Content creation: Items

Development of standard ALFA palettes (ABR)

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Blackwill
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Post by Blackwill »

I do. Tomorrow is placeable time. And once that's done, I'll focus myself on items or creatures, whatever is needed most.
Do you know what "nemesis" means? A righteous infliction of retribution manifested by an appropriate agent. Personified in this case by an 'orrible cunt... me.

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HEEGZ
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Post by HEEGZ »

ç i p h é r wrote:It may not be a while until builders shift their focus from building areas to building content, but it would be good to at least coordinate with HDMs on this early on. I don't know how many people on server teams read these forums.
I read them, but honestly, it is over my head usually. I would be happy to help out here and there making things while I'm building, but I'm going to need pretty specific instructions on how to do things.

- HEEGZ
Ronan
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Post by Ronan »

I've been planning to make a post on each builder forum, as soon as we have a FTP or something to take submissions. I've got family in town this weekend though, so I don't have much time.
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Rusty
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Post by Rusty »

I've contacted each team to bring item creation and consistency to their attention. Every team has responded positively (with the exception of our esteemed Lead Admin), and various individuals have volunteered their assistance.

Essentially, atm I'm waiting to see if the problems with saving items made via plug-in can be solved. We cannot judge the scale of the enterprise until we know whether we can do this; it may also shape our goal.
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ç i p h é r
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Post by ç i p h é r »

Thanks for staying on top of it Rusty. :)
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Grand Fromage
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Post by Grand Fromage »

hay guyz you might find this useful:

http://nwvault.ign.com/View.php?view=NW ... tail&id=36
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Post by Ronan »

OK, I've got the consumable creator working. It spat out 800 consumables (wands, potions, arcane/divine scrolls) located here:
http://www.alandfaraway.org/haks/abr_cr ... mables.rar

I need some people to look through it, and tell me if anything is messed up. Look for typos, the wrong spells ending up on the wrong things, trying out the items in-game, etc. You don't need to look at each one individually, because any bug is going to produce a noticable trend.

The creator works by looping through every valid item property the game supports, meaning only certain caster levels are supported. If someone could make a list of desired and missing item properties to add, that would be a huge help, and I could add them to the engine then run the creator again. Things like CLW at a CL of 1 instead of 2, etc.

I'm not sure how to view final prices in the toolset, but I think those should all be set right.

I know all the icons are the same, I'm trying to figure out if there is a way to set those automatically.
Last edited by Ronan on Tue Nov 14, 2006 6:22 am, edited 1 time in total.
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Post by Ronan »

Alright, well, I've added the following cast-spell item properties. I haven't made items from them yet because custom TLK references still aren't working, but when patch 1.03 hits I will.

Changed CL on the following:
-Bless 1
-CLW 1
-Endure Elememts 1
-Remove Fear 1
-Resistance 1
-Summon 1
-Joyful_Noise 1
Added the following:
-Mage Armor 1, 5
-PfA 1
-Burning hands 1
-charm person 1
-color spray 1
-doom 1
-entangle 1
-grease 1
-ray of enfeeble 1
-sleep 1
Last edited by Ronan on Mon Nov 13, 2006 1:52 pm, edited 1 time in total.
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Rusty
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Post by Rusty »

Can't comment atm for this reason, unless there's some way you can give me a list of the properties generated.

What CL is Charm Person at?
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Post by Ronan »

All caster levels are 1.

You can get the list of cast-spell item properties here: http://www.alandfaraway.org/haks/iprp_spells.2da

Do you have anyone in mind to take over the creation of items?
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Rusty
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Post by Rusty »

Well... consumables, weapons, and armour are all in hand. Wondrous items are being looked at and I should still be able to make any 2da edits. I have an older system that I should be able to upgrade to NWN2-capability with just a new GPU (ordered one today, should have within a week) although it might also need some more RAM, which I can only really test when the new GPU arrives.
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Post by Ronan »

ok, I've got the plugin assigning the proper icons to scrolls. Potion and wand icons will have to be selected by hand. Once the 1.03 patch is out, the consumable generation should be finalized, and we can start assigning icons.

Someone please comment on the item properties desired and any missing or unsuitable content, descriptions, etc.
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Post by Ronan »

Bah, seems like we still can't add item properties in 1.03. Damnit. I can at least get the 2da entries ready, I guess.

Rusty, where did you say what you needed for the extreme weather stuff? Metal/nonmetal and 1-10 rankings of cold resistance I remember.
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Post by Ronan »

I'm going ahead with the 2da work anyways. Instead of adding a "metalic" item property, I can easily reference iprp_materials.2da, the 2da which lists all material types for weapons. Unfortunately, we cannot access a weapons material with scripts. But we can access it as an item property, so by adding the material as an item property we'll have all our bases covered, and if OE adds a GetItemMaterial() function in the future, using it will be a snap.

Don't remember, did we decide on a list of materials? I have all the other item properties done:

Code: Select all

itempropdefs.2da:
*add gender restrictions
*add size-based restrictions
*add drowcraft property
-add mundane property, how??
*add nondetection
*add copper value, 1-9.
*add silver value, 1-9
*add tradescroll
*add nonlethal
*add material type: metal/non
*add cold protection: 1-10
(well, haven't done the "mundane" marker property)
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Rusty
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Post by Rusty »

For Extreme Environments I need a Metal/Non Metal switch, a stackable Heat Resistance entry, and a similar stackable Cold Resistance entry.

We're working off the Special Materials thread in S&T.

Are you sure a materials.2da reference will work for armour? We would still need a metal mundane and non-metal mundane entry for e.g. mundane leather vs mundane chain.
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