digging is broken again, but this time it appears because of doors.(which shouldn't be hard to fix)
I'm assuming durability is the percent chance of damage after striking something.
my equation will use power/3+25%, placing adamantium in the indestructible range, steel weakening on 1/10 hits, and copper weakening on every 3/5 hits
aside from this, hammers can only be damaged when striking an object almost as hard.
swords, maces daggers from somewhat as hard(bone, most armour, wood),
bolts and tin silverware by anything with some resistance
infact, it might allow items to be made from almost any material, but suck if made from the wrong materials. (wooden hammer is "worse" than a wooden stick or club, use a tin sword and it cuts, but not very long)
some weapons constants
defaultpower=.5
defaultrange=?
for weapons-grade materials,
call setpower(percentage)
defaults for most materials
sharppower= 50%
bluntpower= 50%
armourpower=50%
boltpower=50%
crossbowpower=50%
crossbowrange=defaultrange ( a special defaultvalue for crossbows)
sharp 0-5 indicates increasing ability to make blades, (most materials, then obsidian, then most metals)
traps 0-5 for trap components
hard 0-100 for blunt weapons ( 100 is a very good hammer, 0 is butter, and 50 is a rock)
density >0 , it determines damage of a blunt weapon
protective 0-5 for armour
boltsmade 0,10 (0 for false)