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Main » Suggestion Box » mazterlith's Item Suggestions
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Posted on 05-16-13, 04:02 am

 

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Will you have randomized items or more fixed attribute items, like artifacts?

Item attributes could very wildly range, from the practical to the "fun".

Items cursed with forceful transformations (slowly, usually).

Items blessed with extra strength, agility, allow you to do special actions.

Of course this may require you to implement identification, but I assume that was planned anyway.

Items could be god-blessed or god-specific, channeling their power or simply more general enchantments/domains.

Also will there be any were-abilities?

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Posted on 05-16-13, 08:41 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Rings and potions are already randomized. A given item can specify that it's "random item #N" where N = 0⋯127. There are 256 of these options, half of them potions and the other rings. Randomized items have their data overwritten after loading them from XML.

Attributes, as in active effects instead of merely raising a stat by some amount, aren't in yet but planned. Haste and Slow were in but need to be redone to fit the new timing system. On the plus side, the new Haste could possibly stack. "Curse" at this time means it cannot be unequipped, but this will change.

Forceful transformations can already be done through JS by the OnUse and OnEquip handlers (<code><script for="equip"></code>). The strap-on uses OnEquip and OnUnequip to check the wearer's gender and add/remove a penis representing the strap-on, just as an example. Effects over time could be done, if I add a handler for that and some code to check if it's time. I'm thinking, have OnEquip set a timeout, and add an OnTimer block, all controlled by a token.

Extra actions are a bit of a problem because of reasons, but the stat bonuses are already a thing.

Identification is indeed already planned -- randomized items have a chance (depending on Cunning) of being identified.

I don't just program Noxico...
Posted on 05-16-13, 07:21 pm (revision 1)

 

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You could have it where there is a separate attribute for non-unequippable and forced transform (so you could have a really good item with the trade-off of slowly changing you or changing a fundamental attribute statically or dynamically). So far though, I haven't run across anything that is cursed.... How rare are cursed items?

I know you have in the works skills that help augment certain actions, so theoretically there could be one for identification, like:

Learned: Having spent time researching the runes that you have come across in your travels, you are more likely to identify mystical items.
Requirement: 15 cunning
Effect: items below a certain quality level are automatically identified, otherwise chance is

cunning/(2*max_cunning) + learning_level/(2*max_learning_level+1)

so max chance is near 99%, but without learning is only 50%. You could change the formula to whatever you want, of course.

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Posted on 05-16-13, 07:36 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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http://noxico.tumblr.com/post/50575978625/timed-item-effects

I have no idea about the chance of a cursed item. Considering cursed status has to be redone anyway, it doesn't matter.

Unidentified items that are not rings or potions can be identified through book learning. For example, a book on exotic non-legendary weapons could be marked as "contains weapon knowledge". When you read that book, all the unidentified items with an "identify with weapon knowledge" token are identified, turning a curved sword into a scimitar, a samurai sword (which is a generalization) into a katana, and a long samurai sword into a tsurugi (which not many Westerners could tell is called that).

Potions are, again, identified on usage, but nothing stops them from being read about instead. Rings should be identifiable by using them, but that's not in yet.


I don't just program Noxico...
Posted on 05-16-13, 07:49 pm (revision 1)

 

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I wasn't even considering item type when it comes to identification, but I guess that's important, especially for fighting techniques being specific to what the item actually is. (Don't use a katana like a broadsword and vice-versa.)

In my head something that is magical is inscribed with runes somewhere on the item that channels the magic into the item. Theoretically by looking at what binding runes were used, you might venture a guess at what magic was contained within the item.

Potions could also be centrifuged or some other alchemic means, I would venture, as after all, someone had to make them in the first place. (In real life to identify unknown chemicals one can use pH paper to detect it's pH, what it smells like, etc, but no certainty.)

All that said, however you want the items to work is up to you.

Would you want me to think up specific artifacts, like divine artifacts? Say a mystical wreath/hourglass for Eternity, and ceremonial shears for death?

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Posted on 05-16-13, 08:01 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Posted by mazterlithWould you want me to think up specific artifacts, like divine artifacts? Say a mystical wreath/hourglass for Eternity, and ceremonial shears for death?
Any items at all are welcome, be they artifacts, weapons, potion/ring effect ideas, clothing, armor, toys...

I don't just program Noxico...
Posted on 05-16-13, 08:08 pm

 

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Toys I am a little less familiar with, unfortunately. Arms and armor are easier to do, everything else kinda falls in the middle. Where do you want me to post things like that?

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Posted on 05-17-13, 08:45 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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* Kawa renames the thread

Right here will do.

I don't just program Noxico...
Posted on 05-18-13, 07:05 am (revision 4)

 

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Top shelf.

Of course one can borrow from the great RPGs of the day (specifically the ones that I played and enjoyed), especially my favorites, Diablo, Diablo 2, Torchlight, Torchlight 2, and ADOM.

These games had weapons that were divided into classes. But, technically you don't need assign weapons a class to make useful delineations for them.

Important aspect of weapons:
Range of the weapon
While weapons will typically fall into one of only three ranges, there are some that are even shorter.
First range: arched weapons. Certain techniques apply to all ranged weapons, especially dodging them.
Second range: polearm length. These weapons can pull people off of horses and in general very dangerous to mounted units.
Third range: twice arm length. These are where the majority of weapons fall and they all follow similar stances and the like.
Fourth range: kicking length. More for martial arts, but kicking is technically it's own thing. Longer than arm length and shorter than weapon length.
Fifth range: punching length. Also a martial arts thing, but punching isn't to be discounted either. This and kicking length are usually quickly circumvented because the first to grapple will always have the advantage in the next range.
Sixth range: grappling length. Ubiquitous as the closest two people can get, can get into very dangerous situations this close. Creatures with natural defenses with rule at this range, while more normal humanoids will succeed in the kicking and punching ranges.

Damage types:
Piercing and slashing. Not much there. However, one thing to watch out for: better swordsmanship comes from stance and your body mass, and not as much from arm strength as one might expect. Minimum arm strength to use the sword effectively, and any strength for sword blocks. Maces are almost exclusively strength based, but other types (like daggers) are almost exclusively dexterity, as minimum strength is paltry, but the blade is so short one must get close to fist length to use it appropriately.

Phalanges:
These are for disarming or simply moving your opponents weapons around. Basically weapons with phalanges are better at blocking, but are more unwieldy so attack slower. However, some weapon types are specifically made to trap, hold, and break the opponent's weapon, such as a trident dagger, sai, or a jitte.

As a side note: a buckler, while offering poor missle defense, was used more as a metal fist weapon, to parry enemy weapons or bash them upside the head.

I will add in more specific weapons and you can add in how they will ultimately work, but I thought I would go on a tangent about some real weapon theory in case you find any of it useful.

Gods:
Eternity:

Wreaths, branches, and in general, purely wooden objects. Closer to nature, they channel her power of life and timelessness. Renegade users may opt for embalmed heads and limbs instead.

Death:

The hourglass, the shears, and the circle. What grows and strives for Eternity must ultimately be cut down. Such is the cycle of life and death. Renegade users use more obviously deadly blades, favoring daggers.

Architect:

To be successful one must plan, one must design, one must consider the possibilities. The compass (not the magnetic one), the dowsing rod, and the pendulum all contribute to planning and are thus favored by the architect. Lodestones and wrenches are used by his more renegade followers.

Temptress:

The seductress. The witch. The harlot. Obsessed with sex and all it's capabilities, sexual toys and carvings of genitalia and breasts are much favored by this deity. Renegades utilize devices that are more extreme in form, often in the form of bondage, but not exclusively.

Madman:

Randomness makes the Madman happy. Strange items, items with no apparent use, and items that are overly complicated are said to be in his regime. Truly confusing and generally horrifying items are for more renegade followers.

Commander:

Governs all military action. This of course means that most weapons are favored by the commander, but only truly massive and impressive items are favored by this deity. Weapons that are are excessive in the damage that they cause are for those of the renegade persuasion.


Alas, I cannot double post, so I guess I wait until tomorrow...

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Posted on 05-18-13, 08:47 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Posted by mazterlithDamage types:
Piercing and slashing. Not much there. However, one thing to watch out for: better swordsmanship comes from stance and your body mass, and not as much from arm strength as one might expect. Minimum arm strength to use the sword effectively, and any strength for sword blocks. Maces are almost exclusively strength based, but other types (like daggers) are almost exclusively dexterity, as minimum strength is paltry, but the blade is so short one must get close to fist length to use it appropriately.
Weapon effectiveness already is entirely based on skill. Right now, there are attack types -- punch, tear, strike, kick, stab, pierce, crush -- that are checked against the target's body type and later on armor and shields. Effectively, punching skin does 100% damage, punching rubber only 50%, but tearing rubber 200%. Slimes are at 75% from anything but crushing and kicking -- one is 200%, the other 78%. I can probably add a bit where the base damage from a crushing weapon depends on the strength stat...
Randomness makes the Madman happy. Strange items, items with no apparent use, and items that are overly complicated are said to be in his regime. Truly confusing and generally horrifying items are for more renegade followers.
<q>Swashed from the buckles of the rough'n tumble Bellyjape Seamen and offered atop the kingdom's last known wildly occurring pluffy dimplepillow to the resplendent 1st Rumbylumplewiffig of the Horsehorsehorse Administration, <b>the Cutlass of Zillywair</b>.</q> -- Andrew Hussie, as quoted in the in-game book <cite>On Legendary Bullshit</cite>.

I don't just program Noxico...
Posted on 05-22-13, 07:32 am (revision 10)

 

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Here I will start listing weapon ideas blessed by the gods.

Eternity's Artifacts

Eternity's Wooden Breastplate
Minor Artifact, possible set item
Grants additional regeneration.
Is less defensive than a metal breastplate.
Is as restrictive as a metal breastplate.

Nature's Wreath
Minor Artifact
Summons a small treant/dendroid/tree-person to fight for you.
Treants live for a small amount of time.
Increased attributes from caster's proximity to large plants, like trees or cacti.
Treants live longer next to trees.
Unsummoned if the wreath is taken off.

Nature's Wrath
Major Artifact
Summons a large treant to fight for you.
Treants live for a longer time.
They like trees.

Yggdrassil
Godly Artifact
Boosts all stats.
Very large regeneration.
Animals don't attack you.

Bone Wand of Undeath
Minor Artifact
Raises a skeleton to fight for you.
Skeletons don't unsummon, but are fairly weak.
Can be used as packmules.

Shrunken Head of Twisted Life
Minor Artifact
Summons a small flesh golem.
The flesh golem heals from "consuming" nearby corpses.

Vampiric Teeth Necklace
Major Artifact
A percentage of damage dealt is returned as health.

Eternal Servitude
Major Artifact
Extends the duration of all summons, buffs skeletons.

Timeless Brooch
Godly Artifact
Saves the user from death.
After use, needs a long time to recharge.

Death's Artifacts

Hourglass of the Final Hour

Band of Cycles

Crown of Death

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Posted on 05-22-13, 08:56 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I like the brooch. Would be a nice challenge to implement.

I don't just program Noxico...
Posted on 05-25-13, 05:40 am (revision 1)

 

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Architect's Artifacts

Compass of Planning
Minor Artifact
Increases blocking chance.

Pendulum of Delineation
Minor Artifact
Allows safe sleeping anywhere.
-10% max health each time until a real bed is used.

Dowsing Rod of Artifacts
Major Artifact
Increases chances of finding artifacts.

World Keystone
Godly Artifact
Grant stone form. Heal from eating rock. Lasts for a long time.

Lodestone of Treasure
Minor Artifact
Increases the amount of money enemies drop.

Hammer of Fortification
Major Artifact
Summons walls on the location of caster's choosing. Walls can be unsummoned and flown over, if there is room.

Spanner of the Technophile
Major Artifact
Summons an iron golem. Iron golems are resistant to magic and very tough, but slow and ponderous.
Can repair iron golems (including others not summoned by the spanner).
Can unsummon the iron golem created by the spanner.

Temptress' Artifacts


Madman's Artifacts


Commander's Artifacts

Edit: Sorry haven't been updating, got a job/internship thing now so I have less free time to contribute.

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Posted on 05-25-13, 05:51 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Guess what? I got the Timeless Brooch in.

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Posted on 05-26-13, 09:15 am

 

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:D Glad to help! Want me to keep going? I was also thinking that some of these descriptions would be useful as spells as well.

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Posted on 05-26-13, 11:25 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Please, do keep going. Again, I could use more mundane items too -- clothing, weapons, foodstuffs, but not toys I guess...

I don't just program Noxico...
Posted on 05-28-13, 07:45 am

 

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Alrighty. Do you want types of weapons? Stats to accompany them?

You could have scrolls and books added in the game, with spells, quest descriptions, journals (on creatures, items, etc.) that the player could find.

Foodstuffs is interesting because if you consider, local climate is the primary driver of the types of food people eat or even have as their traditional foodstuffs. Consider, for instance, haggis, bird's nest soup, and sushi. Haggis is a love/hate kind of thing, made by isolated sheep farmers up in Scotland. Bird's nest soup was made desperate Chinese farmers in starving conditions. Sushi is made possible because nearly all of Japan is a couple of miles away from the ocean, no real mainland, drastically different than, say Germany or the United States.

I guess what I am saying is that you should have a port city somewhere that specializes in seafood and places inland that specialize in wheat farming, with berries on the side. You could add rice, cous cous, corn, carrots, etc. to where ever you wish. Equin/bovine cultures would specialize in the wheat and veggie side of things, definitely. Foxes and occasionally bears would be your fishermen. Humans straddle in between and on the edges because of their omnivorous nature. Naga I guess would be hunters of game, but probably very large and exotic game, like alligators or moose, and probably found in swampy areas or forests.

Clothing can be made out of many different things, ranging from silk to hemp, to cotton, to wool, to leather. Clothing is utilitarian and ornamental, the more ornamental cloth would be very much related on the culture, but are more random in their shape, but often brightly colored.

In the regard you could have each town have their own ornamental dress to wear on their own holidays, or have a region-wide holiday with specific dress for that occasion. During the harvest season and anything relating buildings, the Architect would be the most logical god to pray for, so during in-game Autumn the Equins would pray to the Architect for a good harvest. Or maybe they want to pray to Eternity for good plant health and a good hunt. When people die, Death is the god to pray to, and also if you are late. Way too late = "Dead late." "May Time speed your travels." During spring the Temptress is more popular, especially for those species that go into heat. The Commander is obviously popular for military and the Madman is more popular with thrill-seekers.

In this regard the clothing could come in to play. "A tabard with embroidered symbols of Eternity." or "An woolen apron with painted symbols of the Architect." These could be used for ceremonial purposes or for holy men of certain orders. Different regions could be dedicated to different dieties more or less, like it was in Greece or Rome.

Weapons are fairly easy, actually in terms of names. Wikipedia is a great place to look for them, just start with the most general case and work down.

Like:

Polearms
Spears
Javelins
Crossbows
Swords
Bows
Maces/Clubs/Mauls/Hammers
Claws/Katars
Staves
Axes
Orbs
Daggers
Wands
Shields
Helms/Masks/Circlets/Headdress
Belts
Gloves/Gauntlets
Boots
Pants
Spaulders
Pelts
Ring Mail
Chain Mail
Plate Mail
Scale Mail
Splint Mail
Leather
Amulets
Rings
Charms
Collars
Cloaks
Girdles
Bracers

Look to here for different types of items:
http://diablo.gamepedia.com/Items_(Diablo_II)
http://torchlight.wikia.com/wiki/Items_(T2)
http://www.adomgb.info/adomgb-app-A.html

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Posted on 05-28-13, 08:57 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I think you may be way overthinking this, listing all these different kinds of items like bracers, belts, and spaulders (what the fuck is a spaulder even?) when there's only so many different slots -- underpants, undershirt, shirt, pants, socks, jacket, cloak, shoes, hat, goggles, mask, and neck. Plus a varying number of hands and fingers to hold weapons, shields, and rings.

Where undershirts include things like bras and swimsuit tops, the neck slot refers to chokers and necklaces and such... and two meta-slots for clothes that take both (under)pants and (under)shirt slots, such as one-piece swimsuits and Sentai costumes.



So yeah. Settle down a bit. Look at the actual item list so far, perhaps. And there's some planned but commented-out stuff in the actual items.xml file. Meanwhile, I'll take a look at those links in return.

I don't just program Noxico...
Posted on 05-28-13, 06:10 pm

 

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Spaulders are shoulder guards and bracers are for the forearm. Bracers of leather were made for archers to reinforce their wrists so their arms didn't get so tired when constantly firing arrows as well as protect against the bowstring's recoil. Bracers of iron were for heavily armored knights, those who could afford it. I apologize for over-thinking things. Those sources are where you can get some names of items either way.

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