Taverns - implementation

Discuss coding questions, pull requests, and implementation details.
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Re: Taverns - implementation

Post by Hazelnut » Mon Feb 05, 2018 10:10 pm

Hooray! :-D

You do love to confuse me.. :lol:
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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Re: Taverns - implementation

Post by Interkarma » Mon Feb 05, 2018 10:25 pm

Don't worry, I confuse myself a lot as well. :)

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Re: Taverns - implementation

Post by pango » Sun Oct 14, 2018 2:44 pm

Maybe food could cast some health (or stamina?) regeneration on character.
Currently eating in Daggerfall has little purpose beside RP; Some health is immediately recovered, but the amount is so small (2 hp per gold, so 6 hp max) that it's often barely noticeable. Recovery over time would be more effective... and digestion takes some time after all.
Looking at the time, it is hardcoded that you can only eat once every 4 hours; If it becomes (or be completed by) some effect over time, it could make sense to match that duration (and replace that hardcoded duration by effect cooldown?)
Last edited by pango on Tue Nov 06, 2018 6:49 pm, edited 1 time in total.
When a measure becomes a target, it ceases to be a good measure.
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Re: Taverns - implementation

Post by King of Worms » Sun Oct 14, 2018 3:20 pm

Yup, adding some reason to eat besides role playing would be cool. I like the heal over the time idea.

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Re: Taverns - implementation

Post by Helegad » Fri Oct 19, 2018 9:24 pm

Personally I like the idea of the cabinet/box in your room being emptied and available for storage when you rent the room. It's not a sharehouse and we're not couchsurfing :D Every hotel I ever went to IRL had ample storage space and a safe for valuables.

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