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You can create a durability system with events, no reason to implement this. |
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This is pretty comprehensive. |
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Would be a very good addition to certain games, for example, to increase the value of materials and make an interesting end-game play loop, destructible items is a good idea. Not only for full loot games (or partial loot on death), the game would be bloated with items, and there would always be a 'best item', if you never had to worry about losing them or them breaking. |
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There are certainly many edges to the durability of an object. Let's look at several from my perspective taking into account the same questions you raise:
· The simplest way would be to add a property in the Object Editor named “Durability”. This property would only be available in principle for equippable objects, meaning that if the object is of another type the option would not appear.
· In a second moment, if desired, consumable objects could also be added.
· The option associated with the object should be of type integer to place a numerical value.
· Equippable items would always be damaged by contact,a fixed or random percentage of the damage dealt by a weapon or spell could be taken to calculate it (both on the object receiving the damage and the one causing it). Another variant could be to create a property if the object is of the Weapon type that is “Armor Damage” to set the durability value that the weapon subtracts when it hits.
· Consumable items when deployed should lose durability over time. An option to set the amount per ticket and how often the discount would be made (milliseconds, seconds or minutes). It even allows you to decide if the consumable object in question loses durability or not.
· An exclusive graphical interface could arrive later, but initially with a context menu on the repair object that says Repair and then allows you to select the object to be fixed in the inventory itself should be enough.
· Repair objects must have their own property “Amount that repairs” in addition to the durability that is consumed by use.
· Obviously an item that is damaged enough would be permanently lost (its durability reached 0), whether it is equippable or consumable. Only the former can be repaired logically. All this could even bring a new trigger available: ¨On Breaking¨ to have all kinds of possible results, such as the broken object turning into scrap, making a sound, or anything else the developer can think of.
· For me, magical equipment would lose durability in the same way as non-magical equipment, unless a special property is created for this type of equipment that modifies this particular property.
I think this pretty much sums it up by putting the most important issues of a durability system on the table. I hope it is well received by our dear collaborators and the community in general.
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