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 .