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Author Topic: Weapons/Armor Taking Damage  (Read 3630 times)
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Drenac
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« on: March 11, 2004, 02:22:23 PM »

Heya All,

There's probably already code for this somewhere.....but thoughts on making it so armor/weapons take damage?

Then you can go to the smith and have him repair it for less than it would cost to purchase a new piece of armor....some function of cost and damage.

Also, you could introduce items with different "hardness" that are harder to break.

Thoughts on this?

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sixf00t4
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« Reply #1 on: March 11, 2004, 02:24:56 PM »

the war]-[awk castle has a smith in it that will increase points or take away points.
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Drenac
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« Reply #2 on: March 11, 2004, 02:33:56 PM »

But this is not the same as the armor/weapons taking damage during combat, no?
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sixf00t4
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« Reply #3 on: March 11, 2004, 03:26:37 PM »

no, but that is easy.

$session[user][attack]--;

will decrease attack points

and $session[user][weapon] = "damaged" + $session[user][weapon];
or something like that anyway, will change the name of the weapon.  just look at other snipets of code to figure these simple things out.  you said in the past 2 threads of yours that "There's probably already code for this somewhere.....but"  well, find that code.  and make your own.
« Last Edit: March 11, 2004, 03:27:14 PM by sixf00t4 » Logged

Drenac
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« Reply #4 on: March 11, 2004, 03:39:49 PM »

Heh, I understand the process.  I say "this is probably already done but...." because I'm offering suggestions and trying to get people's responses, whether they think they are good ideas or not.

I appreciate knowing that something has already been done.  For this particular thread, there's nothing hard about weapons taking damage, nor being repaired.  They are just the inverse of each other.

My point was simply that rather than telling me whether or not you thought it was a good idea, you suggested an alternate module which did half of what I was trying to get input on.  Knowing that there is a module that already does half of what I'm talking about is only useful if people think the rest of my suggestion is a good idea.

That's why i wanted to emphasize the fact that the two modules were not the same.  Only to clarify that I wanted a response on the other half.

Thanks again for posting the information about the other mod.  As well, I'm new to the forums and dont know where to get the mod you referenced...so at this point I'll probably still end up implementing it myself.
« Last Edit: March 11, 2004, 03:41:27 PM by Drenac » Logged
Valorin
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« Reply #5 on: March 11, 2004, 05:42:04 PM »

I added something like this to the War]-[awk Castle, although the weapons only took damage when you were killed by the guy in the Labryinth.

All i did was add "Damaged " to the weapon name and decrease its stats, however if i understand your post you want the damage to be gradual and eventually weaken the weapon rather then major damage for a specific event.

Personally i would add a field to the database for the weapon and armour and increment that each time the weapon/armour is used. I would then have a little script which checks for that value being over a specified number (say 25) and Damages the weapon by one point.
For simplicity i would also add tag to the weapon/armour name so when you go into the armourer or Blacksmith you can add a script which checks for the flag and repairing it removes it and resets the counter etc.

The only problem with this is when it takes damage again after the first time, if it just gets more damaged, or falls apart.. it depends on what you want it to do.
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strider
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« Reply #6 on: March 11, 2004, 10:59:06 PM »

I had a system like this planned for Legendgard, but then I decided it was a bit cruel for the peoples. . . So, I never finished it.
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