Changes for page Item Acquisition
Last modified by Alexandros Mloukie on 2026/01/12 19:51
From version 6.4
edited by Alexandros Mloukie
on 2025/12/11 16:07
on 2025/12/11 16:07
Change comment:
There is no comment for this version
To version 2.2
edited by Alexandros Mloukie
on 2025/12/11 14:59
on 2025/12/11 14:59
Change comment:
There is no comment for this version
Summary
-
Page properties (2 modified, 0 added, 0 removed)
Details
- Page properties
-
- Tags
-
... ... @@ -1,1 +1,0 @@ 1 -Technical Design|Game Design - Content
-
... ... @@ -12,7 +12,7 @@ 12 12 13 13 == 0.1 - Disclaimer == 14 14 15 -This is a living document, and any specifics pertaining to the mechanics, numbers, and more, are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact Adam Janus or {{mentionreference="XWiki.AlexandrosMloukie"/}}to get further guidelines.15 +This is a living document, and any specifics pertaining to the mechanics, numbers, and more, are subject to change. The assignee of this task is free to apply any values, effects, and other unspecified elements, or contact Adam Janus or Alexandros Mloukie to get further guidelines. 16 16 17 17 == 0.2 - Terminology == 18 18 ... ... @@ -47,25 +47,4 @@ 47 47 |Loot Data Table Entry|An entry in the Loot Data Table, that will define the items, quantities, and weights 48 48 |Loot Component|A custom component that defines the type and entry used for the loot, as well as allowing the player to interact with the target for Looting 49 49 50 -Once these elements have been set up, the process of Looting a target follows these steps: 51 - 52 -1. (% class="mark" %)**Calculation**(%%) 53 -The game calculates the loot based on the target's loot table and the PC's Looting level. These items are added to the Loot Inventory. 54 -1. (% class="mark" %)**Display**(%%) 55 -The Loot UI and the PC's Inventory UI are both displayed. 56 -1. (% class="mark" %)**Transfer**(%%) 57 -The player moves items from the Loot Inventory to the PC's Inventory. The opposite can also be done. 58 -1. (% class="mark" %)**Completion**(%%) 59 -When the player is done, the UI can be closed. If there are still items left within the Loot Inventory, then the actor can persist. Otherwise, depending on type, it can be made to instantly de-spawn. 60 - 61 -=== 1.1.2 - Foraging === 62 - 63 -Foraging refers to the act of acquiring items from primarily plant-based sources. Forageable actors contain a custom component, responsible for handling all foraging related elements. 64 - 65 -(% class="table-bordered" %) 66 -(% class="active" %)|=(% style="width: 170px;" %)Attribute|=(% style="width: 993px;" %)Details 67 -|(% style="width:170px" %)Growth Mesh|(% style="width:993px" %)A model representing the foregable section of the actor (e.g. the top of a mushroom). This part of the actor will disappear when foraged, and reappear once the regrowth timer hits 0 68 -|(% style="width:170px" %)Regrowth Timer|(% style="width:993px" %)A timer that determines when the forageable section is available again for foraging. 69 -|(% style="width:170px" %)Loot Data Table Entry|(% style="width:993px" %)The Loot Data Table entry that defines the type, quantity, and weight of the items foraged. 70 - 71 71