have each item have a durability value, and then subtract from it daily. To find it's state, as in brand new, crumbling or whatnot, easy math turns it's current durability into a % of it's original, compare that to a scale of nested ifs, and there you go.
Create an integer variable for each item, we'll call it "use".
On weapons:
When weapon is used to hit someone or thing (assuming the same wear and tear hunting people or animals)
Use += 1
So if they only hunt the 8 boars and leave the 2 raccons alone, there's only one increment of the use variable, but when they hunt on aki and attack 8 different species, there's 8 increments, for 8 times the use.
Most projects last for more than one day, so for tool use, you can just increment that prior to the wear and tear item rot, but on the same tic.
So, on item rot once-a-day tic:
If (project character working on requires tool)
tool.use += 1
(I believe it only increments the first tool, not all tools of that type)
Then
wear and tear = (use * item rot factor)
So it checks to see if you're using the tool, then makes them wear down at the same time as it wears down your weapons for all thier use or lack thereof.
Then:
Use = 0
To reset it for the next day.
It's not that hard to code at all. Just logic. Item rot is a simple fixed rate. You can have each item have a durability value, and then subtract from it daily. To find it's state, as in brand new, crumbling or whatnot, easy math turns it's current durability into a % of it's original, compare that to a scale of nested ifs, and there you go.
Reality was never my strong point.
- Yo_Yo
- Posts: 725
- Joined: Sat Jul 26, 2003 2:32 am
- Location: Hiding in the bush
-
west
- Posts: 4649
- Joined: Mon Aug 25, 2003 5:23 pm
- kinvoya
- Posts: 1396
- Joined: Sun Mar 28, 2004 9:31 pm
- Location: The Wide, Wide World of Web
- Solfius
- Posts: 3144
- Joined: Wed Jul 16, 2003 5:31 pm
Who is online
Users browsing this forum: No registered users and 1 guest
