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"Not Implemented" Item Properties (from itemprps.xls)


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#1
neogrin

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  I was looking for additional information on Item Properties and was directed to the itmprps.xls file within the Toolset  It is an spreadsheet that (among other things) lists the name and comments (short description) of (I assume) all the Item Properties in the game.

  A small number of properties have 'NI' or 'Not Implemented' in the name and a bunch (alot) of others have (Not Implemented) in the comments.

  Here is the problem:  If all the properties listed as "Not Implemented", are Actually not implemented, then many of the 'better" loot and DLC rewards have no effect at all :crying:.

Here is some examples of (in my opition) fairly major "Not Implemented" properties:

  •   Increase Armor Penetration - (Not Implemented) Attacks ignore 1.0 Armor DR Per Power
  •   Weakens nearby darkspawn - (Not Implemented). 5m radius debuff aura against darkspawn
Notable item: Asturian's Might (Weakens nearby Darkspawn +2 Damage +1 Armour Penetration) received in the pay DLC 'Warden's Keep'


  •   Improves Blood Magic - (Not Implemented) Blood Master - The Blood Magic Spell gives 5 mana for each point of health, not 3
Notable item: Robes of Avernus (+3 will power, +3 armor, Improves Blood Magic) received in the pay DLC 'Warden's Keep'


  •  Increases monetary gain - (Not Implemented) Increase Monetary Gain - Wearer gets slightly more cash from treasure. Static rate. Item POWER does not affect this
Notable item: Guildmaster's Belt (+3 cunning, +5% to dodge, increases monetary gain) received in the Pre-Order DLC 'Guildmaster's Belt'

  •   + damage vs. dragons - (Not Implemented) Damage And Attack Bonus Against Dragons
In fact, none of the "damage vs." properties are implamented. (i.e. vs. Darkspawn, vs. Beast or vs. Spirits)

Notable item: Yusaris (+20% fire resistance +10 damage vs. dragons 2 rune slots)

  •  Increases all Sprit Damage (+2.5% per power) - (Not Implemented) New game_effect Item Property - Description 
Note: all the other elemental Increase Damage effects are (according to the spead sheet) in the game, just not this one?!?

  •   Increase Healing Spells (5% per power)  - (Not Implemented). Healing Effects are boosted 5% per item power on wearer.
  •   Chance to reduce movement speed - (Not Implemented) For Slow Rune: Chance on hit to cause slow
 (This means none of the slowing Runes actally do anything? why are they even in the game then?)


Now, if the speadsheet is just out of date and most of these thing are, in fact, Implemented, then could we get a proper, up-to-date list of what is and isn't implamented?

However, if the spreadsheet is correct, then wow...I guess we now know why the in-game descriptions are so vague.  you make it vague enough and there's no easy way to tell if the effect is actually working or not....Seemingly more "Content", not as much work.:bandit:

Neogrin

Modifié par neogrin, 08 décembre 2009 - 02:06 .


#2
neogrin

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#3
Matthew Young CT

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comments are out of date all over the place. ignore them.

#4
neogrin

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In that case, is there any place that I can find a list with up to date Item Properties?
or can you direct me to anyone that has done some testing and have shared which properties work and which don't?
Kind of sucks making items when you don't know if the stats you add, are actually going to do anything.:(

You know, I think it's really great that BioWare released the Toolset, but when it's a dice roll whether the tool will install or not, the fact that you need to know how to code C+ to do most things and when allot of the documentation is missing or is out dated...it doesn't really encourage the community to get in and create content... kind of defeats the purpose of releasing the tool, in the first place. :?

neogrin

Modifié par neogrin, 09 décembre 2009 - 07:20 .


#5
Matthew Young CT

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neogrin wrote...
In that case, is there any place that I can find a list with up to date Item Properties?

I don't know of one. Maybe there's some way to search the database for every piece of code including an effect. I don't know how if so. Usually the code is in an obvious place.

or can you direct me to anyone that has done some testing and have shared which properties work and which don't?
Kind of sucks making items when you don't know if the stats you add, are actually going to do anything.:(

Effects are applied in the code. Usually in a logical place, sometimes not. You'd have to scour every script to be certain of knowing exactly what every property does. Most do what the description says, you'd have to check the code to be 100% sure.

You know, I think it's really great that BioWare released the Toolset, but when it's a dice roll whether the tool will install or not, the fact that you need to know how to code C+ to do most things

You need to be able to read it, you don't have to be much good at writing it. As with all languages, understanding is easier than speaking :P

#6
_ShadowHawk

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Is there any way to test these properties "in game" without having to trace the code's logic for every single one? I'm trying to put together a nice little cache of weapons for the camp site to eventually build custom models for, and it's beyond vexing not knowing what properties work and which don't.



At any rate, I guess I can assume the OP's list of properties works if a user has the particular DLC installed.

#7
_ShadowHawk

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Addendum:

Also marked as "Not Implemented" in the XLS file but used by the base game and therefore safe to use are "Chance to Reduce Movement" (slow runes), "+<powervalue/> damage vs. darkspawn" (silverite runes), and "Chance to Ignore Hostile Magic" (dweomer runes).

#8
Dragoon001

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#9
Aleena

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Yes, only a fraction of the entries in itemprp.xls actually work. It's my understanding that someone populated the file with lots of wishful thinking that was never implemented in the end. Those properties you list are indeed broken so the items that use them effectively do nothing.



The '+<powervalue/> damage vs. X' in itemprps.xls is deprecated - not sure if it still works. It was superseded by the On Hit property combined with the Power Value property. Use those two properties to achieve the same effect (e.g. +5 fire damage, +3 vs darkspawn, etc)