Be warned, a massive ammount of regurgitated (and probably bad) math follows:
If anyone else cares, I believe I've established at least a hint of how the "ITEM_PROPERTIES_POWERS" goes. What tipped me off was I remembered back in to DAO, most "properties" had a base power for an item, IE if you put in "1" as the power for "Stamina/Mana regen" in DAO, in-game the effect was listed similar to "+2.5% Mana/Stamina Regen". So if you changed the "power" to 2, the in-game effect became 5 and so forth.
After doing some fenagling and number crunching with the GFF editor, I came up with a general theory that seems to have held up to light testing: Near as I can tell, 1065353216 in the power field is either equal to "1" or simply equal to "On". All subsequent levels of the "ITEM_PROPERTY_POWER" values are basically 1065353216 + (524288 * n) where n is the actual "count" of the power.
The part that is currently escaping me is the changing the "count" has not yielded uniform results. At first I thoguht this was normal given the different "powers" I mentioned for DAO, however that would imply that 2 different "ITEM_PROPERTIES" values, we'll say 1118 (X% increase in Spirit damage) and 2010 (Simple On-hit "bonus" spirit damage), would have different "powers", and my testing showed that they did. It took 5 "counts" (from 1065353216 to 1067974656) to make the 2010 property increase from 7 to 8 in-game on a DW dagger, implying the "power" for that property is .2 (.2 "power" * 5 "count"= 1 damage increase in-game). My initial testing SEEMED to show that the 1118 property increased at a much simpler rate of 1 count to 1 % increase, which would be lovely.
But what I observed instead is not only do they differ between different "ITEM_PROPERTIES", but at least the 1118 property does not increase at a linear rate. For instance, on the "Belt of the Primevals" it takes 3 "counts" (1065353216 to 1066926080) to change the power from 4% in-game to 5% in-game, and seems to increase to more than 3 "counts" for a few in-game %s. BUT after you reach about 15%, it begins to progress at the aforementioned 1 count to 1% in-game increase, and so far has continued this trend up to 30%. So I'm assuming there's some kind of fancy maths at work that I am not acquainted with to figure out how the #s increase differently at different "counts".
Also, something I just messed with seems to imply that different equipment items have different inheirent multipliers too. IE, the belt in the previous example, "Belt of the Primevals" the 1118 "property" with the default 1065353216 "count" gives us a 4% bonus to Spirit Damage, and the funky "count" problems I just mentioned. Put the same numbers into the fields on a mage staff however, and you get a 15% bonus.with the default "count", and just like before, a 1 "count" to 1 % in-game increase straight from there.
So while I think I'm on the right track, and I think this might be helpful to other folks wanting to jury-rig their own items, it's still far from complete. Hopefully someone out there can do better than me at figuring out the anomalies.
BUT for anyone trying to make some more customized items, if you want to make a "normal" weapon do, say, Cold Damage:
1. Create a new "ITEM_PROPERTIES" field or over-write an existing one (I do this part by Copy + Pasting an existing row).
2. Make the new field 10002 for "Damage Type: Cold" (Found in the "Effects.txt" document included in the original post, or if you're really fancy you can look it up in the GDAs, but that seems unneccesary.)
3. Again, create a new or overwrite a field in the "ITEM_PROPERTY_POWER" tab (Again I do copy + Paste, note it DOES NOT create a new one on it's own to match the created field in the ITEM_PROPERTIES step)
4. Since all we want it to do is say "This weapon does spirit damage" we simply need to put in 1065353216. (changing the "count" for this property seems to have no effect on the game near as I can tell)
If instead you wanted it to do BONUS cold damage, steps 1 and 3 will be the same, but:
Step 2: Make the new "ITEM_PROPERTIES" field 2004 for "(On-Hit): Damage - Cold" (Again in the effects.txt document)
Step 4: In the "ITEM_PROERTY_POWERS" field, put in some number that adheres to the aforementioned formula. 1065353216 + (524288 * n), the higher the N the higher the bonus damage. (Just use your computer's calculator for a valid #)
For this effect, the default count "1065353216" made the bonus damage = 7 in-game for both act 2 weapons I tried, may be lower/higher for lower/higher level weapons though, haven't tested a lot for this one yet. Also, it apparently does not increase the damage bonus #s on the same "counts" as the daggers did, as 5 "counts" (1065353216 to 1067974656) on a mage staff increased it from 7 damage to 10, instead of 7 to 8 as was seen on daggers.
Modifié par Xenoseroster, 09 avril 2011 - 05:16 .