[crossfire] Material

Nicolas Weeger nicolas.weeger at laposte.net
Sat Apr 17 02:05:01 CDT 2010


Hello.

> Quite some time ago, it was enabled on Metalforge but removed due to
> player complaints.
> 
> What people didn't like about it was merging issues in their inventory
> window.  They would (for instance) have 8 different Boots of Speed all
> because they would not merge together to be Boots of Speed x8; the
> material types (different hides; dragon, wolf, serpent, etc.) was
> determined to have caused this.

My opinion is that almost all archetypes should have a fixed precise material, 
eg fixed wood, or metal, or other material.
Using random ones should be limited to specific cases, including maybe quests 
items...



> The goal or hope of the original developer for this feature was to
> implement task quests in the game like find a NPC a stone amulet, a gold
> sword, serpent skin leather armour, etc. and then collect a reward.

Indeed, this could be done.
This can already be done, though, through the 'materialname' and 'material' 
things.



Currently, right now, the material is used for two things:
- when animate weapon is used, to give resistances to the golem
- for throw saves to know if an item is destroyed or not by an attack




Nicolas
-- 
Mon p'tit coin du web - http://nicolas.weeger.org
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