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Message ID: 2187
Date: Wed Jun 21 20:25:34 BST 2000
Author: Kimes, Dean W.
Subject: RE: [EQ_Tinkering] Re: The Creation of Clockwork Machines


Simple.
1. Fine Steel Longsword (Item ID#123) undergoes a decay thru a check
after a
successful hit
2. A message is propagated, "Your Fine Steel Longsword has been
damaged"
3. The Fine Steel Longsword is replaced, as in a Combine button
operation with
A Damaged Fine Steel Longsword (Item ID#1230)

To repair:

1. Place A Damaged Fine Steel Longsword (Item ID#1230) and a sharpening
stone in
a forge with a file and a flask of water

2. Skill check succeeds Item ID#1230 is replaced with Item ID#123

No columns needed to be added to the database record for item 123.
Yes code needed to be added to check to see if decay occurred and to
propagate the result of that decay.

Leagnomo

-----Original Message-----
From: Joe D [mailto:joed@...]
Sent: Wednesday, June 21, 2000 1:06 PM
To: EQ_Tinkering@egroups.com
Subject: Re: [EQ_Tinkering] Re: The Creation of Clockwork Machines


On Wed, Jun 21, 2000 at 10:09:44AM -0600, Kimes, Dean W. wrote:
> No need to keep track of item decay. If an item decayed it could just be
> replaced by a different item number that was the decayed state. I still
> don;t think this will ever happen despite its triviality coding-wise.

If you don't keep track of it, then how are you going to know when it
decays?

Item decay is something that would have to have been planned from the very
start. It's not something that you can just patch in.

Joe D

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