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Re: fixed items

Posted: Fri Aug 22, 2014 5:54 am
by jack1974
When you set the unique item flag on, they are by definition "Legendary" - I can't change that, would need to hack again the game, changing the code in several points (rewriting the whole randomized vendors thing).
Or I remove the Legendary completely from the game and there are only "fixed items".

Re: fixed items

Posted: Fri Aug 22, 2014 6:03 am
by yayswords
Well it can't be left like this. Can't the "real" legendaries have some other flag?

Or what's the unique flag do again? Prevent them from randomly appearing in other shops? It probably wouldn't be a big deal if they did if they're supposed to be available in unlimited supply anyway.

Re: fixed items

Posted: Fri Aug 22, 2014 6:22 am
by jack1974
The problem is that even the fixed items needs to have some kind of "marking". You know the letter F=Fine, M=Masterwork, R=Rare etc.
Yes they're available in limited supplies, I put 8 so one for each party member and stop. But what I should put instead ?

Re: fixed items

Posted: Fri Aug 22, 2014 6:24 am
by yayswords
In a week I might care about that, right now I'm happy with "anything but legendary" :P

Maybe we could argue about that sometime... setting the flags individually for each handmade item. They don't need to all have the same. I would want to flag the 1500g necklace as rare but most of the armor probably just fine, maybe masterwork. I think people look for green backgrounds more than letters though... but perhaps that's just me because I've seen so many rares in my casino days I don't get excited by default.

Re: fixed items

Posted: Fri Aug 22, 2014 6:37 am
by jack1974
Well this is a problem related to the engine and how the items are generated. I didn't consider this, will take some time to find the best solution (the one that requires less hacks again).
Because for the normal randomly generated items, the "category" was generated too. So I say "generate a Fine long sword" or "generate a Rare ring", etc.
In this case I have no clue what category those items should be. Probably the easiest thing is to add another field to the "dabase", or maybe I can hack it so that in the Unique field you simply put the category.

Still the question is: we want those items to be "lost" between the others? For example in a shop, or inventory, there are 5 other Fine/Rare swords, and just one of them is the fixed item, players would have hard time to figure out why that item is so special to have even a Lore button... :mrgreen:

Re: fixed items

Posted: Fri Aug 22, 2014 7:14 am
by jack1974
OK I think I found a simple solution, for the other items I was simply searching for a keyword in the text (Fine, Masterwork, Rare) so will do the same for Legendary.
So for the next items, will be enough to add something like: "Fine Bow" at the top.
But of course, there's another problem: the item level. It's another thing generated on the fly, so all the fixed items would have same level :mrgreen: At this point need even more time to find a solution...

Re: fixed items

Posted: Fri Aug 22, 2014 7:48 am
by renke_
the item level is rather important :) If the better variants are available from the beginning of Act 2 we break (nah, smash) the balance ;) Maybe a new field? If zero the item level is generated, if >0 the number is used as item level and all attributes are defined as fixed and tweak() [or how did you call the function?] is not invoked.

Re: fixed items

Posted: Fri Aug 22, 2014 7:49 am
by jack1974
Image
I think I fixed, using name parsing. Now the names are like:
Scorpio Blade *6 *Fine
Scorpio Blade *11 *Masterwork
Replica Ember Blade *6 *Fine
Replica Ember Blade *11 *Masterwork
Raiding Axe *6 *Fine
Raiding Axe *11 *Masterwork
Blade No 3 *6 *Fine
Blade No 4 *11 *Masterwork
Training Bow *6 *Fine
Training Bow *11 *Masterwork
Bullslayer *6 *Fine
Bullslayer *11 *Masterwork
Dunespire *6 *Fine
Dunespire *11 *Masterwork

First * is the level, second * is the quality to display in stores.
I'M DONE THIS IS THE LAST HACK I ADD TO THIS GAME EVER - DON'T ASK FOR MORE!!! :twisted: :twisted:

BTW I couldn't simply add a field, because even for the quality I was reading from the description, so I had to rewrite the item generation, and release this game next year :mrgreen:

Re: fixed items

Posted: Fri Aug 22, 2014 7:54 am
by fabulaparva
*chews fingernails*

Just don't let this steal too much of your time. Was meant to be fun and give some decent shopping options, not cause you grief!

meep!

Re: fixed items

Posted: Fri Aug 22, 2014 7:57 am
by jack1974
I know, and now have several bugs with the other items, layout, updating from old saves, etc :(
The fact is that I said yes because thought it could have been a simple addition, but of course, no. Is never simple to change stuff in a complex thing like a RPG. It has to be a pain! :lol: