fixed items

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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renke_
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fixed items

Post by renke_ » Mon Aug 11, 2014 2:26 pm

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 here (Open/LibreOffice calc)

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

Armour:

Code: Select all

- 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)
Jewelry:

Code: Select all

- 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)
Weapons:

Code: Select all

- 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)
Last edited by renke_ on Wed Aug 13, 2014 1:07 pm, edited 2 times in total.

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yayswords
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Re: fixed items

Post by yayswords » Mon Aug 11, 2014 2:29 pm

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 :)
If at first try it doesn't explode, it ain't Jack who wrote the code.

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jack1974
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Re: fixed items

Post by jack1974 » Mon Aug 11, 2014 2:33 pm

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.

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yayswords
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Re: fixed items

Post by yayswords » Mon Aug 11, 2014 2:38 pm

Oh cool.

Renke, can you haxxor your way to the item budget for each slot, for an item level of say 14?
If at first try it doesn't explode, it ain't Jack who wrote the code.

renke_
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Re: fixed items

Post by renke_ » Mon Aug 11, 2014 2:39 pm

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

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yayswords
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Re: fixed items

Post by yayswords » Mon Aug 11, 2014 2:41 pm

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 :)
If at first try it doesn't explode, it ain't Jack who wrote the code.

renke_
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Re: fixed items

Post by renke_ » Mon Aug 11, 2014 2:42 pm

yayswords wrote:can you haxxor your way to the item budget for each slot, for an item level of say 14?
In Reptilian/Orcish or translated?

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yayswords
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Re: fixed items

Post by yayswords » Mon Aug 11, 2014 2:42 pm

I'm probably gonna end up saying "translated", but anything is fine right now :P
If at first try it doesn't explode, it ain't Jack who wrote the code.

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yayswords
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Re: fixed items

Post by yayswords » Mon Aug 11, 2014 2:52 pm

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! ;)
If at first try it doesn't explode, it ain't Jack who wrote the code.

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jack1974
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Re: fixed items

Post by jack1974 » Mon Aug 11, 2014 3:00 pm

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!

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