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Description
Many of the generated ores can be accessed at any time, and their power is completely random.
This is, without a question, gamebreaking, since with a stone tool you'd be able to get diamond-tier items, and on the other hand, require diamond-tier items to get wood-tier items.
The way to solve this wouldn't be too hard:
At the time of material generation, a material is given a tier value, from 1 to 5; float.
As for mining, hand is tier 0, wood and gold are tier 1, stone 2, iron 3, diamond 4.
A material's tier would determine what material tier that tool could mine, but at the time what material tier is needed to mine that material (gold being an exception).
You need a tier 1.5 or higher pickaxe to mine a 2.5 tier material.
This tier is also used for material strength balancing:
Durability could be easily determined by this formula (Generated by https://mycurvefit.com): y = 80.80937 - (-0.6238891/-2.132209)*(1 - e^(+2.132209*x)) (where x is the tier)
A material's combat abilities is determined by it's speed.
I'll do the math later, however a tier 4 sword with speed 1 (as opposed to 1.6 of normal swords) would do 11.2 damage.
For armor Defense:
y = 0.6*x + 0.5 Helmet
y = 1.6*x + 1.5 Chestplate
y = x+1 Leggings
y = x*2/3+1/3 Boots
Finally, for armor toughness, it's a single formula for all (which should have a <BALANCE, I recommend 1/6> chance for a material to have)
y = x/2
.. I might have taken too much time to write this 😅 however take it only if you need.
psst, check your email