CESPENAR IS NOT BORING!Mostly because I find Cromwell and Cespenar too automatic and boring.
Item enchanting mod
#21
Posted 03 April 2004 - 09:59 AM
#22
Posted 03 April 2004 - 10:02 AM
The secret lab idea is nice, though you could simply put him somewhere outside of Athkatla - Trademeet maybe?
Try to add as much upgrade options as possible!
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#23
Posted 03 April 2004 - 10:55 AM
How about using all the gems depending on color blue for cold, red for fire, green for poison and so on. Same way as in Diablo 2.Some upgrades require an item, other just gold.
"A handsome young Cyborg named Ace,
Wooed women at every base,
But once ladies glanced at
His special enhancement
They vanished with nary a trace."
Barracks Graffiti
Sparta Command
#24
Posted 03 April 2004 - 11:08 AM
Because I would like to help. So if you're in need of testers, I will be available.
#25
Posted 03 April 2004 - 11:22 AM
exactly Let's just say, I just wanted to encourage you.@jester: what download link?
Free your mind
#26
Posted 05 April 2004 - 01:17 PM
Just an update on the progess of the mod, and some queries on how it should work.
First, some numbers:
Dialog: 50+ lines (easy)
Script: 300+ lines (bearable)
Items : 600+ (wtf!?)
Anyway, using this mod it's pretty easy to create uber-items, ie. a weapon doing 16d acid damage, 1d6 fire damage, 1d6 cold damage etc etc. So.. shall I make it so you can only pick 2 damage ugrades, or a limited amount? Of shall I just allow them all, and leave it to the players discretion?
On a similar note, all the extra damage upgrades atm do 1d6. I was thinking (as per T.G's original proposal) to allow varying strength damage upgrades, so minor would be 16d, major would be 2d6, and divine would be 3d6. Shall I implement this? If so, shall I cap this as well, maybe 1 divine damage? As well as the 2 minors? And 1 major? Or allow the player to have everything (so a divine damage rating in all the damage types).
Same question for the damage resistances.
So... feedback is required!!
Visit the IESDP
#27
Posted 05 April 2004 - 01:26 PM
Free your mind
#28
Posted 05 April 2004 - 01:34 PM
I'll do something similar with the elemental resistances as well I think.
As for disadvantages... I'm not going to add individual disadvantages to 600+ items. Hopefully, needing certain components, a lot of gold, and having a chance of failure is enough. Maybe I'll add a few generic disadvantages though... if you have elemental resistance, your CON goes down a point (cos your wearing some mild acid, and ice) or something.
Visit the IESDP
#29
Posted 05 April 2004 - 01:48 PM
I'd suggest something like +1 damage as minor, +1D4 as normal and +1D10 as heavy (sorry, but why do you call the highest enchantments "divine"? I don't thionk that a mage's enchantments have anything to do with divine magic.. )I was thinking (as per T.G's original proposal) to allow varying strength damage upgrades, so minor would be 16d, major would be 2d6, and divine would be 3d6.
Refinements v2 has been released!
Go and visit the website or the forum for more info!
Member of The Silver Star team.
#30
Posted 05 April 2004 - 01:49 PM
< jcompton > Suggested plugs include "Click here so Compton doesn't ban me. http://www.pocketplane.net/ub"
#31
Posted 05 April 2004 - 02:08 PM
Dialogue and scripting, on the other hand...
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.
#32
Posted 05 April 2004 - 02:09 PM
Well, I think it could be done using local variables that are cleared after each creation is completed (or aborted). That would at least make the dialog easier to do. Item creation is still a pain, but at least you could copy and paste extension headers and do items in batches. It is a huge job, though.Does it work out you have to code this creating a different item file and dialogue branch for every specific possibility, then? That seems like a lot of work...
#33
Posted 06 April 2004 - 11:45 AM
I used "divine" as I couldnt think of another word at the time.
The system at the moment is a dialog, which sets variables, and a script which checks / sets variables. This is the most efficient way I found (after about 3 attempts), though its still a lot of work (mostly in the script).
Atm I make items using ICIE, a grep like program, and a file renamer, so making the items is not a problem. Though a weidu patching process would shrink the download size.
Anyway, the good news is that the alpha is as finished as it's likely to get.
The bad news is that it's unlikely to get any more finished whatsoever
I started this mod to prove how much work it would be, and I think I've made my point. Atm, I have over 600 items, and a script over 2000 lines long, and this only allows a longsword to be upgraded via enchantment, weight and damage.
So, development is now halted. I'll upload the alpha later tonight, and you can see what I did, and how not-far I got.
If anyone wants to continue my work, I'll be glad to explain how my system works.
/igi
Visit the IESDP
#34
Posted 06 April 2004 - 03:11 PM
http://www.teambg.net/~igi/files/mods/iiItem(00).zip
All feedback and ideas are welcome, though baring anything major, I've stopped development on this (though anyone else is free to carry on with it)
Visit the IESDP
#35
Posted 06 April 2004 - 04:14 PM
#36
Posted 20 April 2004 - 11:13 PM
maybe add in a level 7 spell to add a +2 with a small chance of +3 or 4 as a level 7 magic.....
both have a % chance of the weapon blowing up in your face turning it into a little grenade...
#37
Posted 21 April 2004 - 12:20 AM
#248 (0xf8) Item: Set Melee Effect [248]
Parameter #1: Irrelevant
Parameter #2: Irrelevant
Description:
Sets the effect specified by the resource key as a melee
effect.
The specified effect will be applied to the target of each
successful melee attack.
(The resource key isn't a spell, it is an .eff file!)
This could add an eff file to a weapon temporarily.
#38
Posted 21 April 2004 - 04:04 AM
#39
Posted 21 April 2004 - 08:59 AM
#40
Posted 21 April 2004 - 09:04 AM
Why is this Hypnotoad video so popu... ALL GLORY TO THE HYPNOTOAD.
____
The Gibberlings Three - Home of IE Mods
The BG2 Fixpack - All the fixes of Baldurdash, plus a few hundred more. Now available, with more fixes being added in every release.