Ed Kolis
December 6th, 2004, 10:28 PM
Say, I thought I'd mentioned this already, but a forum search for "templatizer" in the DO forum turned up no results...
I have a program I wrote called the "SE4 Templatizer"... basically what it does is it takes SE4 items like starship components and generates whole series of them based on mathematical formulas - so for instance a Polaron Beam level 1 might do 30 damage, a Polaron Beam level 2 might do 35 damage, and so on, where a Polaron Beam level N does N * 5 + 25 damage. Or you could have much more interesting formulas, like linear increases in cost with logarithmic increases in damage and range and exponential decreases in size http://forum.shrapnelgames.com/images/smilies/laugh.gif
What I thought I'd offer is, since I'm making a new Version of the program anyway, I could make a special mode that works with Dungeon Odyssey data files, so you could have a Healing Potion level 1 that heals 50 HP, costs 100 gold, and weighs 1.00 pound, a Healing Potion level 2 that heals 55 HP, costs 120 gold, and weighs 0.95 pounds... well, you get the picture http://forum.shrapnelgames.com/images/smilies/wink.gif
It's really not much extra work for me, because my program can already handle any data file in Malfador's "name := data" field format; all I'd need is a list of all the "weird" fields and how they're processed by the game - by "weird", I mean fields that aren't single numbers or text strings; weird fields are things like lists of numbers such as SE4's "Weapon Damage At Rng" field which lists the damage done by a weapon at each of 20 range values.
Any interest? http://forum.shrapnelgames.com/images/smilies/wink.gif
I have a program I wrote called the "SE4 Templatizer"... basically what it does is it takes SE4 items like starship components and generates whole series of them based on mathematical formulas - so for instance a Polaron Beam level 1 might do 30 damage, a Polaron Beam level 2 might do 35 damage, and so on, where a Polaron Beam level N does N * 5 + 25 damage. Or you could have much more interesting formulas, like linear increases in cost with logarithmic increases in damage and range and exponential decreases in size http://forum.shrapnelgames.com/images/smilies/laugh.gif
What I thought I'd offer is, since I'm making a new Version of the program anyway, I could make a special mode that works with Dungeon Odyssey data files, so you could have a Healing Potion level 1 that heals 50 HP, costs 100 gold, and weighs 1.00 pound, a Healing Potion level 2 that heals 55 HP, costs 120 gold, and weighs 0.95 pounds... well, you get the picture http://forum.shrapnelgames.com/images/smilies/wink.gif
It's really not much extra work for me, because my program can already handle any data file in Malfador's "name := data" field format; all I'd need is a list of all the "weird" fields and how they're processed by the game - by "weird", I mean fields that aren't single numbers or text strings; weird fields are things like lists of numbers such as SE4's "Weapon Damage At Rng" field which lists the damage done by a weapon at each of 20 range values.
Any interest? http://forum.shrapnelgames.com/images/smilies/wink.gif