Mark Wedel wrote: >>> For acid, [...] It has been sugested that items should have >>>quality >>> ratings and thus get repaired. >> I agree this is a pain in most RPGs and we should consider >> this with care. > One possibility is just acid (or other specialized attacks) > damage equipment. > > However, the point remains that if you can pick up your -4 helm of > gorokh and > just go to town and get it fixed, acid at best it just an annoying > attack (note it still does damage of course, but if repairing items > becomes fairly trivial, might as well just remove the damage item > feature). > > The only way that might make this challenging is to have repair > item scrolls or the like, but if they are too rare, people will > hoard them like crazy (and once > again, have them when needed), and if they are too common, it once > again has no effect. How about build some limiting factor into the repair- say the acid decreases the magic rating, but also adds "wear" to the item. The repair restores the magic rating to its original, but only removes *most* of the wear (and then note that that wear that was left is permanent wear). When the amount of wear that is on the item reaches some level, say 10, it falls to pieces. (lets suppose if this is implemented, we add archs "wear_perm" and "wear_temp", which are placed in item's inventory, and a proportion of wear_temp is turned to wear_perm when repaired. Or something) That, or when the item is repaired, it is only restored completely to its "qualitly rating" if it has just suffered one point of damage. If it has lost more than that, it's quality rating is *also* reduced (probably just by 1). So if your +4 item gets badly damaged, it can only ever be repaired to +3 after that, and so on. Also, if repair is implemented as a skill, it should take A LONG TIME! Tomble (Tom Barnes-LawrencE) _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.