* 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.
A nice system which could be used as a basis for item deterioration.
Posted by Rami_Ahmed at on02/03/06
Voting is legal! _________________________ NWN2 stuff: - Persistent Player Owned Shop System Some stuff made by me for NWN: - Persistent Player Owned Shop v2.1 - Item Breakage System (Updated)
Posted by Rami_Ahmed at on02/03/06
I meant what Dr.Dread claimed* Lol, sorry for the typo. - Rami_Ahmed _________________________ NWN2 stuff: - Persistent Player Owned Shop System Some stuff made by me for NWN: - Persistent Player Owned Shop v2.1 - Item Breakage System (Updated)
Posted by Rami_Ahmed at on02/03/06
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 Some stuff made by me for NWN: - Persistent Player Owned Shop v2.1 - Item Breakage System (Updated)
Posted by Rami_Ahmed at on02/03/06
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 Some stuff made by me for NWN: - Persistent Player Owned Shop v2.1 - Item Breakage System (Updated)
Posted by Lateo at 2006-01-2913:20:15
DrDread: may see what we can do about that ;)
Posted by DrDread at 2006-01-2911:42:01
I hope you realize that merchants don't keep track of local ints, so put it in and out of a merchant store and the ints are gone
Posted by Lateo at 2006-01-2910:24:00
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 at 2006-01-2907:53:33
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 at 2006-01-2907:38:45
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!