Is that character a variant? (I just love getting asked that in channel.) - Charis

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modding default item cost / magic item modding infos

I like Serena Wrote:Yep. That's how it is calculated.
The number 20 is at wizards.exe:8c0e4.
do you also know where it is in itemmake? if its modded it should be the same in both files =)
dance!
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FrancoK Wrote:Well, I still miss where to mod the cap limit for Enchant Item and Create artifact. rolleye

wizards.exe:8c488 is the enchant item cap of 200.
8c481 is the create artifact cap of 10000.

letsdance Wrote:i just remembered, i'm also still missing something: the return for using the anvil (destroying an artifact). i don't like that artificier+runemaster is such a strong combo, and beside that a reduced return won't really hurt anyone.

I'm afraid that's hard coded: at offset 5863f we have the instruction to divide the cost by 2.


Quote:more important, and related to items, would be to know the cap for items appearing in lairs, and where it can be found. (if such a cap exists, in my test games, all items could be offered by merchants. but i don't know about lairs, might be in the lairs settings)

In magic.exe the lairs are generated.
If they contain items, the max value of those items is also generated.
This used to be broken so you always got a random item, but kyrub fixed that.
The generated values are described in the TSG.
The values generated in lairs are already editable in the tweaker (Customizer section).
As yet I'm not aware of a cap on item value.

If a lair contains a book or skill, but you are not allowed the book or skill, you get an (pretty cheap) item instead.
At wizards.exe:62d82 and 62e32 you've got a value of 1200 of the substitute item value for 1 book/skill respectively 2 books/skills.

letsdance Wrote:do you also know where it is in itemmake? if its modded it should be the same in both files =)

Ah, I haven't charted itemmake yet. Sorry.
I'll keep that for another time.
--I like ILSe
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I like Serena Wrote:I'm afraid that's hard coded: at offset 5863f we have the instruction to divide the cost by 2.
Unless that's a bit shift 1 instruction, the divisor can be changed.
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Anthony Wrote:Unless that's a bit shift 1 instruction, the divisor can be changed.

Yep. It's a bit shift 1 instruction.
Edit: actually, we can create a little space there to turn it into something else.
--I like ILSe
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I like Serena Wrote:Yep. It's a bit shift 1 instruction.
Edit: actually, we can create a little space there to turn it into something else.
can we make it a bit shift 2 instruction, resulting in 25 %? that would be sufficient for me =)

btw, thx for all this information =)
dance!
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letsdance Wrote:can we make it a bit shift 2 instruction, resulting in 25 %? that would be sufficient for me

Yes.
Currently wizards.exe:5863d contains 2B C2 (which is just before).
This is a redundant instruction.
If you replace it by D1 F8, you'd divide the cost by 4 instead of by 2.

And you're welcome! wink
--I like ILSe
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I like Serena Wrote:The number 20 is at wizards.exe:8c0e4
in itemmake.exe it's at 72A0
dance!
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I like Serena Wrote:In magic.exe the lairs are generated.
If they contain items, the max value of those items is also generated.
This used to be broken so you always got a random item, but kyrub fixed that.
The generated values are described in the TSG.
The values generated in lairs are already editable in the tweaker (Customizer section).
As yet I'm not aware of a cap on item value.
what's the TSG?
the problem with generating higher values is, that it also means tougher monsters, right? it would make little sense to increase the values and then have just high end monsters in every lair. is the value/monster also editable?

I like Serena Wrote:If a lair contains a book or skill, but you are not allowed the book or skill, you get an (pretty cheap) item instead.
At wizards.exe:62d82 and 62e32 you've got a value of 1200 of the substitute item value for 1 book/skill respectively 2 books/skills.
is this just the substitive value, or the value used for a book. so if i set this to 5000, but the highest dungeon value is 4000, will there ever be a book/skill in a dungeon?
dance!
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letsdance Wrote:what's the TSG?
the problem with generating higher values is, that it also means tougher monsters, right? it would make little sense to increase the values and then have just high end monsters in every lair. is the value/monster also editable?

The Official Strategy Guide.
Actually, we usually call it OSG.
It's on the download page.

There is a relation between monster strength and treasure value.
They can probably be manipulated independently.
I'd have to dig in again to find out.

Quote:is this just the substitive value, or the value used for a book. so if i set this to 5000, but the highest dungeon value is 4000, will there ever be a book/skill in a dungeon?

It's a substitute value.
Note that a book has no number for its value.

If a lair is supposed to give a book, you'll always get a book, unless the preconditions for it are not satisfied.

In particular, some lairs can only give death books (respectively only life books).
If you have life books, you won't get a book but you'll get a (cheap) substitute item of this value.
--I like ILSe
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