sword wear scaling

sword wear scaling

Postby PolySaken » Wed Apr 03, 2019 5:27 am

I recently discovered that sword wear doesn't scale.
It's not even possible to define how much wear should be added to a sword when you use it.
This is important for balancing reasons,
E.G. a cheap sword that does high damage but has low durability, making it equal in value to a high-damage, durable, but expensive sword.

damage_groups should be structured (where ... replaces omitted code)
Code: Select all
tool_capabilities = {...
   damage_groups = {
      fleshy={[1] = 5, uses=40},
      fire={...},
      radiation={..}
   }
}

essentially it should match groupcaps in format.
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Re: sword wear scaling

Postby Hume2 » Wed Apr 03, 2019 4:14 pm

The default swords have their durability defined in the groupcaps. I used to think that this durability applies to using sword as weapon as well. Maybe this is the reason why powerful swords were getting worn out quickly in my experiments.

I agree that it should be possible to modify the sword's durability. I'm not sure whether it's already implemented or not.
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Re: sword wear scaling

Postby Astrobe » Wed Apr 03, 2019 5:26 pm

The standard uses parameter is applied when used on nodes. IOW, it determines the wear on your sword when you use it to... mow the lawn.

The wear applied when hitting entities is determined by mods - typically MobsRedo. MobsRedo, if I've read the code correctly, uses a formula based the punch_interval property. Probably because it also determines the actual DPS of the weapon. It is a bit limiting because it's difficult to control the wear on, say, a mace with a huge knock back, low damage value, and long "reload" (punch_interval). Something along the lines of what PolySaken suggests (I find it too fine-grained though, same number of uses for all damage groups would be good enough) would indeed give more flexibility.

Probably the hard part as far as MobsRedo is concerned, is implementing it in a compatibility-friendly way.
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