Item material types and corresponding #Repair choice

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Kelemvor
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Item material types and corresponding #Repair choice

Post by Kelemvor » Fri Jun 29, 2007 7:24 pm

Repair types fall into categories

Wood , Metal , Gemstone , Leather , Exotic

Although the categories seem self-explanatory, material types cover a slightly wider area than just these five. Metal and gemstone are fairly obvious, but what about the rest?

Can anyone indicate what material types sit with which repairer type?

Does cloth/fur/silk sit with leather for example?

Where do plant, bone and paper sit?

Do some material types have no known repairer? eg powder, oil, flesh

thanks in advance

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Dalvyn
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Post by Dalvyn » Fri Jun 29, 2007 7:47 pm

Cloth, fur, and silk can be repaired by leather repairers, that I know for sure.

As for plant, bone and paper, I am not sure. I would guess "wood".

As for special repairers, I know only of an "energy" (exotic) repairer, who is hidden somewhere in an area. I can't really see why something made of energy would be damaged though, but that's another story.
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Solaghar
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Post by Solaghar » Sat Jun 30, 2007 10:36 pm

Energy type items don't damage unless due to something like acid or dragon fire which are programs that have nothing to do with the properties inherent in the materials. As Dalvyn said, leather repairers can repair all those cloth types. Metal repairers can repair all types of metals, from tin to adamantium. If you specialize a specific sort of material, that material is all that can be repaired. I don't believe wood repairers can repair paper but I might be wrong, I doubt anyone can repair bone (for fairly good reason, though I suppose you could just replace the bones altogether) though obviously, there is nothing stopping you code-wise from adding a bone repairer, but those types of armor are usually so cheap they're not even worth repairing.

Many materials have no repairer I am aware of. Flesh, bone, powder. I think there may be a gemstone repairer or two out there, I'm not entirely sure. I know the magical flag generally increases an items resistance to damage, perhaps it would be reasonable to add a flag that simply keeps an item from being damaged altogether so that exotic materials like a magical flesh armor or magical bone armor could be introduced and wouldn't quickly be rendered useless when realistically they probably couldn't be repaired. It would give builders some more options for things besides simple leather or metal types.
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Post by Dalvyn » Sun Jul 01, 2007 2:16 am

Solaghar wrote:Metal repairers can repair all types of metals, from tin to adamantium. If you specialize a specific sort of material, that material is all that can be repaired.
I don't get the second part of this excerpt. Specialize a specific sort of material? As far as I know, you cannot do that with the way repairers are detailed in area files.
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Post by Solaghar » Sun Jul 01, 2007 11:40 am

I was always under the impression you could have a repairer repair only say, type_steel or type_adamantium rather than the generic type_metal and that would be the only metal type they'd be able to repair. I could be incorrect!
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Post by Dalvyn » Sun Jul 01, 2007 5:03 pm

For repairers, you can only specify the general "substance" type (SUBST_something) and two or three types of objects (ITEM_TYPE_something), but there's no specific MATERIAL_something restriction that I know of, no.
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