xxx73 Posted November 21, 2019 Share Posted November 21, 2019 Hi I like that there is a difference in stats on items with same quality, but I don't like that that lower quality items can have better stats than higher quality items. So i wonder where this range in difference is set, and how can I change it so higher quality items always have better stats? Thanks for any help. Link to comment Share on other sites More sharing options...
Lako Posted November 22, 2019 Share Posted November 22, 2019 Hi, Look into items.xml there you can find brackets for randomization for all tiers, -0.15 - 0.15 for most stats. Although they are not divided by tiers so you would need to adjust base values + this 30% offset, to achieve variation within one quality level. Or change value increased per tier, anyway little math involved. Actually I made a modlet with 90% variation, makes for very interesting loot runs Enjoy! Link to comment Share on other sites More sharing options...
jcaustic Posted November 25, 2019 Share Posted November 25, 2019 Actually I made a modlet with 90% variation, makes for very interesting loot runs Do you happen to have a link to this? Link to comment Share on other sites More sharing options...
Gazz Posted November 25, 2019 Share Posted November 25, 2019 @Lako Well, there are multiple ways to do this. Only a matter of how you are planning out the whole progression and itemisation. I opted for this more controllable approach because it does add a lot of variety... but without tossing balance out the window. Now in a mod you can go wild. =) Link to comment Share on other sites More sharing options...
Lako Posted November 25, 2019 Share Posted November 25, 2019 @Gazz, I found the way its made quite manageable, and easy to understand. Maybe a global bracket for randomization (+/- 0.15) in xml would be more mod friendly actually. As I didn't figured out yet how to </set> exactly value I would like inside effect group of the items. I just replace whole effect group for every randomized item customizing it in the process. You can see its not most update friendly way. Still learning xpath. @jcaustic I could definitely drop you a modlet somewhere. But as mentioned before I went in the way of replacing every item properties with more randomized ones. Anyway if you still would like pm me, I will make one for you. As for the moment it is a part of a bigger modlet I created. Enjoy! Link to comment Share on other sites More sharing options...
xxx73 Posted November 27, 2019 Author Share Posted November 27, 2019 @Lako thanks for reply. I was hoping it was a simple set of settings that governed stats for different quality of items, but I understand now that there is many settings for each item. To my understanding all settings named "perc_add" add variations, and to my surprise only some seem to be related to tier. Anyway I need some help to get clarity between different settings: Question 1 - DamageFalloffRange AK47 <passive_effect name="DamageFalloffRange" operation="base_set" value="50"/> <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->[/Code] As I understand this, base DamageFalloffRange is 50, and it add randomly -20% to +20% (-0.2,0.2) for each k47. This randomly added percentage is not related to quality level of item. This will then give a random DamageFalloffRange from 40-60. Is this correct? [u]Question 2 - EntityDamage AK47[/u] ammo762mmBulletBall [code]<passive_effect name="EntityDamage" operation="base_set" value="50"/> <passive_effect name="EntityDamage" operation="base_add" value="-8"/> <passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random rng --> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus --> As I understand this, Ak47 is given a base damage of 42 (50-8), then add a random percentage between -15% to +15% is added, and another 10-50% based on tier quality. Is this correct? Question 3 To make sure a higher tier weapon have higher stats than a lower tier weapon: Should I just replace all "random added percentage" with "tired added percentage" like this? <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng to <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="2,6"/> Question 4 I still dont understand how to get variation in one tier without using random percentage added. Any help is appreciated Link to comment Share on other sites More sharing options...
Lako Posted November 29, 2019 Share Posted November 29, 2019 Hi xxx73, Question 1 - DamageFalloffRange AK47 <passive_effect name="DamageFalloffRange" operation="base_set" value="50"/> <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->[/Code] As I understand this, base DamageFalloffRange is 50, and it add randomly -20% to +20% (-0.2,0.2) for each k47. This randomly added percentage is not related to quality level of item. This will then give a random DamageFalloffRange from 40-60. Is this correct? You are absolutely correct here, this property is only regulated by this 40% variation (-20%,20%). [u]Question 2 - EntityDamage AK47[/u] ammo762mmBulletBall [code]<passive_effect name="EntityDamage" operation="base_set" value="50"/> This is also correct, and as you noticed EntityDamage is regulated by tier level also. Question 3 To make sure a higher tier weapon have higher stats than a lower tier weapon: Should I just replace all "random added percentage" with "tired added percentage" like this? <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng to <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2" tier="2,6"/> This won't work they way you would like, it will only change how much damage "DamageFalloffRange" will change between tiers, but its a static value starting at -20% tier 2 and +20% tier 6, game will recalculate automatically in between. You could add line like that to make "DamageFalloffRange" be tiered . Question 4 I still dont understand how to get variation in one tier without using random percentage added. Any help is appreciated This may get little complicated for a long explanation, but long story short . In the code only tiered properties will change with weapon quality, that is straightforward. I do not have code at hand to check what it is specifically but EntityDamage, BlockDamage, and Durability comes to my mind. What you are looking for is to set random values to something above 10% what tiers add so they will always be better than tier behind. Like 11%: Lets take that AK EntityDamage (base 42) as example: Base game 40% variation with overlap (10%) between tiers: - Tier 2 - Entity Damage*0,1 = 46,2* (-0.2,0.2) gets you 36,96 - 55,4 - Tier 3 - Entity Damage*0,2 = 50,4* (-0.2,0.2) gets you 40,32 - 60,48 - Tier 4 - Entity Damage*0,3 = 54,6* (-0.2,0.2) gets you 43,68 - 65,52 Etc. Changing randomization to (0.11,0.2) 1% to 20%(10% tier upgrade +1% randomization bottom line) higher than tier behind: - Tier 2 - Entity Damage*0,1 = 46,2* (0.11,0.2) gets you 51,282 - 55,44 - Tier 3 - Entity Damage*0,2 = 50,4* (0.11,0.2) gets you 55,944 - 60,48 - Tier 4 - Entity Damage*0,3 = 54,6* (0.11,0.2) gets you 60,606 - 65,52 Etc. This change lowers variation to 9% without overlap. You can set it to 0% meaning top tier 2 will have same damage as bottom tier 3. Of course you can manipulate these values to get much higher variation but without overlap you will make everything progressively much stronger. I hope this is clear now . Enjoy! Link to comment Share on other sites More sharing options...
Lako Posted November 29, 2019 Share Posted November 29, 2019 Hi xx73, I wrote long ass explanation to all of this but something went sideways - post lost ha! . Anyway, in random brackets changing -0.2 to something above 0.1 will get rid off overlap between tiers. 0.11 will give you 1% increase on top of 10% increase implemented by next tier. Just check what effects are tiered and change there. If you edit files directly this is easy, auto replace in notepad++ do wonders. For a modlet I could not get syntax right to target specific effects in every weapon/tools so I ended up deleting and adding whole effect_group for each item. If you figure out how to target only specific effects please do tell , will save me some research time . Enjoy! Link to comment Share on other sites More sharing options...
xxx73 Posted March 3, 2020 Author Share Posted March 3, 2020 Thanks for your replies Lako. Sry that I did not reply earlier, I have not been able to play this game before now again. Nice explanation, I will try this out later when Im up and running again. Link to comment Share on other sites More sharing options...
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