Field WorkDamage
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
What one use of a tool is worth when nothing measures the work it did - a dig, a cast, a mining swing.
public const int WorkDamage = 10
Returns
- int
- What one use of a tool is worth when nothing measures the work it did - a dig, a cast, a mining swing.
Remarks
Tools are charged in the same unit as everything else - damage against characters - so one pool size
means one thing across weapons, armour, shields and tools, and a tool that is also a weapon (Shovel,
Pickaxe, Hand Axe all deal 5-10) spends the same budget whether you swing it at a rock or at a
skeleton.
Before this, a tool use cost a flat 1, which is a different currency: a weapon's blow costs ~8 and grows
with level, so a 20 000 pool was ~20 000 uses, i.e. never - and in practice tools did not wear at all
(a dead dice roll in Mining, a never-called Dig, a commented-out fishing call).
Watch the scales - there is only one now: a resource node is also a DurabilityBehaviour, and since
2026-09-23 its hardness is authored in the same units as an item's pool (a node is 50, a pickaxe swing is
10, an item pool is 20 000). Mining therefore does not use this constant: it charges the tool exactly what
it took off the node, so a stronger pickaxe costs the same per node. A dig or a cast has no measured work,
so it costs this.