and there would be a fee
Ohh and hot dog vendors.. oh no a bit off topic there

There, that sounds right.dpkdpk wrote:I think it ought to cut down the quality of the ingredients by 10 when you repair a piece of armor, *unless* you include the necessary amounts of quality materials, then it could come out the same quality.
NOT even close to simple! This is a computer program at heart; the items are most likely in a data base. The ENTIRE database would have to be reformatted to add variables and the entire core program would have to be changed to accept the changes made in the database.weavols wrote:Fairly simple fix..
1. Add variables to items to store the amount and types of materials used in their construction.
Sorry to disappoint, but as a programmer who has worked on MMO emulators, it isn't that hard. All that's needed it to tag a custom property onto crafted items with an array of the mats used to create it.uncus wrote:NOT even close to simple! This is a computer program at heart; the items are most likely in a data base. The ENTIRE database would have to be reformatted to add variables and the entire core program would have to be changed to accept the changes made in the database.
Also, in response to the poster above this response: What the heck does reformatting a database mean?nihir wrote:Sorry to disappoint, but as a programmer who has worked on MMO emulators, it isn't that hard. All that's needed it to tag a custom property onto crafted items with an array of the mats used to create it.
Tea! Wicker armor, specially.tanreh1 wrote:The materials on this world are organic in origin. there is no smith molding them back into initial status.
What you could do is rebind them or something like that..