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[CR] Removed penalties and base cost when calculating obtain_cost() for wielded item #33271
[CR] Removed penalties and base cost when calculating obtain_cost() for wielded item #33271
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… for wielded item
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered. |
Summary
SUMMARY: Balance "Reloading wielded items now costs less than reloading items in inventory"
Purpose of change
I found, that obtain_cost() call (i.e., when reloading something) returns the same value both for wielded and for stored in inventory items. Maybe this is intended, but it isn't looking like that
Describe the solution
So, when
obtain_cost()
is called for item, whose owner (who
)is_armed()
and has this item (target()
) asweapon
, we calculateitem_handling_cost()
withoutpenalties
(like it is done for holsters) and with zerobase_cost
(because item is already in hands)Describe alternatives you've considered
Maybe there can be non-zero base_cost or something else, but I don't think that I know how to do it in another way
Additional context