And so says Yann Chachkoff on 11/20/05 20:55...
> - Every complex action generates an amount of fatigue proportional to its
> difficulty;
...
> A cauldron is made of metal. You put it on fire, throw ingredients that
> react
> sometimes very savagely inside and apply magical forces as well on it
Le Dimanche 20 Novembre 2005 10:49, Nicolas Weeger a écrit :
> Hello.
>
> I'd like to discuss adding item weariness / fatigue.
> Basically: each item has max fatigue points, which decrease at use (when
> attacking for weapon, when attacked for shield, when player walks for
> shoes, you get the idea
Hello.
I'd like to discuss adding item weariness / fatigue.
Basically: each item has max fatigue points, which decrease at use (when
attacking for weapon, when attacked for shield, when player walks for
shoes, you get the idea)
Of course when fatigue reaches 0 the item breaks and is unusable or
si
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