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[WiP] - Random Magical Treasure Add-In


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#1
JJM152

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This is a module that I started working on a couple of days ago. It's designed to be an Add-in for the single player campaign that gives a chance of converting normal equipment drops into magical ones. The magical properties that it assigns and the power of them is based on a combination of the level/Rank of the dropper (chest or monster) and looked up from a series of worksheets that I have turned into a group of GDA's

Right now I'm wondering if anyone is willing to help me debug this, or help me modify the spreadsheets so that there is a little bit more continuity in the naming conventions that I use.

Anyway, here are some in-game screenshots taken in Lothering from items that I looted (I set the drop rate to 100%)

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#2
hatstand2371

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If you want some ideas for naming conventions & properties, I would look at the magical prefixes and suffixes from Diablo II (complete list at http://classic.battl...xp/items/magic/), theres a few hundred in there.

#3
JJM152

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hatstand2371 wrote...

If you want some ideas for naming conventions & properties, I would look at the magical prefixes and suffixes from Diablo II (complete list at http://classic.battl...xp/items/magic/), theres a few hundred in there.


Yeah I've thought of that... I was hoping however for things that are a little more "Dragon Age"ish :)

#4
hatstand2371

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Just looking over the .xls you uploaded on your project page, you seem to have prettymuch everything in there, except for defense and armor bonuses on armor (unless I missed those)

Really quite a nice bit of work

Edit: Just remembered the increases/decreases hostility properties existed - could be nice on weapons

Modifié par hatstand2371, 15 décembre 2009 - 10:09 .


#5
JJM152

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hatstand2371 wrote...

Just looking over the .xls you uploaded on your project page, you seem to have prettymuch everything in there, except for defense and armor bonuses on armor (unless I missed those)

Really quite a nice bit of work

Edit: Just remembered the increases/decreases hostility properties existed - could be nice on weapons


I just added increased hostility as a prefix on armor and decreased hostility on armor as a suffix. Combined them with str and dex attributes as well :)

It'll be in the next version I upload!

#6
hatstand2371

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That could lead to an interesting combination if you got both the prefix and the suffix - assuming a prefix and suffix are actually possible with your system.



Keep it up!

#7
JJM152

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hatstand2371 wrote...

That could lead to an interesting combination if you got both the prefix and the suffix - assuming a prefix and suffix are actually possible with your system.

Keep it up!


Yes, both prefix and suffix are possible in my system. If they contain similar properties then instead of just adding the power effect, I give you the power effect of the suffix + 1/2 of the power effect of the prefix. (So it's about 150% stronger than just having a single mod).

I haven't thought about adding exclusivity into it. That's a little less fluid to do because I have to get the data from mda files and unfortunately there isn't a SQL like select statement that would make it easy to do this without either more spreadsheets (I already have 18... and I need to add 6 more for shields!) or some pretty attrocious recursive looping.

Right now I'm thinking about adding another spreadsheet to control drop rates and options, although I might add it to the Dragon age .ini file instead...

#8
hatstand2371

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Edit: FML, double post

Modifié par hatstand2371, 15 décembre 2009 - 01:57 .


#9
hatstand2371

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As for exclusivity, an extra field that groups certain mods together could be used - like the sets, ability groups, etc: just an integer that is common to all mods that there should only be one of on an item, then add a check when selecting the mods that ensures that they aren't in the same group.



Depending on how you are currently handling drop rates, another extra field in the current sheets could be used to add a weighting system to make the more powerful mods more rare - and add extremely low rates for things like + to all attributes if you put something like that in.

#10
JJM152

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hatstand2371 wrote...

As for exclusivity, an extra field that groups certain mods together could be used - like the sets, ability groups, etc: just an integer that is common to all mods that there should only be one of on an item, then add a check when selecting the mods that ensures that they aren't in the same group.

Depending on how you are currently handling drop rates, another extra field in the current sheets could be used to add a weighting system to make the more powerful mods more rare - and add extremely low rates for things like + to all attributes if you put something like that in.


Yeah the drop rates (or mod rates really, since I don't drop gear right now - I just modify already dropped gear) is controlled that way. It's identical to how the built in treasure system controls frequency.

As for the set grouping stuff... mostly the problem with handling it that way is that the MDA function calls don't allow us to do any filtering, so I'd have to manually construct joins at run time to do the sorting and grouping correctly. It's not that it's impossible, I'm just worried that it would be ugly (read: slow)

#11
Tiniuc

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Don't forget the Runestones.

JJM152 wrote...

hatstand2371 wrote...

As for exclusivity, an extra field that groups certain mods together could be used - like the sets, ability groups, etc: just an integer that is common to all mods that there should only be one of on an item, then add a check when selecting the mods that ensures that they aren't in the same group.

Depending on how you are currently handling drop rates, another extra field in the current sheets could be used to add a weighting system to make the more powerful mods more rare - and add extremely low rates for things like + to all attributes if you put something like that in.


Yeah the drop rates (or mod rates really, since I don't drop gear right now - I just modify already dropped gear) is controlled that way. It's identical to how the built in treasure system controls frequency.

As for the set grouping stuff... mostly the problem with handling it that way is that the MDA function calls don't allow us to do any filtering, so I'd have to manually construct joins at run time to do the sorting and grouping correctly. It's not that it's impossible, I'm just worried that it would be ugly (read: slow)



Setup a meta table then.

Modifié par Tiniuc, 15 décembre 2009 - 04:38 .


#12
hatstand2371

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So you can't check what a particular value is in column X on row Y? Then yes, I see your point.