So in 1.8 you get experience orbs, but nothing to spend it on. I propose the following scheme to spend your hard earned points.
There are five skills: Swords, Pickaxes, Shovels, Axes, and Hoes. Each level increases the number of uses of that kind of tool by a certain percent of base uses, say 5%, increases the speed of use by a certain percent, say 5%, and/or increases damage done to mobs by a certain percent of base, say 5%. Each level gets more expensive after the last, but price does not depend on the level of other skills. In addition, Swords and Pickaxes have an extra 5x and Shovels and Axes have a 2x multiplier to price.
For example, if I had level 5 in Pickaxes:
Iron Pickaxe: 251 uses + ( 5% X 5 levels) = 251 + 25% = 314 uses (linear increase in number of uses)
Diamond Pickaxe and Obsidian: 15 seconds x (.95 ^ 5) = 15 sec x .774 = 11.6 seconds (exponential decay in mining time)
Damage Done: Same (Not made for damage)
Or if I had level 7 in Swords:
Stone Sword: 132 uses + (5% X 7 levels) = 132 + 35% = 178 uses
Speed: Same (does not mine)
Diamond Sword: 5.5 hearts damage+ (5% x 7 levels) = 5.5 + 35% = 7.4 hearts (linear increase in damage; percent will probably be much lower than other percents, like 1% or 2%, to prevent easy one-hit kills on everything after grinding 10 or so levels of Swords.)
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Proud User of Industrial Craft and Build Craft, and proprietor of the Industrial Citadel!
How would you implement a durability buff? Remember, a character with high pickaxe could give a pick to a low-pickaxe character and vice-versa.
Store durability as a fraction of total use left (floating point number). To get the number of uses, multiply the fraction by the number of uses the tool would have for the user. Each use would drain the fractional "durability" by a small amount proportional to one use for that player's scaling; higher levels drain durability slower.
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Proud User of Industrial Craft and Build Craft, and proprietor of the Industrial Citadel!
I like the idea... maybe it could work. Implementing might give notch a headache tho. But it is, I think, possible. Might be interesting to add a script similar to this onto each player:
If %pc-name% holding pickaxe stone = 1 then Durability*1.(Level/Xmodifier)
Im not a coder by the way.... just an environment artist but as i said the idea might be possible. We'd have to start off at level 0 so it would look like this at level zero:
If %pc-name% holding pickaxe stone = 1 then Durability*1.(0/Xmodifier) = Durability*1.0
There are five skills: Swords, Pickaxes, Shovels, Axes, and Hoes. Each level increases the number of uses of that kind of tool by a certain percent of base uses, say 5%, increases the speed of use by a certain percent, say 5%, and/or increases damage done to mobs by a certain percent of base, say 5%. Each level gets more expensive after the last, but price does not depend on the level of other skills. In addition, Swords and Pickaxes have an extra 5x and Shovels and Axes have a 2x multiplier to price.
For example, if I had level 5 in Pickaxes:
Iron Pickaxe: 251 uses + ( 5% X 5 levels) = 251 + 25% = 314 uses (linear increase in number of uses)
Diamond Pickaxe and Obsidian: 15 seconds x (.95 ^ 5) = 15 sec x .774 = 11.6 seconds (exponential decay in mining time)
Damage Done: Same (Not made for damage)
Or if I had level 7 in Swords:
Stone Sword: 132 uses + (5% X 7 levels) = 132 + 35% = 178 uses
Speed: Same (does not mine)
Diamond Sword: 5.5 hearts damage+ (5% x 7 levels) = 5.5 + 35% = 7.4 hearts (linear increase in damage; percent will probably be much lower than other percents, like 1% or 2%, to prevent easy one-hit kills on everything after grinding 10 or so levels of Swords.)
Store durability as a fraction of total use left (floating point number). To get the number of uses, multiply the fraction by the number of uses the tool would have for the user. Each use would drain the fractional "durability" by a small amount proportional to one use for that player's scaling; higher levels drain durability slower.
If %pc-name% holding pickaxe stone = 1 then Durability*1.(Level/Xmodifier)
Im not a coder by the way.... just an environment artist but as i said the idea might be possible. We'd have to start off at level 0 so it would look like this at level zero:
If %pc-name% holding pickaxe stone = 1 then Durability*1.(0/Xmodifier) = Durability*1.0
Just a rough equation idea