* Fully persistent, saves Local ints on items. Note: Might not be persistent on Local Vault servers.
* Very easy to install.
* With included repair script.
* Contains Demo Module.
* Builder set how much it should affect.
* Contains tool to check how damaged your items are.
Updated: 15/5/2006
Changed a lot of code and added new options.
Updated: 20/7/2006
Corrected a bug that made the repair function not take any gold.
This system is aimed for roleplaying modules that want to add some realism to item use.
When this system is installed, players will experience that their items will slowly break, if not repaired.
Installation can be found in the ReadMe included.
There is an included "Repair all Items script", in the .erf which can be used as an ActionsTaken script through a conversation.
Votes, criticism, suggestions and ideas are very welcome.
If you are experiencing problems, you can contact me on MSN: [email protected] Or just post on this download site.
Posted by Fleshmelter at 2011-09-14 13:41:01 Voted 10.00 on 09/14/11
Updated my score since this annoys players to no end =) _________________________ PW Action Server:
| Chaosgate |
Posted by fallenone at 2009-09-06 04:18:12 Voted 9.50 on 09/06/09
awesome script but how do i make it where certain items wont break,like indestructable items.
i want some items to wear out & some items indestructable.
Posted by Fleshmelter at 2008-12-15 15:02:15 Voted 10.00 on 09/14/11
Awesome script, I use it for Chaosgate (changed to add ranged weapon and monk gloves). Great for making players a little more aware of their equipment's value. _________________________ PW Action Server:
| Chaosgate |
The suggestions are just that, suggestions, your system is fine the way you have presented it. I do appreciate your hard work and your willingness to share your creative scripts with the community.
This is an excellent system, thanks for sharing. The system was easy to install and it adds a nice maintenance aspect to the PC�s gear. This will help drive my crafting system and player economy.
I changed the system a little by adding two case/switch statements for the deterioration level and the penalty effects. Your system currently applies a -1 modifier after the first time an item is damaged. This is probably not well received by players so adding the switch allows the modifiers at specific levels. I chose to assign -1 at 60% and -2 at 80% wear.
This switch will also allow you to reduce your code in wbs_include since the second section (nInt >= 50) is the same code except for the actual values for the attack and ac modifiers.
Also, using a switch for the random chance variable, you can test each of the worn items individually too. if (GetIsWeapon(oItem)& d100()
Posted by maulex at 2007-03-08 06:39:36 Voted 10.00 on 03/08/07
Hi, okay - your system is good, but i suggest to make it for almost all gear available (cloaks, helmets, boots, gloves, bracers etc). I mean that you could make it like Olander's realistic gear which has its disadvantage that its hard to implement fully and independently of other Olander's systems because its very integrated to eachother and if someone like me wants it without other systems than he/she faces a big problem - in my opinion. My other thought about your system is, that you should make different and maybe more HP for each item... but Olander's realistic gear is a good example what i am talking about. Cheers
Posted by Katara at 2006-12-28 22:28:13 Voted 9.00 on 12/28/06
You got my vote, I love this system
Posted by Katara at 2006-12-28 22:26:28 Voted 9.00 on 12/28/06
Great system, it works like a charm, but question: 100 points seems to go pretty fast...is there a way of lengthening it,can i change the number to 1000, or 10000? Or can I change the percent chance?
Posted by Rami_Ahmed at 2006-07-20 01:08:33 Voted 10.00 on 02/03/06
Posted by red teflon at 2006-05-15 03:30:40 Voted 10.00 on 04/05/06
once again fantastic
Posted by Rami_Ahmed at 2006-05-15 00:29:56 Voted 10.00 on 02/03/06
Updated the whole thing, changed almost every code, added some colours to the messages, optimized the code and added some user set switches. Hope it's good now.
Posted by red teflon at 2006-05-14 05:54:30 Voted 10.00 on 04/05/06
That would be good. Also add a nice feature to where the Smithy in your demo module charges a small fee for the item you want fixed. I have to say this is one of the best systems I have ever seen.
Posted by Rami_Ahmed at 2006-05-12 15:23:10 Voted 10.00 on 02/03/06
Hmm.. Might do that.. maybe I'll review the whole system tommorrow.. hehe.. thanks for the vote and comment :) _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Posted by Arminath at 2006-05-12 15:16:10 Voted 10.00 on 05/11/06
Add a random chance to damage any equipped item and this system will be perfect!
Posted by Arminath at 2006-05-11 17:42:14 Voted 10.00 on 05/11/06
Good system, does everything with a minimum of fuss and works great.
Posted by Rami_Ahmed at 2006-04-06 08:26:15 Voted 10.00 on 02/03/06
Thanks for the positive comment :)
If anyone have ideas on an update, please let me know _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Posted by Rami_Ahmed at 2006-01-30 09:13:09 Voted 10.00 on 02/03/06
I just tested what Dr.Dre claimed, and it is 'NOT' true. If you sell any items to any merchant, and buy it again, the Local int will still be persistent on the item and selling/Buying have no effect. If anyone does not believe me, try testing it.
- Rami_Ahmed _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Posted by Rami_Ahmed at 2006-01-29 14:22:39 Voted 10.00 on 02/03/06
The local ints are stored on the items, so as far as I know the ints should still be saved even when sold? I'm not sure, never really though about.. And ffbj, it's very easy to do what you suggested, in my function (WeakenItem()) (if you know some scripting) you could change the include file, to add customs amounts (maybe I should do that?) so the user could easily add whatever amount he wanted the item to be deceased with...
I think I'm not understandable, but take a look at the include file, WeakenItem is what is called OnDeath of monsters and is what weakens the items of the players.
As for the merchant thing, if that is true, does anyone know a workaround for that? _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
Great responses *smiles* unfortunatly individual weapon breakage is VERY hard to do mainly because servers/modules will have different types of weapon, The easiest way to do this as a builder is adding the int and a value to weapons proir to creation, for example copper weapons in the toolset add the relevant local variable to and add 20 to it, now every copper weapon "created" into the module will break at 80 for the players becuase it already has 20 on it, This is a very basic system thats meant to be alterd and added too, and has the advantage of not being onhit (less lag) or on damaged (again less lag), Big thanks to Rami for this :D
Posted by ffbj ( 63.229.xxx.xxx ) at 2006-01-29 07:53:33
Sorry to repost, but to explain. Have there be a smaller chance the weapon is damaged when a hit is made. Then add the current breakage number, say 50, to a random die roll, which is determined by the weapon type. Weapons less likely to break, hammers, magic, etc.. would have a smaller number to add. If the result is higher than the breakage variable the weapon breaks. {A badly beat up weapon is not always going to break, you can get an awkward hit and break something too). The upshot of this approach is greater variability and more uncertainty.
Posted by ffbj ( 63.229.xxx.xxx ) at 2006-01-29 07:38:45
I like this idea quite a bit. I would be inclined to have somekind of variable breakage. Like a small chance that a poor weapon will break soon after you use it. It would be nice if you could make it dependent on the creature you hit. Hitting a stone golem with a sword, for instance. Oh well, probably too much to do all that, so nice work!