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How to alter statincrease of items in ADGE?

Posted: Mon Aug 25, 2008 12:59 pm
by zoom
It is strange. I cannot find anywhere in ADGE the special boni of
items. Like Moonstone +3 mana or Gem of Ages increase
potion skill or suchlike. Any tips / comments? Is this hardcoded?

THanks

Posted: Mon Aug 25, 2008 6:55 pm
by Sophia
It's hardcoded. :(

Stat increases are handled in TAG0157e8, skill increases are handled in DetermineMastery.

Posted: Mon Aug 25, 2008 8:38 pm
by zoom
oh.
thanks Sophia; this TAG0157e8 is in the scr (source?)files , I reckon. Probably a list at some point to each item would make
sense

To the source code thing, why it is interesting for me:
I was playing Black Flame, and champion wuuf has with the same levels
as Tiggy about 9 more mana! I found that strange, since tiggy
starts with about 5 more mana to begin with...
only thing :
they leveled differently, one gained wizard level while the
other gained a priest level. Then they each got wiz or priest respectively to have the same levels overall.
Never knew leveling order did that much of a difference!
(or is it random induced??)

Therefore I wanted to search in the source code, but failed to
identify the file out of the 20 there are, and beforehand in DSB
I could not really tell what it was all about :(
only that mages get level *15 and priests level *10...
and that random plays a part as well hmmm
I guess you mean that file of DSB by determine Mastery?
if you refer to the flowchart of Paul, I once tried to figure it out
with a base character of 50 and club in hand to have it case
step by step , but failed need less to say....

Posted: Mon Aug 25, 2008 9:01 pm
by beowuuf
You gain more mana as a wizard, so if you cross-train wuuf will more than make up for the initial difference

Posted: Mon Aug 25, 2008 10:52 pm
by zoom
So it is bad to go for wizard levels without getting a priest level in between, when you want maximum mana at the end of the day?
Do you have some sort of trainings plan, like priest wiz priest wiz priest p wiz p w??

Posted: Mon Aug 25, 2008 11:05 pm
by Sophia
zoom, your post makes absolutely no sense to me. :(

(Except you say DSB, but I'm talking about CSBwin)

Posted: Mon Aug 25, 2008 11:24 pm
by zoom
ugh. ok, another try

I looked at the files that come with the testdungeon, to see how
experience is being calculated. There I could not really make
head or tail of the info(my fault)/I was looking for how leveling up takes mana(max mana) into account, for I had this indiscrepancy with tiggy and wuuf.
I tried to look into the source code of csbwin, not sure, but I ended up with a src folder and there where alot of files.
I guess the one you mentioned is there as well.Have yet to check.

Black Flame is a custom dungeon by Paul H(ayes)
The rest was ranting on about some ambition I had which was to sum it up to find out how the determine attack computation flow chart thing works. What D7W is etc..
hope this helped , sorry it is after all not my mother language..

Posted: Mon Aug 25, 2008 11:46 pm
by beowuuf
Zoom, you misunderstand me partially

In terms of mana, if tiggy and wuuf were trained together from ressurected, then tiggy gains less mana than wuuf, as she gains priest levels with less mana to wuuf with wizard levels

If you reincarnate, this is not an issue.

Either way, the one who gains the wizard levels gains wisdow, which governs how much faster they recover mana. Combined with more mana, this means they can cast more spells and level up faster. this would not definitely lead to more mana in the end though. It would still be the same number if you trained in priest then wizard, or wizard then priest. Just, i believe wizard then priest will net you a faster levelling up

Posted: Tue Aug 26, 2008 12:52 am
by zoom
But how is it that wuuf has got 179 and tiggs has got 173??
note it happened somewhere at apprentice level, which meant a huge difference.. around a 100 mana.. Wuuf must have gotten some lucky rolls (high mana increase) whereas tiggy must have got the worst possible. Tiggs kind a feels like being worse because she
started with more mana and now is behind wuuf.
Well, just what I noticed! nevermind

Posted: Tue Aug 26, 2008 7:38 am
by beowuuf
Nine mana considering the random distribution is nothing really, the spread of point gain is quite large so there does not need to be that many lucky rolls

You still did not say if you ressurected or reincarnated - if you ressurected, then that definitely explains the lag

Posted: Tue Aug 26, 2008 3:15 pm
by zoom
well, I reincarnated them both.
This indiscrepancy never happened to me before,
I consider this to be a level up disaster. ;)

Posted: Tue Aug 26, 2008 4:17 pm
by beowuuf
I think 9 mana is nothign over levels personally, the psread of the big three is quite large i think - the internal stats less so

Posted: Tue Aug 26, 2008 5:31 pm
by Paul Stevens
Sophia wrote:Stat increases are handled in TAG0157e8
That name was changed some time ago.
"AdjustStatsForItemCarried"

The easiest thing we could do is to
provide a DSA Filter for each of these
cases. Then you could do whatever
you please as far as the adjustments
are concerned. For example, a very
particular rock in the third position of
your backpack could increase strength.
Ooooo -- what fun :!:

Posted: Tue Aug 26, 2008 7:18 pm
by beowuuf
More like the rock lowering your stats as you accidentally carry the mysic Doomstone :D

Posted: Tue Aug 26, 2008 7:50 pm
by Sophia
Oh! I'd better get myself an updated copy of the source code... I'm afraid the one I'm using is probably quite old.. :shock:

Posted: Tue Aug 26, 2008 7:51 pm
by zoom
@beo:
you posted: " think 9 mana is nothign over levels personally",
which is true, I agree but right from the start it feels kind a worse.. I had not anticipated this much of a variance this early!

I actually thought about conflux and DSAs and was not worried anymore because I had the feeling that you *can* tweak things despite a hardcoded-ness.

This filter would really provide some additonal depth and completely destroy items' predictability! ;)
one of the src files was protected by a pw, so I got the other one,
csbwinscr.
Could you provide some filename please?

Posted: Tue Aug 26, 2008 9:55 pm
by Paul Stevens
get myself an updated copy of the source code

http://dianneandpaul.net/CSBwin/CSBwin10_078src.zip

Posted: Wed Aug 27, 2008 8:57 pm
by zoom
So this filter would meddle with these lines?

Code: Select all

if (possessionIndex == 2) // Head
    {
      if (objNI == objNI_CrownOfNerra)
      {
        whatToAdjust = adjustWisdom;
        D4W = 10;
      }
      else
      {
        if (objNI == objNI_Dexhelm)
        {
          whatToAdjust = adjustDexterity;
          D4W = 10;
        };
      };
      break;
    };
    if (possessionIndex == 3) // on Body
    {
      if (objNI == objNI_Flamebain)
      {
        whatToAdjust = adjustAntiFire;
        D4W = 12;
      }
      else
      {
        if (objNI == objNI_CloakOfNight)
        {
          whatToAdjust = adjustDexterity;
          D4W = 8;
        };
taken from character.cpp

I have not found the filename "AdjustStatsForItemCarried"
or Tag 0157e8!
where should I look?

Posted: Wed Aug 27, 2008 9:47 pm
by Paul Stevens
Yes.

------------


In character.cpp line 1553.

Get 'baregrep'. It is a very nice
windows program for searching
file contents (recursively). Sorta
like Unix 'grep'.

Posted: Mon Sep 01, 2008 3:19 pm
by zoom
baregrep is nice indeed, thanks.
together with ctrl+f you find what you seek
(the editor does not display line numbers)
In "MSDos" you could search for strings in multiple files,
but I forgot how it was done..

Concerning The filter:
when will it be activated/called, can it be combined
with attack filter or other dsas?
set item boni:(if not possible does not matter just asking ;) )
Wearing Ghi and ghi trousers together provides
bonus on ninja skill or dex

using weapon a with weaponb off hand would give bonus
on attack(together with attack filter dsa)

wearing all ra armor pieces gives -10 A-Fire but
works like illumulett(sheds light)...-->multiple adjustments
for one item or sets
Working examples like the stone one , would be good
at least for me, to further clarify things and get ideas.
putting shield in the first backpack slot would provide protection

Posted: Mon Sep 01, 2008 6:12 pm
by ian_scho
Image
zoom wrote:baregrep is nice indeed, thanks.
It's cool at 200K in memory too, compared to my 500MB Eclipse program I used before. Thx Paul ;)
Image

Posted: Mon Sep 01, 2008 8:00 pm
by Paul Stevens
The original question:
cannot find anywhere in ADGE the special boni of
items.
The Filters would be called whenever the
hardcoded program computes these 'boni'.
The filter could alter the computations.

Posted: Mon Sep 01, 2008 9:06 pm
by zoom
ok. can we expect this filter soon? any "release date" set? ;)

Posted: Mon Sep 01, 2008 10:35 pm
by Zyx
the equip filter already allows to alter the boni given by worn items.

Posted: Mon Sep 01, 2008 10:38 pm
by zoom
ok.
so we are talking about new ways to compute these alterations
of the equip filter not a new filter altogether? Thanks anyway!
I will look some more on dianne and paul and see what's there..

Posted: Mon Sep 01, 2008 10:39 pm
by Zyx
the equip filter already allows to alter the boni given by worn items.

Posted: Mon Sep 01, 2008 10:42 pm
by zoom
well, it should be clear now! :oops: :roll: :o