FORUM ARCHIVED

Frustrating creating

Discussion in 'Modding' started by Sensei Le Roof, Jan 13, 2012.

  1. How do you get something to be created with random effects already on it, a la Flail of Pleaides? I'd been led to believe somehow that giving it an artifact quality would be enough, but that isn't working.
     
  2. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    Code:
    <item name="Holy Blade of Lutefisking" iconFile="sprites/sword_9.png" level="1" type="0" artifact="1">
        <price amount="100" />
        <artifact quality="1" />
        <weapon slashing="1" righteous="2" />
        <targetHitEffectBuff percentage="40" name="Lutefisking" />
        <description text="Seems a little fishy. Smells a little fishy. Is this blade...a scale?" />
        </item>
    The artifact="1" in the title bar identifies it as an artifact. The <artifact quality="1" /> identifies how many randomly generated artifact abilities it should have (in this case, one).
     
  3. Yeah, I've had that in from the start, since it seemed necessary (why yes, I have been combing the base itemDB). Is there maybe a limit?
     
  4. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    I don't think so? Check the Crownstar Addendum.
     
  5. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Where's the item spawning?

    If I understand correctly, artifacts purchased at shops don't get their random boosts, but those found in chests or made via crafting do.

    Not sure whether or not starting gear gets the artifact boosts, but I wouldn't be surprised if it didn't given just how buggy starting gear is.
     
  6. So far, I've only seen two Awesome Gloves (likely a temporary name) appear, both spawned on the floor at random.

    EDIT: The Plot Thickens™. I just had two new floor-spawns: the Amulet, which had nine buffs as proper; and the Boots, which seemed to be blank... until I Kronged them, whereupon they showed five buffs.

    And I had Brax sell me a nice shiny buff-filled Ring.

    EDIT MORE: Getting Awesome Gloves as a quest reward made the game crash.
     
  7. *bump for resolution*
     
  8. Essence

    Essence Will Mod for Digglebucks

    If the game is crashing, it sounds to me like the problem is likely with the XML surrounding Awesome Gloves. Have you run it through an XML validator?
     
  9. Yes, and the only thing it found was a missing slash. I haven't made any changes since then, and only getting the Gloves as a quest reward caused a crash.
     
  10. Slipped down to page 3. Maybe some code will help solve the issue?

    Code:
    <itemDB>
     
    <item name="Awesome Sword" iconFile="items/sword_craft_iron2.png" level="1" type="0" artifact="1">
        <price amount="35"/>
        <weapon slashing="0"/>
        <artifact quality="10"/>
        <description text="Yay for the mighty stabby!"/>
        </item>
    <item name="Awesome Axe" iconFile="items/axe_craft_iron2.png" level="1" type="1" artifact="1">
        <price amount="35"/>
        <artifact quality="10"/>
        <weapon slashing="0"/>
        <description text="Well, you axed for it."/>
        </item>
    <item name="Awesome Mace" iconFile="items/mace_craft_iron2.png" level="1" type="2" artifact="1">
        <price amount="35"/>
        <artifact quality="10"/>
        <weapon crushing="0"/>
        <description text="Bash gleefully."/>
        </item>
    <item name="Awesome Crossbow" iconFile="items/crossbow_craft_iron1.png" type="4" level="1" artifact="1">
        <price amount="35" />
        <artifact quality="10"/>
        <weapon piercing="0"/>
        <description text="Nevermore fire little metal bits at nobody!"/>
        </item>
    <item name="Awesome Staff" iconFile="items/staff_simple.png" level="1" type="3" artifact="1">
        <price amount="35"/>
        <artifact quality="10"/>
        <weapon crushing="0"/>
        <description text="From a branch of the trees on Melchior VII."/>
        </item> 
    <item name="Awesome Helmet" iconFile="items/helm_hjalmr1.png" artifact="1">
        <price amount="35"/>
        <armour level="1" type="head"/>
        <artifact quality="10"/>
        <description text="Protects the hell out of your head."/>
        </item>
    <item name="Awesome Boots" iconFile="items/boots_iron_plate.png" artifact="1">
        <price amount="35" />
        <armour level="1" type="feet" />
        <artifact quality="10"/>
        <description text="Your toes will thank you. Plus, taking them off will probably kill everyone."/>
        </item>
    <item name="Awesome Shield" iconFile="items/shield_skjoldr1.png" artifact="1">
        <price amount="35" />
        <armour level="1" type="shield" />
        <artifact quality="10"/>
        <description text="We dare monsters to get through it." />
        </item>
    <item name="Awesome Armor" iconFile="items/armour_craft_iron1.png" artifact="1">
        <price amount="35"/>
        <armour level="1" type="chest"/>
        <artifact quality="10"/>
        <description text="And it's shiny too!"/> 
        </item>
        <item name="Awesome Amulet" iconFile="items/amulet_ruby0.png" artifact="1">
        <price amount="35"/>
        <armour type="neck" level="1"/>
        <artifact quality="10"/>
        <description text="A mystifying light shines forth. Under the right circumstances. You know, full moon and all that."/>
        </item>
    <item name="Awesome Ring" iconFile="items/ring_iron0.png" artifact="1">
        <price amount="35"/>
        <armour type="ring" level="1" />
        <artifact quality="10"/>
        <description text="Who needs a stinking diamond?"/>
        </item>
    <item name="Awesome Gloves" iconFile="items/gloves_adventuring.png" artifact="1">
        <price amount="35" />
        <armour level="1" type="hands" />
        <artifact quality="10"/>
        <description text="No bad puns for this one. We finger you can do better." />
        </item>
    <item name="Awesome Belt" iconFile="items/belt_leather.png" artifact="1">
        <price amount="35" />
        <armour level="1" type="waist" />
        <artifact quality="10"/>
        <description text="Gain weight? Lose weight? Nobody will ever know." />
        </item>
    <item name="Awesome Pants" iconFile="items/pants_gray.png" artifact="1">
        <price amount="35" />
        <armour level="1" type="legs" />
        <artifact quality="10"/>
        <description text="Stylin'!" />
        </item>
     
    </itemDB>
    
    Also worth noting: aside from the crossbow, the weapons have yet to show up at all.
     
  11. The code itself looks fine to me. It must be something more specific and strange than a simple markup error. :( I do hope you get it figured out; that sounds really annoying!
     
  12. lccorp2

    lccorp2 Member

    The artifact quality is the problem.

    There currently is a bug with the game where items of quality 10 and above are not spawning in the game and only appearing in shops.
     
  13. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    I'm afraid that's not entirely accurate.

    First off, it's level, not artifact quality, that determines the floor an item spawns on.

    Secondly, it's items of level 11+ that are not spawning. Level 10 items do spawn on the floor. Lirpas, for example, are level="10", and they show up all over the later floors of the dungeon.
     
    lccorp2 likes this.
  14. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Why your items aren't showing probably does have to do with them being artifacts, despite my corrections to basic facts in the other post. When the game is spawning random items for the floor, it doesn't (or only very rarely) spawns artifacts on the floor. Things like the little 1x1 islands that have an artifact are specifically placed there by <loot type="artifact"> in the room file. In general, most artifacts won't show up as floor items (except exceedingly rarely). They are more often placed in chests, uberchests, or evilchests, each with their own special rules.

    When the game does place an artifact, it does so by considering the floor/level of the dungeon that you're on, and comparing it to the level of the item. I'm not sure exactly how this works, as there's obviously some variance, but in general the further down you go the better the artifacts will be.

    Honestly, from the sound of things, the game is probably placing your items correctly. They have level 1, so they are most likely to show up on floor 0, but there's a limited number of artifact "slots" on floor o. Even if the base game didn't have it's own level 1 artifacts, you still wouldn't see any one of these very often, as the maybe half-dozen possible slots per game are trying to service 14 new items. Compare their rarity to the Mace of the Crustacean (or whatever it's called, the level 1 lobster arm with crushing and putrefying damage). You just don't see it very often. I've logged a couple hundred hours playing this game, and only ever had two characters pick one up. That's how rare a level one artifact is.

    The further into the dungeon you go, the less likely they will show up. You can adjust that a bit by giving them a higher level number. Regardless of their level though, since they have an artifact quality they will never be nearly as common as non-artifact items.

    That's of course assuming I've deciphered correctly from the extensive testing I've done while modding. There's certainly some factor(s) I'm ignorant about. I've just come to the above conclusions about how the treasure spawning works by reading the rooms.xml and itemDB.xml files a lot and testing things with my own room designs again and again and again.
     
  15. lccorp2

    lccorp2 Member

    Sorry, my bad. Argh, having one too many brain-farts of late.
     
  16. That well explains why they don't appear much. Any insight as to why everything but the Ring and Amulet appears to be buffless? (I say "appear" because Kronging brings up more buffs than a standard job, assuming the result is positive.)
     
  17. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    It's not immediately clear to me how the game determines whether or not an artifact that appears in-game has it's full assortment of magic properties, or is waiting for a good Kronging to bring out it's inner beauty.

    I would not be surprised to learn that there's a bug involved in the process, but I have no idea what the devs intended so I can't say for sure.

    Anecdotally, I've observed that the majority of potential artifacts in shops are _not_ active, and the majority of ones found in chests are, but that could just be the random number generator acting up.

    My room with <loot at="1" type="weapon" subtype="Mace of Lobster"/> seems to always generate a version with its 1 level of artifact quality triggered, so you might try something along those lines.

    Then again, your items are _quite_ the steal at 35 zorkmids each, even if you do have to use an anvil to give them 10 random power-ups. A ring or boots with 10 random powers is unlikely to be replaced until very deep in the dungeon, if at all.
     
  18. Proper pricing is a secondary concern. I've also noticed you lose hidden effects (its "inner beauty") if the Kronging is negative.

    I'd been thinking of toying with room ideas anyway. A showcase wouldn't be out of place, methinks...
     
  19. Blerf. The showcase has yet to show up, though I've seen Awesome items show up properly buffed on Artifact Island (you all know the one) and in the choose-a-cage room (with the Enraged Diggles).