Need Help Sorting through Files

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gralamin
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Need Help Sorting through Files

Unread postby gralamin » 31 Jul 2006, 07:32

Hi I'm new and I Think This fits here.
I'm attempting to make a program that allows you to calculate the abilities and cost of an Micro-Artifiact out of game. To do this, I Need to find some formulas, The ones that determines the modifers due to the Knowledge Skill (I need the formulas for exactness, and for the occasional cheater who sends his knowledge through the universe and back into him).

Thanks to the Academy Strategy Guide on this site, I already have 5 Formulas (Those being Attack, Crushing, Defense, Health, and Initative), I am looking for the other Four (Luck, Mag.Res, Morale, Speed)

Now I opened Data.pak with win rar and searched for *artifact, this led me to 3 MicroArtifiact Files (Each in data.pak\GameMechanics\RefTables) called MicroArtifactEffects.xdb, MicroArtifactPrefixes.xdb, and MicroArtifactShells.xdb.

MicroArtifactShells.xdb seems to contain information on Weither its a badge/Orb/Trinkent/Etc.

MicroArtifactPrefixes.xdb seems to load the prefixes into the game

MicroArtifactEffects.xdb (The most logical place to look) contains Information about cost and names I Belive, Unless this tells us where the actual formula is stored:

Code: Select all

		<Item>
			<ID>MAE_MAGIC_PROTECTION</ID>
			<Obj href="https://www.celestialheavens.com/forum/topic?p=71942#n:inline(MicroArtifactEffect)" id="item_d6e17ccd-a82b-4515-938a-150f2c12e3ee">
				<MicroArtifactEffect ObjectRecordID="1000006">
					<Name href="/Text/Game/MicroArtifacts/MagicProtection_Name.txt"/>
					<OfName href="/Text/Game/MicroArtifacts/MagicProtection_OfName.txt"/>
					<Description href="/Text/Game/MicroArtifacts/MagicProtection_Desc.txt"/>
					<Icon href="/UI/AcademyCreatureArtifacts/MiniArtifactEffects/MagicProtection.(Texture).xdb#xpointer(/Texture)"/>
					<Cost>
						<Wood>5</Wood>
						<Ore>0</Ore>
						<Mercury>0</Mercury>
						<Crystal>0</Crystal>
						<Sulfur>0</Sulfur>
						<Gem>5</Gem>
						<Gold>0</Gold>
					</Cost>
				</MicroArtifactEffect>
			</Obj>
		</Item>
		<Item>
Now those are the only 3 files I can find with Micro Artifact in them, so I found the Artificer.xdb and it contained nothing useful.

So I guess my real problem is I can't find the data I need. Anyone Know where to look?

Edit: I Have found More Information in: texts.pak\UI\AcademyCreatureArtifacts
If I go into magic_protection.txt I see this:
+ <value=val>% to reduce spell damage
I am going to check this out in data to see If I can find this value =val part.
Edit2: Cannot not find anything specific in data.pak, However texts.pak, however under tooltip_one/two/three_effect.txt you get this:
<body><center><value=name>
<value=effect_1>
<body><center><value=name>
<value=effect_1>
<value=effect_2>
<body><center><value=name>
<value=effect_1>
<value=effect_2>
<value=effect_3>
I'm guessing ifI/you guys can find where the effect_1/2/3 is set, then I can find the formulas

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Caradoc
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Unread postby Caradoc » 31 Jul 2006, 23:09

I've also been digging in data.pak. I've found quite a lot of interesting things, which I'll report on later. But I'm also coming to the conclusion that a lot of the functionality is imbedded in the engine and not exposed for modding. I went searching for skills, and though I found how they are identified, displayed, and classified, I could not see where they are actually carried out. For instance, where Leadership affects morale.

It appears that a lot of the game will be unmoddable.
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.

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Sir_Toejam
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Unread postby Sir_Toejam » 01 Aug 2006, 01:09

have you figured out if there is a way to mod spell effects?

gralamin
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Unread postby gralamin » 01 Aug 2006, 19:16

dang, I guess I'll have to figure out formulas myself (and that meanss finding a hero with 1 knowledge....

I figured these Formulas out, anyone who can check to make sure there right please do so:

(V(k) means value at knowledge for these formulas))
Health: V(k) = (k/5)+1
Haste: V(k) = k
Speed: V(k) = 1.037155044^(k-1) (Rounded to nearest %)
Armor Crushing: V(k) = (k/15)+1
Morale: V(k) = 1.059526065^(k-1) (Rounded to nearest whole integer)
Luck: V(k) = 1.059526065^(k-1) (Rounded to nearest whole integer)
Piercing: V(k) = (k/4)+1
Defense: V(k) = (k/4)+1
Magic Resistance: Still haven't figured out, but at 1 knowledge you have 6%.

Morale and lucks numbers are the 19th root of 3, speed is the 19th root of 2. (Use the actual root for more presence values)

Here are the numbers you get at 1 knowledge (In case you can figure out correct formulas for me):
Health +1
Haste +1%
Speed +1
Armor Crushing –1
Morale +1
Luck +1
Piercing +1
Magic Protection +6%
Defense +1

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Caradoc
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Unread postby Caradoc » 02 Aug 2006, 21:11

Sir_Toejam wrote:have you figured out if there is a way to mod spell effects?
As far as I can tell, you cannot change any effects. You can add or remove spells from heroes and creatures, but that's about it.

It may be possible to remap an effect to a different identifier, for example having Wasp Swarm deliver a Fireball, but I have not tried that. And don't really see any point in it.
Before you criticize someone, first walk a mile in their shoes. If they get mad, you'll be a mile away. And you'll have their shoes.

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Gaidal Cain
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Unread postby Gaidal Cain » 03 Aug 2006, 08:37

One can change how much damage spells do or how big bonuses they give, as well as their duration, but not make Endurance boost initiative as well.
You don't want to make enemies in Nuclear Engineering. -- T. Pratchett

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Orfinn
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Unread postby Orfinn » 03 Aug 2006, 08:46

Interesting this, but I wonder why did they leave out the option to add damage to your mini artifacts?


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