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Drop Gear Randomization - eA Experts read this

Author Topic: Drop Gear Randomization - eA Experts read this  (Read 2606 times)

Razer

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Re: Drop Gear Randomization - eA Experts read this
« Reply #15 on: July 24, 2010, 12:31:16 pm »

Oh well it was a good try. Any idea how the enhancement system works - Does it mean the item database carries entries for all possible creations ?

Aozora

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Re: Drop Gear Randomization - eA Experts read this
« Reply #16 on: July 24, 2010, 01:14:07 pm »

Oh well it was a good try. Any idea how the enhancement system works - Does it mean the item database carries entries for all possible creations ?

Enhancment system?
Oh right, it basically utilizes the card slots to insert special items there. Though now that I think about it.....ou could possibly emulate this by using a system similar to the enhancement system. However the item would have to be created into your inventory rather than actually "dropped". You'd have to create bunch of cards with different attributed on them, then randomly pick cards and place them in the slots to give attributes to the item. If you give the item 0 slots then it won't be unslottable and so on.

Razer

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Re: Drop Gear Randomization - eA Experts read this
« Reply #17 on: July 24, 2010, 01:28:54 pm »
Well thats what I said - you make a system similar to the enhancement system that plays everytime a monster drops a special gear but I think the concept of slots may not work well. That would theoretically mean a Blade[4] has more then 4 slots of which some get used up in the emulation. That would mean all objects to have Ghost slots of somekind O_o ?
Players cant access these slots but the emulation system can. Most of the times it will place blank cards in these slots not imparting any property but the other times it can slot 1~3 property cards in the Ghost slots. Whenever the player picks the item - a script runs summoning 3 random property cards to go into the Ghost Slots from a pool. These properties would not add any suffixes or prefixes but a person can tell the item has the bonus stats via an improvised descriptor.

I suppose there is no easy way to this unless Gravity changes the system or eA changes as a whole - As you say a source mod which seems unlikely. Oh well its not feasible for now then.

Aozora

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Re: Drop Gear Randomization - eA Experts read this
« Reply #18 on: July 24, 2010, 03:58:14 pm »
Quote
Well thats what I said - you make a system similar to the enhancement system that plays everytime a monster drops a special gear but I think the concept of slots may not work well. That would theoretically mean a Blade[4] has more then 4 slots of which some get used up in the emulation. That would mean all objects to have Ghost slots of somekind O_o ?

Currently the amount of slots is capped to 4 in source. That's the default setting and the client can only display 4 slots. You can actually have more than 4 slots but the client can't display them, then by modifying few script commands you should be able to make stuff in these slots. It should be possible to kinda restrict slot usage. Since when using cards they go to the first available slot but with a script command you can define what goes where. I.e you could leave the 4 primary slots open and add random attributes to lsots after that. And yes, this would mean they would have "ghost" slots in a way sicne you couldn't see them. But to players they wouldn't even appear as slots, their gears would simply have randomized attributes.

Quote
Players cant access these slots but the emulation system can. Most of the times it will place blank cards in these slots not imparting any property but the other times it can slot 1~3 property cards in the Ghost slots. Whenever the player picks the item - a script runs summoning 3 random property cards to go into the Ghost Slots from a pool. These properties would not add any suffixes or prefixes but a person can tell the item has the bonus stats via an improvised descriptor.

You can't make these items on the floor though. They would have to be spawned directly to players inventory, or alternatively use a dummy item which deletes itself and replaces with the randomized item when put on for the first time. unless of course you add a source mod from eA boards, I think there's something like OnPCPickItemEvent which runs every time you pick an item. Descriptions on the other hand would be rather wonky since they cannot be created dynamically, every single item description is handwritten in the clientfiles.

However the problem is, I have absolutely no idea how the server would run with 4+ slots or if it'd create other problems with something like unslotting.

Razer

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Re: Drop Gear Randomization - eA Experts read this
« Reply #19 on: July 24, 2010, 08:39:54 pm »
Yea, I am considering the idea infeasible for now.

Talis

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Re: Drop Gear Randomization - eA Experts read this
« Reply #20 on: July 24, 2010, 09:36:56 pm »
Also, just to add, RO in general is very finnicky with messing with items. The Client expect the item string in a very specific manner. It's essentially impossible to attach any persistent information to a item that does not fill up a existing slot.

However, there would be a actually feasible way to do this ( not saying that we will but .. )

One variable that gets always passed along with the item that is barely used at all is .. the Identified-switch. You could probably increase the max value of the identified value both within eA and the database into essentially any way you want, and then simply use those to store the enchantment status.

Additionally, it would still be possible to have them unidentified.

You could just create duplicate entries for every enchantment and have a modulo 2 run over it. If its even - its unids , if its odd its IDs.

As a example:
identified 0 - Not ID'd, No Effect.
identified 1 - ID'd, No Effect.
identified 2 - Not ID'd, STR +1.
identified 3 - ID'd, STR+1.

etc. Magnifier would only have to do: if identified = even , set identified +1;

I'm still not convinced whether it would be worth the efford, but using the system I outlined it should be pretty feasible and easy even.

The only problem would be how the client would react to a untypical ID'd value. What would likely happen is actually that the client would "loose" the custom ID value when picking it up. But with some hacking you might be able to have the client keep it.. hm. Ah well.
Hi, I am Talis.
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Please keep that in mind that my posts, views and opinions are my own and in no way, shape or form reflect that of, or pertain to the current staff & administration.

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Razer

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Re: Drop Gear Randomization - eA Experts read this
« Reply #21 on: July 24, 2010, 11:59:45 pm »
Well when I asked this I was expecting it was possible to assign some variables to item class. ( like in any other environment you usually have a class module for objects with used/unused values and always room to declare more)
I dont know anything about eAs coding so I had to make this thread to know. Now if it was possible to have some new variables for items - they could store random values when the player picks the item up. Now lets say by my example an item can have 1 or more random properties lets say upto 3. And each property is a separate condition in a pool so 1-3 % P.D would mean 3 conditions 1,2,3 unless you nest in another randomize. That way lets say each pool has 30 properties with blank property being the most probable one making it an exceptionally hard chance to get 3 properties in one go.
So you have potentially 30X30X30 combos for each gear area (helm/weapon/Garment)

Talis , the PM that I sent you contains info that I do not want to post here. That game has reported that the re randomize option that they have (they sell it for 5$ worth) has become a hot seller all of a sudden.  So yes if we can find an easy way to do this everyone and I do mean everyone will benefit from it. I am looking at this option to potentially create alternates to MVP cards and SQIs if the random combo of properties is good - this would keep people on an eternal hunt since getting a perfect item would be near impossible to get.
Is there no other value in an item that can be used other then identified-switch  ? Is it impossible to add new variable to items ?
« Last Edit: July 25, 2010, 12:02:29 am by Razer »

Talis

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Re: Drop Gear Randomization - eA Experts read this
« Reply #22 on: July 25, 2010, 09:25:51 am »
Well when I asked this I was expecting it was possible to assign some variables to item class. ( like in any other environment you usually have a class module for objects with used/unused values and always room to declare more)
I dont know anything about eAs coding so I had to make this thread to know. Now if it was possible to have some new variables for items - they could store random values when the player picks the item up. Now lets say by my example an item can have 1 or more random properties lets say upto 3. And each property is a separate condition in a pool so 1-3 % P.D would mean 3 conditions 1,2,3 unless you nest in another randomize. That way lets say each pool has 30 properties with blank property being the most probable one making it an exceptionally hard chance to get 3 properties in one go.
So you have potentially 30X30X30 combos for each gear area (helm/weapon/Garment)

Talis , the PM that I sent you contains info that I do not want to post here. That game has reported that the re randomize option that they have (they sell it for 5$ worth) has become a hot seller all of a sudden.  So yes if we can find an easy way to do this everyone and I do mean everyone will benefit from it. I am looking at this option to potentially create alternates to MVP cards and SQIs if the random combo of properties is good - this would keep people on an eternal hunt since getting a perfect item would be near impossible to get.
Is there no other value in an item that can be used other then identified-switch  ? Is it impossible to add new variable to items ?

As far as adding new variables go, only really ghost-card-slots. The problem with those is that the game will not identify or acknowledge them at all. Which essentially means that ingame you would not know at all what kind of item you have. This also means that when you drop the item, it will might loose the card4+ properties. Just adding some (new) persistent information to a item is extremely tough, if not impossible.
Hi, I am Talis.
I used to work here, but not anymore.
Please keep that in mind that my posts, views and opinions are my own and in no way, shape or form reflect that of, or pertain to the current staff & administration.

“Intellect is invisible to the man who has none”
Arthur Schopenhauer (German Philosopher, 1788-1860)