Author Topic: Question for devs/wise men  (Read 1225 times)

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Offline Joseph Porta

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Question for devs/wise men
« on: February 26, 2014, 09:31:39 am »
0
Is it possible to have different stats for items per game mode?

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Offline MacLeod_

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Re: Question for devs/wise men
« Reply #1 on: February 26, 2014, 10:01:40 am »
+1
I don't get it you need to be more specific. Also I think this goes into the beginners help area.
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Offline Fips

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Re: Question for devs/wise men
« Reply #2 on: February 26, 2014, 12:20:03 pm »
+1
Is it possible to have different stats for items per game mode?

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Possible but quite useless?

Offline Macropus

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Re: Question for devs/wise men
« Reply #3 on: February 26, 2014, 12:24:03 pm »
+6
That could be an idea implying some weapons are OP in some game mode and decent in other, but that would be a terrible way of item balancing.

Offline Elindor

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Re: Question for devs/wise men
« Reply #4 on: February 26, 2014, 10:31:58 pm »
+1
If he's talking about certain stats for Strat and other ones for Siege/Battle it might not be a terrible idea, still weird though.
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Offline Torben

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Re: Question for devs/wise men
« Reply #5 on: February 26, 2014, 10:35:53 pm »
+6
If he's talking about certain stats for Strat and other ones for Siege/Battle it might not be a terrible idea, still weird though.

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Offline zagibu

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Re: Question for devs/wise men
« Reply #6 on: February 26, 2014, 11:33:32 pm »
+2
I have no idea if this is possible and what kind of effort it would need, sorry.
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Offline Nemeth

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Re: Question for devs/wise men
« Reply #7 on: February 26, 2014, 11:37:58 pm »
+1
I'm fairly sure you can't. Every items has its stats defined in code on one line that has a very rigid structure and you can't alter it with any "if" condition or anything of that sort. I've never tried it however, but warband code is not known for it's flexibility, to say the least, so I think it is not possible.

EDIT: That said, I have no clue whether it is possible to dynamicaly change the stats of a weapon by a script, so it makes my whole post moot  :lol:
« Last Edit: February 26, 2014, 11:43:03 pm by Nemeth »

Offline zagibu

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Re: Question for devs/wise men
« Reply #8 on: February 26, 2014, 11:43:20 pm »
+2
That's just the definition of the items. Making them available to the players is done in script.
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Offline Angellore

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Re: Question for devs/wise men
« Reply #9 on: February 27, 2014, 12:22:41 am »
+2
It's possible indirectly in native. You can eg. modify damage, ranged damage, accuracy, reload speed of agents (based on weapon they use):
Quote
agent_set_damage_modifier              = 2091   # (agent_set_damage_modifier, <agent_id>, <value>), # value is in percentage, 100 is default
agent_set_accuracy_modifier            = 2092   # (agent_set_accuracy_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_reload_speed_modifier        = 2094   # (agent_set_reload_speed_modifier, <agent_id>, <value>), # value is in percentage, 100 is default, value can be between [0..1000]
agent_set_ranged_damage_modifier       = 2099   # (agent_set_ranged_damage_modifier, <agent_id>, <value>), # value is in percentage, 100 is default
You can also do your own damage formula, working only for specific game mode (like in DTV adding 110% damage to Flamberge, 135% damage to Danish Greatsword, 152% damage to arbalest, 125% damage to all bows and so on). But you can't change item stats just like that AFAIK.

However, if you use WSE, it adds additional functions, which allow you to change important stats:
Quote
item_set_thrust_damage       = 3828 #(item_set_thrust_damage, <item_kind_no>, <value>), #Sets <item_kind_no>'s thrust damage to <value>
item_set_thrust_damage_type  = 3829 #(item_set_thrust_damage_type, <item_kind_no>, <value>), #Sets <item_kind_no>'s thrust damage type to <value>
item_set_swing_damage        = 3830 #(item_set_swing_damage, <item_kind_no>, <value>), #Sets <item_kind_no>'s thrust damage to <value>
item_set_swing_damage_type   = 3831 #(item_set_swing_damage_type, <item_kind_no>, <value>), #Sets <item_kind_no>'s thrust damage type to <value>
item_set_head_armor          = 3832 #(item_set_head_armor, <item_kind_no>, <value>), #Sets <item_kind_no>'s head armor to <value>
item_set_body_armor          = 3833 #(item_set_body_armor, <item_kind_no>, <value>), #Sets <item_kind_no>'s body armor to <value>
item_set_leg_armor           = 3834 #(item_set_leg_armor, <item_kind_no>, <value>), #Sets <item_kind_no>'s leg armor to <value>
item_set_speed_rating        = 3835 #(item_set_speed_rating, <item_kind_no>, <value>), #Sets <item_kind_no>'s speed rating to <value>
item_set_missile_speed       = 3836 #(item_set_missile_speed, <item_kind_no>, <value>), #Sets <item_kind_no>'s missile speed to <value>
Of course, server need to use WSE to get those functions working. Since cRPG servers uses WSE, it shouldn't be a problem in cRPG :).

Offline Joseph Porta

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Re: Question for devs/wise men
« Reply #10 on: March 03, 2014, 09:12:50 pm »
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Sorry for the late reply lads, I had an incredibly busy vacation.

What I wondered is that if stats could change per game mode is that maybe there could be game modes that have alternating stats for weapons.

Say, random names, "sparta" with strong pikes, "rome" with strong spears and throwing lances. And "vikings" with fast shields and strong axes.

I know something like this would not attract alot ofplayers but I think it would be cool for a battle that is stylised around certain factions.

But this is merely some brainfart of mine, I was just wondering.  :mrgreen:
I loot corpses of their golden teeth.
But he'll be around somewhere between Heaven and The Devil, because neither of them will take him in, and he'll be farting loudly and singing a filthy song.

i'll be there at around
chadztime™

Offline dreadnok

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Re: Question for devs/wise men
« Reply #11 on: March 04, 2014, 08:35:40 pm »
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Why are they different anyway? Not complaining but its all crpg right?
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