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# Content
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- [Crafting](#crafting)
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- [Medicine](#medicine)
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- [Weapons & Materials](#weapons-&-materials)
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- [Ammo](#ammo)
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- [Equipment](#equipment)
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- [Cooking](#cooking)
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- [Scrapping](#scrapping)
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- [Weapon Breakdown](#weapon-breakdown)
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## Crafting
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### Medicine
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- med crafting (lab)
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### Weapons & Materials
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- materials (workbench)
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- weapons (workbench)
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### Ammo
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- ammo (reloading)
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- store part of your crafting supplies in the reloading bench
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- unlock lv10
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- craft (1) round(s) / second and (1) xp / round
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- increase speed by (1.627%) every level
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- 5 rounds / second @ lv100 (5xp / second)
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- [Ammo craft sketch](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/images/sketch/craftAmmo.png)
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- weapons (workbench)
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- ![Ammo craft sketch](https://git.happytavern.co/OceanSlim/projectEli/raw/branch/master/Documents/images/sketch/craftAmmo.png)
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### Equipment
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- equipment (sewing bench)
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### Cooking
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- cooking (kitchen or campfire)
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## Scrapping
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Junk must be scrapped at the scrapper bench
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- items can be placed into this grid and a countdown timer begins
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- the amount of time something takes to scrap varries by item. these times will be listed in the crafting database scrap table
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@ -25,11 +45,13 @@ the ingredients in an ak47 has a base value of 230k based on the chart below, so
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items break down in the order you add them to the table. things do not break down simultaneously. So whther you part a gun out or put the whole thing in, you will get the ingredients in the same amount of time. The only advantage would be choosing which ingredients you get first
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### AK47 Breakdown Example
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### Weapon Breakdown
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Below is an example of the materials a player will recieve from scrapping a basic AK47
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| based value | 0.23 | 0.07 | 0.11 | 1.15 | 2.3 | 1.15 | 1.72 | 2.3 | 1.29 | $0.16 | null | null | null |
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|------------|------|------|------|------|-----|------|------|-----|------|-------|------|------|------|
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| ingredient | wood | steel| aluminum | oil | adhesive | screws | gears | springs | rubber | plastic | value from scrap | base item value | target (1/8th base item value) |
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| part | wood | steel| aluminum | oil | adhesive | screws | gears | springs | rubber | plastic | value from scrap | base item value | target (1/8th base item value) |
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| reciever | 0 | 15 | 5 | 6 | 5 | 4 | 4 | 2 | 2 | 0 | $38.66 | $332.73 | $41.59 |
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| handguard | 4 | 0 | 0 | 1 | 0 | 1 | 0 | 0 | 0 | 5 | $4.02 | $31.94 | $3.99 |
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| pistol grip | 2 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 3 | $2.09 | $15.97 | $2.00 |
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@ -42,4 +64,4 @@ items break down in the order you add them to the table. things do not break dow
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- [Weapon Build Sketch](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/images/sketch/buildGun.png)
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- ![Weapon Build Sketch](https://git.happytavern.co/OceanSlim/projectEli/raw/branch/master/Documents/images/sketch/buildGun.png)
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### Body Armor Slot
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- Choose between body armor or a plate carrier to enhance protection. The plate carrier includes front and rear plate slots.
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### Primary Weapon Slot
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### Primary
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- Keep your primary weapon easily accessible in this slot.
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### Secondary Weapon Slot
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### Sling
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- A dedicated space for secondary weapons ensures a quick backup option.
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### Pistol Slot
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@ -28,14 +28,17 @@ The tile-based inventory system provides an organized view of the player's equip
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## Additional Inventory Spaces
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### Secure Pocket
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### Pockets
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- Use regular pockets for smaller items, enhancing realism and immersion.
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**Secure Pocket**
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- Items placed in the secure pocket are retained upon death unless the player is `WANTED`.
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- More on `WANTED` status in [Combat]()
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### Regular Pockets
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- Use regular pockets for smaller items, enhancing realism and immersion.
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### Medical Container
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### First Aid
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- A dedicated container for medical supplies, retained upon death unless the player is `WANTED`.
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### Backpack
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