FORUM ARCHIVED

[Brainstorming] Leather Goods

Discussion in 'Modding' started by Clawdius_Talonious, Jun 24, 2012.

  1. Well, now that I have a working skinning knife (even if I can't get it to only function on the corpses of certain taxa), I have been pondering what exactly I'd like to do with some additional advanced recipes for use with the leather. I thought of just making some various flavors of Fancy Hauberks using the various potions and a similarly colored gem for recipes. ?But that seems to me like sort of a cop out. I think I could rather easily come up with some better rogue gear that wasn't just slightly altered art from the game itself if I put some effort into it, so I thought I'd ask the community to help me come up with items that they would like to see as far as items for light armored characters.

    I am thinking I will attempt to make a full set of Ninja regalia, and a full set of gear appropriate for use with an archer. I am slightly conflicted, however. I would love to make these pieces of gear hidden, but have them unlock if they have not been found, when a character unlocks skills along the dodge or archery trees respectively. However I imagine doing so without altering the games files would likely be something I couldn't accomplish. As such I'd like to hear people's thoughts on how to go about making the recipes difficult to obtain on early levels without cluttering the already overloaded hidden skills list. I personally would absolutely love to see the option to research specific branches (either weapons, armor, etc or smithing, tinkering, alchemy, wandcraft) when coming upon a shelf. But since that doesn't seem likely to come about any time soon, I'd love to hear more ideas about how I can make it a difficult choice as to whether or not to build Ninja armors or Archery armors early. Rare ingredients? Say, coal required for the ninja armors, and perhaps sulfer required for the archer armors?

    I'd also really like to hear any ideas people may have about what other items they would like to see available to sneak/dodge oriented characters. Perhaps a tricorne for people who want a full set of Swashbuckling regalia for their own amusement? Should I make a cowboy hat, duster, chaps and cowboy boots? If so, what stats should they be associated with? Any ideas would be much appreciated, as it always helps to have some other points of view when brainstorming.
     
  2. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Only hide the top-tier recipes.
     
  3. I have an image that refuses to load into Dredmor, it doesn't give me an error message or anything on loading the game, but if you attempt to craft the item in question it CTDs. Does anyone know what causes this? I had the same thing happen before I gave up on including cloth in my mod, I'm unsure what it is about these icons the game doesn't like. They're 32x32, edited using Pixlr the same way I created all the other icons I've made but it seems the icons don't work. I even opened the boots up, flipped them horizontally and saved hoping that might make them usable but I can't figure out what it is the game doesn't like about the image. Is this a known bug? Any help would be appreciated, as it is I may just have to strip the item out until I can figure out how to fix my icon.
    component_parts_cloth.png cowboy_boots_spurs.png
     
  4. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Here, I reindexed these in mtPaint and fixed the edges of your leather bolt too.

    component_parts_cloth.png cowboy_boots_spurs.png
     
  5. Hmmm, I saved the file you reindexed, added back in the relevant code, and it still doesn't show up in game.

    I have no clue why the game happily works with 90% of the icons I made, and spits out one occasionally. I appreciate your assistance nonetheless. Has no one else encountered a situation where certain image icons were just not accepted by the game? I know my luck is terrible, but I can't imagine that I am the only one to encounter this issue. I would be inclined to think it was name length, but I have a few other filenames that work fine and are longer than cowboy_boots_spurs.png...
     
  6. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Make sure you're not typoing the file path. That's happened to me a couple times.
     
  7. The code relevant to the items seems fine to me, but I have overlooked things in the past...


    <item name="Boots with Spurs" iconFile="items/cowboy_boots_spurs.png" special="1">
    <price amount="1000"/>
    <armour type="feet" level="6" randoms="1"/>
    <description text="I've got spurs, that jingle jangle jingle."/>
    <primarybuff id="0" amount="2"/>
    <primarybuff id="2" amount="2"/>
    <secondarybuff id="9" amount ="6" />
    <secondarybuff id="10" amount="1"/>
    <damagebuff piercing="3" />
    </item>

    Also when I accidentally used an improper file path before it gave me an error upon launching the game, and another when I ran the game despite the warning that it would probably crash, and then it crashed when I looked at the item in the recipes. However, this doesn't error out or crash the game looking at it in recipes, it just shows an empty square. Of course, while I haven't crafted the boots, I do know that when I was still messing with the cloth I tried to craft it when it showed up as a blank icon like that and that did crash the game when it was crafted...