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Thread: Event Gear and Crafting

  1. #1

    Question Event Gear and Crafting

    Title pretty much says it - what if anything do we want to add? I would imagine that the full epic versions would suffice and be the easiest to implement. Otherwise I suppose there could be a radial/dropdown titled "Event" with the various events in the listbox and selectable versions to populate. The Base items could just be a simple list; the first SelectBox could be for level and the second for Tier...

  2. #2
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    I'll have to bow out of this conversation and leave it up to you guys. The thing is, I'm not a crafter. The grindyness of crafting has no appeal for me (I ran shroud enough times to get a good amount of my Tier 2 items, and feel like if I ever run it again it will be too soon; I got the rest of the ingredients I needed from a guildie, and left it at T2, for that one item on one character, heh). I did some event stuff (like the Halloween one), but not much.

    All that to say, I don't know a whole lot about the high end equipment and how it all works. It's just not my department. So you guys would know better what's involved and how best to put it together to serve the DDO community.

    I'll support whatever you want to do, and if you want or need my help with the coding, I'm willing to pitch in. But y'all will have to design it. I can't really help there.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  3. #3

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    Well I figured if I'm gonna fix Greensteel I might as well add Epic crafting and the like to it. General equipment crafting has expanded to the point where we'll need some extra data entries as well. I should be done with the changes soon but I'll need help testing on whether or not I left bad pointers, though; I doubt it the changes aren't that major it is just taking me a while to hunt down the references and make sure they're in-line with the rest. I'll need some help adding more effects to the Greensteel data files too.

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    Cool man. Just let me know when you are ready for testing. I can certainly help out wherever you need me.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  5. #5

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    Yeah and though it seems done (minus data entry) I keep getting "vector subscript out of range" when I open the Item Builder
    It occurs in ActivateItemBuilderWindow(){GetCurrentItemsData()}
    I changed Get...() to access the vector I set up for CurrentItems[ItemIndex].ItemEffects.size()
    Which would indicate that the vector I set up for ItemEffects in stdafx.h is not initializing before size() being called. A bit of hunting made me realize that it isn't cleared before that first call...soooooo -
    I thought some more and realized that aside from Greensteel clicky effects there is not a real reason to go dynamic :/ Each Greensteel Tier has a list of effects associated with a single upgrade, meaning that when adding an Effect to the Item would only need a single entry to add all of the bonuses it applies, thus the real issue is once again data input. We simply need to add to the text file the Greensteel Effects - with all of the bonuses associated with each upgrade in a single entry. While it won't look exactly like it does in-game, it will fit our purposes
    For Example:

    EFFECTNAME: Air Dominion Ethereal;
    EFFECTDESCRIPTION: Air Affinity - This Item has gathered enough power to harness some aspects of the element Air.
    Improved Magnetism VI - While equipped this item will boost the effectiveness of your 6th level and lower Electicity spells by 30%.;
    EFFECTTYPE: Greensteel Invasion;
    APPLIEDTO: Weapons;
    ENDOFEFFECT

    However; there will have to be duplicate entries since the same effects are not applied to Greensteel Weapons as those attached to Accessories.
    So there would also have to be:

    EFFECTNAME: Air Dominion Ethereal;
    EFFECTDESCRIPTION: Air Affinity - This Item has gathered enough power to harness some aspects of the element Air.
    Electric Lore - Electricity spells gain a +6% chance to critical hit. Electricity spells critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
    EFFECTTYPE: Greensteel Invasion;
    APPLIEDTO: Belt, Boots, Bracers, Cloak, Gloves, Goggles, Helmet, Necklace;
    ENDOFEFFECT

    Perhaps these two were bad examples since the effects do not detail any changes to the information available to the Planner but the example should be clear enough to illustrate the need for multiple entries with the same name. There would be other Effects that would have more listed in the EFFECTDESCRIPTION: as well, as long as all the effects were included and those that change data are accounted for in the ABILITY... portions of the entry.

    TierII GS would have different names based on the bonus effects. Air/Earth or visa verse would be called Balance of Land ans Sky I and so on. TierIII would have the double Shard names like Mineral II but should we also include the base effects for Shards that provide no additional bonus? The nomenclature would then revert to the TierI style.
    Would there be any problems when an effect adds modifiers to say both HP max and a Skill?

    EDIT: I realize just now that I posted this in the wrong thread for people to see
    Last edited by AscendantMadness; 05-19-2011 at 01:26 PM.

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    Put in a breakpoint and step through the code to that point where the array is malfunctioning. Check what the index is at that point. I find in such cases that usually it isn't what you expect it to be.

    Of course, moot point if you are going to drop the vector.
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  7. #7

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    Dropping the vector for now so I don't clutter up any commits I make with tons of commented code and working on remapping those effects. I had the breakpoint and the watch set to the problem spot and it wasn't initializing the ItemEffects vector so that it was getting junk when CharacterItems[Index].ItemEffects.size() was called. The watch showed junk for the vector entirely - no index for it or anything else. For now I'll get GS working on its own without major changes to the way effects work as well as ShavarathRings. The next in line would be Epic before I move on to the Event stuff, though; that could just be handled with some studious data entry by anyone willing
    Not giving up on the idea of dynamic effects though, just procrastinating to get a usable GS in place.

  8. #8
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    Quote Originally Posted by AscendantMadness View Post
    that could just be handled with some studious data entry by anyone willing
    What sort of help would you need here? Perhaps we could ask for volunteers over on the DDO boards?
    "They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse

  9. #9

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    We'd need to add the new effects if they would effect character data, as well as entries for those Event items. The GS effects are slightly different. Rather than actually listing each effect separately, the name of the crafting shard is used for the EFFECTNAME and the effects themselves are listed in the EFFECTDESCRIPTION with a "/p" used to separate them so that the text can be parsed to add paragraphs in the display. Working on data entry now and I"ll commit soon to show examples.

  10. #10

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    I should be able to help with data entry. My summer is really up in the air, with a lot of things that may happen, but currently nothing actually finalized to happening.
    I'm unemplo...... err.. I mean, I'm a writer.

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