Difference between revisions of "DM Java/Editing/Items"

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some ''features'' hinted at here are unlikely to be possible with the current
 
some ''features'' hinted at here are unlikely to be possible with the current
 
editor.  
 
editor.  
 +
<br><br>
 +
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''
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* Weapon
 +
* Shield
 +
* Head
 +
* Torso
 +
* Neck
 +
* Legs
 +
* Feet
 +
* Food
 +
* Other
  
 +
''Size''
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* 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
  
=== Customizable Properties ===
 
  
===== size =====
 
  
===== Effects ====
+
===== Effects =====
 
These correspond to ''Equip Effect'' in the editor.
 
These correspond to ''Equip Effect'' in the editor.
  
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=== 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>
  
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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 MONFUL (MON FUL) Fire has been bound.
283 MONVI (MON VI) Water has been bound.
284 MONYA (MON YA) Earth has been bound.
285 MONOH (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).