"Andrew D. Bagdanov" wrote: > > This is a very good idea. The full bonuses wouldn't even necessarily > have to be given, it could say something more ambiguous like: > > It would be interesting to have to go through all the trash in your > apartment every once and a while to see if there are any artifacts > that are now useful. I dunno. While the above two ideas may make the game more realistic, it also makes it more annoying to play. When you get an artifact above your level, you can't really be sure if its worth keeping since you can't see the full bonuses My guess is that the result of this would be that people will just go to the spoilers and other sources to find out what the item is and if its worth keeping. And of course, experienced players that have seen the full bonuses from another character already know if its worth keeping or not. > > > This way, the low level characters could see what they may > > eventually get from the item. > > > > But I will note that case #1 has to be done before either #2 or #3 > > can proceed. So it probably makes most sense to do that, and if > > further refinements are needed, #2 or #3 could be done after the > > fact without a lot of difficulty. > > > > Well I guess it's about time for me to get off my lazy ass and look at > the server code... Such a change should not be to hard to make. Off the top of my head, these are the changes that should be made: add a min_level field to the object structure modify the load/save code to load/save that value modify the apply code (apply_special I believe) to look at min level. While at this, the player improved weapon code should be modified to use the min_level value, as that then makes this code more common. Since object values default to 0, this would actually work quite well - items with no set value would have a min level of 0, which everyone would equal or exceed.