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Author Topic: <-- Archived --> (Items Concept)  (Read 76301 times)

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Offline DarkTl

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Re: Items Concept
« Reply #60 on: August 15, 2013, 01:53:58 PM »
I really need to set up a reliable way to reach me...
Well, I get  notification on e-mail when someone sends me pm. I guess you could do the same thing.

I dropped the changed file into my Dropbox folder with a txt file accompanying it with some comments.
Thanks a lot.

Offline CherryWood

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Re: Items Concept
« Reply #61 on: April 01, 2014, 11:18:27 AM »
This is totally confusing to me:
Quote

Badness: (Chance of girl buying this item)- Defaults to 0 if not specified. (Meaning 100% chance)

If I want to create item that no girl will buy, should I set 0 or 100?

Offline DarkTl

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Re: Items Concept
« Reply #62 on: April 01, 2014, 11:57:27 AM »
^It should be 100 then.

Offline CherryWood

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Re: Items Concept
« Reply #63 on: April 01, 2014, 12:08:17 PM »
Thanks.


I've figured out another bug in my girlpack items. Trying to code something without Xela sure is hard  :)

Offline Xela

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Re: Items Concept
« Reply #64 on: April 01, 2014, 12:14:31 PM »
Thanks.


I've figured out another bug in my girlpack items. Trying to code something without Xela sure is hard  :)

Badness isn't used at the moment. I'll prolly add that soon enough.
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Offline laposteb

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Re: Items Concept
« Reply #65 on: April 27, 2014, 02:06:51 PM »


Can I have an example of how it works?
I tried several things but nothing works I do not have my sword Appears in the Work Shop ....

Name file:
Data_Ravenbrand.xml

Folder used:
game \ content \ items \ Data_Ravenbrand.xml

Contents of the file:

Code: [Select]


<?xml version="1.0" encoding="utf-8"?>
<items>
<item
id="ravenbrand"
name="ravenbrand"
icon="content/items/weapon/ravenbrand.png"
slot = 'Weapon'
type = 'Sword'
price = '10'
        chance = '100'>
<location name ='Work Shop'/>
</item>
</items>

Offline Xela

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Re: Items Concept
« Reply #66 on: April 27, 2014, 02:14:48 PM »
You need to name your file something like: items_laposteb.xml and put it in the \content\db folder. Then it should work.
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Offline laposteb

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Re: Items Concept
« Reply #67 on: April 27, 2014, 02:36:36 PM »

I changed the file name in items_laposteb.xml


I put in the folder :
 ..\game\content\db
but it still does not display. :'(


I put nothing on purpose as a feature to see around the weapon show, maybe I forgot an essential feature?
« Last Edit: April 27, 2014, 02:38:57 PM by laposteb »

Offline Xela

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Re: Items Concept
« Reply #68 on: April 27, 2014, 03:33:33 PM »
It looks ok, slot = 'weapon' should be with a small w.
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Offline laposteb

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Re: Items Concept
« Reply #69 on: April 27, 2014, 03:36:43 PM »
Its work, thanks  ;)

Offline Xela

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Re: Items Concept
« Reply #70 on: April 27, 2014, 03:41:19 PM »
Its work, thanks  ;)

Good, it was working before but it would only show up under the all filter.
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Offline laposteb

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Re: Items Concept
« Reply #71 on: May 01, 2014, 04:47:35 AM »
hi, its again me  :D



I have another problem now ...
I made a sword with a fire skill, when I epuip it to me ... I just live unequips not put skill on a weapon?


I changed several sword found on the net and I want each element is a skill  :






the code :




Code: [Select]

      <item
      id="Sword of fire"
      name="Sword_of_fire"
      icon="content/items/laposteb/Sword_of_fire.png"
      desc="This sword has the power of fire, and can shoot fireballs!"
      slot = 'weapon'
      type = 'Sword'
      badness = '20'
      price = '650'
      sex = 'uni'
       chance = '100'
      Infinite="false">
      <location name ='Work Shop'/>
      <goodtrait name = 'Former Assassin' />
      <addskill name = 'Fire 1' />
      <mod attack = '10' />
      <mod defence = '15'/>
      <mod agility = '20' />
   </item>


don't look price and stat is for test  ;D



Edit : This is another bug, if I remove the skill its not working also
I'm looking for the error ^ ^

Edit 2 : my error is :

Code: [Select]
      sex = 'uni'Just remove it, and it's work, sorry for my post :(
« Last Edit: May 01, 2014, 05:06:56 AM by laposteb »

Offline DarkTl

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Re: Items Concept
« Reply #72 on: May 01, 2014, 05:22:29 AM »
Oh wow, cool items! Don't forget about Light and Darkness too  :)

Offline Xela

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Re: Items Concept
« Reply #73 on: May 01, 2014, 05:31:11 AM »
Generally, weapons are not supposed to work this way so game doesn't expect such items even if they might work. Weapons should have their own animations (noone worked on that yet) and basically you should have an unique attacks for these swords.

It should be possible in the future.

Oh wow, cool items! Don't forget about Light and Darkness too  :)

They're cool items! But you've asked if we should make similar items a while back and we've decided that it was too early.

This is really error-proned because lets say that a player has already leaned Fire 1 magic spell, then got the sword and equipped it... When unequipped, Fire 1 should be gone as well, not because it's a bug but simply because we've agreed that weapons should not work this way.

===========
I should either write the code that would allow adding affinities and animated attack to weapons OR this should be a separate magical skill (doesn't require any code from me, just modding).
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Offline laposteb

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Re: Items Concept
« Reply #74 on: May 01, 2014, 06:33:04 AM »
Okay thank you for the information, so I keep them to myself  :D


Edit : And a description :


Code: [Select]
      desc="This sword has the power of fire, and can shoot fireballs! But be careful this sword is cursed! if you already know the spell, it will let you forget"

Correct me if is not english ^^
« Last Edit: May 01, 2014, 06:40:54 AM by laposteb »