Difference between revisions of "DM Java/Editing/Items"
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=== Customizable Properties === | === Customizable Properties === | ||
− | ===== | + | ===== Functions 1..3 ===== |
+ | Assigns the actions....blah, blah | ||
− | ===== Effects ==== | + | ===== Type and Size ===== |
+ | The original Dungeon Master limits where item by be placed by ''bit flags''. DMJ instead assigns two pieces of data to each item: type and size. | ||
+ | |||
+ | ''Type'' | ||
+ | * Weapon | ||
+ | * Shield | ||
+ | * Head | ||
+ | * Torso | ||
+ | * Neck | ||
+ | * Legs | ||
+ | * Feet | ||
+ | * Food | ||
+ | * Other | ||
+ | |||
+ | ''Size'' | ||
+ | * 0 fits everything and passes through grates | ||
+ | * 1 fits everything and cannot pass through grates | ||
+ | * 2 no pouch and passes through grates | ||
+ | * 3 no pouch and cannot pass through grates | ||
+ | * 4 no pouch or quiver and cannot pass through grates | ||
+ | |||
+ | |||
+ | |||
+ | ===== Effects ===== | ||
These correspond to ''Equip Effect'' in the editor. | These correspond to ''Equip Effect'' in the editor. | ||
Line 81: | Line 105: | ||
=== Item Sets === | === Item Sets === | ||
− | If a given PC is wearing all the items listed in the specified locations. | + | If a given PC is wearing all the items listed in the specified locations the engine will send out a message and the listed effects are applied to the wearer. |
<br> | <br> | ||
Line 222: | Line 246: | ||
The leader with item(248) ''in-hand'' clicks on the ''Power Gem'' map object, which replaces item(248) with item(249). | The leader with item(248) ''in-hand'' clicks on the ''Power Gem'' map object, which replaces item(248) with item(249). | ||
+ | |||
+ | [[Category:Dmjava|Items]] |
Latest revision as of 14:26, 25 November 2008
THIS PAGE CONTAINS ERRORS AND OMISSIONS
This is a quick brain dump while looking through the code. More than likely
some features hinted at here are unlikely to be possible with the current
editor.
Every item in the game is unique in the sense that there is no notion (inside the engine) of
an item template or defination.
Customizable Properties
Functions 1..3
Assigns the actions....blah, blah
Type and Size
The original Dungeon Master limits where item by be placed by bit flags. DMJ instead assigns two pieces of data to each item: type and size.
Type
- Weapon
- Shield
- Head
- Torso
- Neck
- Legs
- Feet
- Food
- Other
Size
- 0 fits everything and passes through grates
- 1 fits everything and cannot pass through grates
- 2 no pouch and passes through grates
- 3 no pouch and cannot pass through grates
- 4 no pouch or quiver and cannot pass through grates
Effects
These correspond to Equip Effect in the editor.
Internal string definitions:
- mana
- health
- stamina
- strength
- vitality
- dexterity
- intelligence
- wisdom
- flevel
- nlevel
- wlevel
- plevel
Items with Hardcoded Behavior
Any dungeon specific items created with any of the following item (except those marked as Special Item) numbers will exhibit the listed properties.
2 Handed Sword (233)
The engine requires both hands to be free for any item with number 233.
Boots of Speed (187)
Chest (5)
- Special Item
Compass (8)
- Special Item
Diamond Edge (206)
Gem of Ages (93)
The Hellion (95)
Illumlet (89)
KU Sword (219)
- Engine silently disallows unequipping this item.
- Cannot be stolen.
Lock Picks (71)
Rabbit's Foot (84)
- Increases luck
ROS Bow (261)
- Engine silently disallows unequipping this item.
- Cannot be stolen.
Stormbringer (215)
- Cannot be unequipped
- Kills companions --
- Other stuff --
- Halves the effect of a silence spell on the weilder.
- Hardcoded display (when viewed):
Stealer of Souls
Slayer of Friends
Destroyer of Balance
Torch (9)
- Special Item
Waterskin (73)
- Special Item
Item Sets
If a given PC is wearing all the items listed in the specified locations the engine will send out a message and the listed effects are applied to the wearer.
Elven
Requirements:
- Torso (141)
- Legs (161)
- Feet (179)
Effects:
- Ninja Level +1
Darc
Requirements:
- Head (132)
- Torso (152)
- Legs (173)
- Feet (188)
- Ready (110)
Effects:
- Strength +10
- Vitality +20
Lyte
Requirements:
- Head (124)
- Torso (145)
- Legs (165)
- Feet (183)
- Ready (106)
Effects:
- Strength +5
- Dexterity + 25
RA Mage
Requirements:
- Head (129)
- Neck (96)
- Torso (150)
- Legs (171)
- Ready (59)
Effects:
- Intelligence +30
- Wizard XP +5 (note)
- Autocast: Posion Cloud
- Autocast: Lightning
SAR Mage
Requirements:
- Head (128)
- Neck (97)
- Torso (149)
- Legs (170)
- Ready (58)
Effects:
- Wisdom +30
- Priest XP +5 (note)
- Autocast: Weakness
- Autocast: Poison Missle
RA Fighter
Requirements:
- Head (127)
- Torso (148)
- Legs (168)
- Feet (186)
- Ready (109)
- Action (213)
Effects:
- Dexterity +30
- Mana gain +35 (note)
SAR Fighter
Requirements:
- Head (125)
- Torso (146)
- Legs (166)
- Feet (184)
- Ready (107)
- Action (214)
Effects:
- Strength +30
- returndam +25 (note)
- manashield +35
Ekkhard cross
Requirements:
- Neck (92)
Effects:
- Priest XP +10
FlamBain
Requirements:
- Torso (151)
Effects:
- Absorb Fire +25
Moonstone
Requirements:
- Neck (90)
Effects:
- Mana Recharge +40
In Game Generated Items
The engine also allows players to create items via various actions. However it is important to note that all such items are created by item number and therefore have the fixed properties defined inside the engine.
As an example, a designer may modify the properties of a foo and place it inside the dungeon. This item, when used, will behave according the those modified properties. However when a player creates a foo, it will always have the engine default properties.
Making the Firestaff
The Firestaff may be created by collecting five items:
- Stick (83)
- Fire Rune (282)
- Water Rune (283)
- Earth Rune (284)
- Wind Rune (285)
The designer is free to modify these items, all that the engine cares about for this process is the item number.
The player performs each of the four steps of creation in the same manner. Place item (83) in one hand and the component in the other, then casts the spell as per the following table:
Item number | Spell | In game message |
---|---|---|
282 | (MON FUL) | Fire has been bound. |
283 | (MON VI) | Water has been bound. |
284 | (MON YA) | Earth has been bound. |
285 | (MON OH) | Wind has been bound. |
Once all four elements have been bound to the base item, the game will response: The Firestaff is Complete and replace item(83) with the Firestaff (248).
As noted in the section on generated items, although the designer may customize the required components to create the Firestaff, the created item will always be in built-in defined one.
Making the Enhanced Firestaff
The leader with item(248) in-hand clicks on the Power Gem map object, which replaces item(248) with item(249).