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Author Topic: [modding/balance] Material class tags  (Read 999 times)

Sean Mirrsen

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[modding/balance] Material class tags
« on: January 31, 2008, 03:05:00 pm »

This is a modding suggestion that creeps into the balancing realm a bit.

Right now, there's a lot of confusion with weapons being made according to some ambiguous tags in the weapon def and the entity they're assigned to. Maybe allow some more "diversification" with the materials?

This would allow making entity-specific material type and class lists, as well as items restricted to certain materials.

The tags for entities and items would work the same way environment tags work for stones. They would come in several flavors, I guess like [MAT_GLOSS],[MAT_CLASS],and  [MAT_SPEC], accepting a matgloss, a specific tag, or a specific material name. This would, for modding purposes, have to be coupled with adding some tags to the materials themselves - [COMMON] for usual materials that all races have access to, and [EXOTIC] for those that are common, but out of the reach of less advanced races.

This setup would allow making race-specific materials, augmenting specific trades later on - like only the dwarves being able to work adamantium, only the elves being able to make a hard material out of wood (via a special reaction, probably in the smelter. The filter must work in such a way that reactions resulting in the material being created are not available to races that do not use it), and some such stuff.

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