Content creation: Items
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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.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.
- HEEGZ
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.
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.
- ç i p h é r
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- Grand Fromage
- Goon Spy
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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.
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.
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
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.
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?
What CL is Charm Person at?
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?
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?
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.
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.
Someone please comment on the item properties desired and any missing or unsuitable content, descriptions, etc.
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:
(well, haven't done the "mundane" marker property)
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
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.
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.