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renke_
muhaha, Jack allowed us to define items. He will regret this.



edit by Jack: you're welcome :lol: I have generated random items for all possible types and uploaded it here (zipped txt): http://www.macgames.biz/rnditems.zip hopefully will be useful!



edited to add: you can find Jack's master list http://datamining-fuer-anfaenger.de/foo/items/formated_itemlist.ods (Open/LibreOffice calc)



Needed infos (just copy&paste and insert the values):



Armour:
[code]
- Name (most important one :))
- Type (like bracers, vest, etc - quite important for the code but in this case more a hint)
- Speed
- Defense
- Attack
- Magic
- Burning
- Frozen
- Tired
- Shattered
- Poisoned
- Paralyzed
- Weakened
- Scared
- Slowed
- Confused
- Threshold
(- Price, could also be done with reverse engineering the item generator)
[/code]


Jewelry:
[code]
- Name (most important one :))
- Type (like necklace, ring, etc - quite important for the code but in this case more a hint)
- Speed
- Defense
- Attack
- Magic
- SPRegen
- HPRegen
- Fire
- Water
- Air
- Earth
- Dark
- Burning
- Frozen
- Tired
- Shattered
- Poisoned
- Paralyzed
- Weakened
- Scared
- Slowed
- Confused
(- Price, could also be done with reverse engineering the item generator)
[/code]


Weapons:
[code]
- Name (most important one :))
- Type (like sword, bow, etc - quite important for the code but in this case more a hint)
- Damage
- Speed
- Defense
- Attack
- Magic
- SPRegen
- HPRegen
- Damage type (element)
- Critical hit
(- Price, could also be done with reverse engineering the item generator)
[/code]
yayswords
Before we go about filling out forms, I would like to mention I definitely want all these items in stacks of 3, so Vaelis could use the "Chalassa set" if he wanted, etc.



Also what's the goal here, complete outfits for every character? I thought Jack said like 4 items each :)
jack1974
I said 4 items if *I* had to do it. If you want to do it, you can add as many as you want :mrgreen: well, maybe not too many otherwise game could be too easy. I think a full set for each char could be good.

Remember that in ACT3 the players are supposed to get their unique/best weapon. But we'll figure that out later I guess.
yayswords
Oh cool.



Renke, can you haxxor your way to the item budget for each slot, for an item level of say 14?
renke_
If we're already discussing items (and as an example): We should do something about Slith, this thing is worse than the randomized start weapons of Jariel and Chalassa (so far at least, in 4 Act 2 plays)



- Name Dagger "Slith"

- Type Light edged weapon

- Damage 9

- Speed 5

- Defense 4

- Attack 4

- Magic 2

- SPRegen 0

- HPRegen 0

- Damage type Normal

- Critical hit 9%

- Price 500



-> What about HPR and SPR of 1? I generally like the idea of unique items giving regen
yayswords
I think Slith sucks because crit sucks. In most games you would probably drool over a weapon that gives 9% crit, especially when it can be used as a "stat stick" like in Chalassa's case if she stays in the back row. I am all for letting the casino virgins enjoy the sweet taste of regen, though be advised I would reroll a 1/1 regen weapon without thinking twice. It could be more :)
renke_
can you haxxor your way to the item budget for each slot, for an item level of say 14?

In Reptilian/Orcish or translated?
yayswords
I'm probably gonna end up saying "translated", but anything is fine right now :P
yayswords
Questions to consider:



What should the level requirements be? Should we simply "reverse engineer" them or just decide on a level?

Should all items have the same level requirement? It could be exciting to "build the set" as you gain levels, even if the items have the same item level.

How many slots should be fillable?



Also I definitely would want names tying them together. Like for example items in a "leather speed set" could be called Sand Dervish _________. Bring forth the creativeness.



Since we're saving Jack so much effort, he should try to implement set bonuses instead of coding act 3! ;)
jack1974
Haha no no, no set bonuses please! :)

As for level I create it when I create the item, so you don't need to think about the level, I'll set to match the player's level.

I can upload some examples of the max / more powerful items you can get in the game, though I think you should do a set based on act first.



Like act2, create a set of items that are good for act2. Act 3, etc. I wouldn't do the "super item" in act2, otherwise people would have nothing to shop in next acts!
renke_
I would concentrate on Act 2, say level 6 to level 12 (I reached in my plays higher levels only after leaving town). If we create 3 sets for every class (lvl 6, 9, 12) we have some nice upgrade steps.



Item lvl has no fixed relation to distributed points, probably the best would be some kind of flow diagram.
yayswords
I'm thinking of the following set themes - and remember you're free to mix items between sets if you don't want a full "hardcore +attack" set or whatever. Haven't paid resistances any mind here though.



Plate

1) Bonus defense and threshold and a little bonus magic. Tanky set.

2) Mostly bonus attack. Semi-tank semi-DPS set.



Mail

1) Mostly bonus attack. Think of it as the "Chalassa front row" set or for any plate wearer who doesn't want the speed penalty.

2) Mostly bonus defense. For the really tanky Chalassa.



Leather

1) Mostly bonus attack. For a back row Chalassa or a frontliner with a deathwish.

2) Mostly bonus speed. For people who want insane speed or just to mix and match with the other sets.



Cloth

1) Mostly bonus magic.

2) Mostly bonus speed.
jack1974
I think would probably also better to remove HP/SP regen completely for random items. This way the unique WILL be more powerful in any case?
renke_
Haven't paid resistances any mind here though.

We're not able to fill every niche (or - if we try it - we manually create 4178564387234 items :)). The items here are meant as generic static equipment, so every party can reach a certain level of quality.



We have two ways to deal with the resistances on armour thingy: Define only the base values (i.e. item level 1) and let Jack's generator do the rest (I don't believe this is a solution, currently we have 60 or so base items with unpredictable RNG changes, it wouldn't be better with 150 base items) or "our" equipment remains plain: It concentrates on 2 or so properties and everything else is unset.



The jewelry set could include plain resistance items, though. Rings with +10 (or whatever) for body/mind conditions and elemental damage, respectively. I don't want the fixed items as uber-equipment, only as reliable guaranteed offer.
yayswords
I think would probably also better to remove HP/SP regen completely for random items. This way the unique WILL be more powerful in any case?

As long as we have some fixed regen items I'm cool with removing them as casino rewards.


I don't want the fixed items as uber-equipment, only as reliable guaranteed offer.

Agreed. With these fixed sets and some fixed regen items, I might try a playthrough without playing casino in act 2. I will still reroll spawns and I will do casino in act 1 (though that is a very small effort compared to what I do in act 2).
jack1974
I've edited the first post adding a link to a zipped txt file containing a TON of items randomly generated for levels 6 to 30 (with step of 3 levels otherwise would end up being 1Gb lol). Hopefully will be useful somehow to create your items.

If you send me the items formatted properly I can change them in the game anytime (sent to renke the openoffice doc I use to defined them myself). So if there are small mistakes can be fixed, not a big problem.
renke_
hmm, I wanted to start "my" set for the begin of Act 2 but all my available end-of-act-1 saves die screaming and full of panic... okay, "New Game" :)
yayswords
Yeah that is a ton of items.



Hmm, are you really only level 12 by the time you fight Yeldin, renke? Or did I misread? I thought 14 was the target level for Shacklesplit anyway. What level do you mortals finish the act as?



'cause I have to say, as someone whose Great Calling in life is to get more and more characters to level 17 come the end of act 2, the prospect of the best set being level 12 doesn't sound too sexy. But checking the level 12 items, I'd still say those are pretty attractive stats in the cases where it's a useful affix.



I am however a little concerned about shop restocking mechanics. Shops will only reset their inventory once in act 2. Would you have to make sure to leave your post-restock visit until the party is level 12?



Update on that: If you visit a store the first day, it will typically restock on your "family slave" day. With that in mind, the lower level set could be for sale until that day. I'm not convinced we need several tiers of the sets though.



Also, we need to think of the vendor's inventory space. We can't cram all these sets on the current vendors unless we keep them small (or make the vendors generate fewer random items). A set vendor could be a simple solution.
renke_
lvl 12 was a guesstimate :) As my end of act 1&2 saves are broken I'm at the moment not able to say more definitive levels.



but about regen items - you said your party has 25 SPR, I think this should be the upper limit for unrestricted items (so 3/member). I don't see many ways to enforce such a limit, the only way I see is to restrict regen for fixed items to the necklace. Say a lvl 6 necklace with +1HP/+1SP and a lvl 10 one with +2/+2 - lower than your randomzed set (SotW is the archetype for Invested Time To Win games ^^) but a compromise between utility and the rareness of regen wear.


Also, we need to think of the vendor's inventory space.

We need filters for vendors - like "exclude unequipable items" or "mask items above lvl 8".
yayswords
It's more like 40 actually. Also note that there is only 3 HPR in there, and that just happened to come along (1 is from the earrings). I'm not a fan of these x/x items you suggest. Can't we split the regen? I would rather have 3 SPR than 2 of each.



Also not sure how that became 3/member, I don't really consider Rowinda/Jariel party members in act 2 :)