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March 16th, 2012, 11:19 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
Thanks: 1
Thanked 47 Times in 8 Posts
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Re: momfreeek's new magic item browser!
Quote:
Originally Posted by jotwebe
Addendum: Just noticed the pin functionality - nice, and taking it into account I like the new design better.
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It always had the pin functionality ^^
Quote:
Originally Posted by llamabeast
Hmm yes, in CBM 1.92 the Boots of Long Strides grant a misc armor piece which gives a defense bonus (a bit like Bracers of Protection). That's quite a subtle thing for your program to pick up on though
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Ah, it was only accepting a number for attached weapons, but apparently name works too. fixed next update.
Quote:
Originally Posted by llamabeast
As a random observation, the "Paralyzing Poison" on "The Sharpest Tooth" seems to have a great many tags it shouldn't have. Maybe indicative of some mod-reading bug.
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A bug I introduced in the last update. fixed next update
On the subject of damage types, can a weapon have more than one? Currently I'm reading it that 'dt_poison' means the weapon does only poison damage. If it has 2 damage types does it do both or will the latter overwrite the former?
Quote:
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Edit: Also weapons associated with other items don't seem to have all their stats. The Stone Bird, for example, doesn't indicate that it has multiple attacks.
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Tricky.. it was reading the mod fine but it turns out the weapon number in the base data was 458(Spectral Fire) not 176 (Stone Bird). Now displays weapon and armor name next to id.
Will continue making edits and upload later today.
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March 16th, 2012, 01:39 PM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: momfreeek's new magic item browser!
I just committed the updates. Corrections are on hold, I had an idea..
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March 17th, 2012, 08:38 PM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: momfreeek's new magic item browser!
so I spent yesterday learning perl (    ) and writing an interactive scraper to scrape the wiki for descriptions and item properties (I asked Ich but he's not got back to me yet and in my extreme impatience I went ahead anyway  ).
updates:
- item descriptions on everything (except one case I think)
- lots (LOTS!) of data corrections gleaned from the wiki. There's still some stuff to resolve. generated changelog here:
http://dom3-mod-inspector.googlecode.../itemedits.txt
I should point out that it didn't delete any properties. there may be duplicate spells in 2 fields on some items.. hopefully this sort of thing is easy to spot.
- link on every item to the wiki page for that item. Strategy hints and stuff beyond raw stats and description don't really belong on this browser.
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The Following 4 Users Say Thank You to momfreeek For This Useful Post:
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March 18th, 2012, 03:58 AM
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Private
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Join Date: Dec 2011
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Re: momfreeek's new magic item browser!
You freaking rock, dude!
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March 18th, 2012, 02:44 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
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Thanked 120 Times in 93 Posts
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Re: momfreeek's new magic item browser!
Added your stuff to the wiki. Thanks!
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March 18th, 2012, 09:10 PM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: momfreeek's new magic item browser!
np guys  . I'm enjoying making it.
note to modders:
If you want it to work with your mod you can:
(a) link me a copy of the mod file to upload. If you're familiar with svn I could give you permissions to upload your own mods.
(b) download it and serve it yourself. Its free & open source. Currently you'll need to use svn or contact me for a zip. It needs no particular software but it does need to be served from a webserver. It won't work from the file system on recent browsers as ajax calls from the file system are considered a security risk.
usage:
Once the mod file is alongside the html page its just a matter of referring to it in the url.
eg: blahblahurl?mod=mymodfile.dm
it supports loading multiple mods:
eg: blahblahurl?mod=mymodfile.dm&mod=anothermod.dm
no guarantee:
It might not work as intended. Please report issues in this thread.
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March 18th, 2012, 09:56 PM
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First Lieutenant
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Join Date: Jan 2011
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Thanked 12 Times in 11 Posts
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Re: momfreeek's new magic item browser!
Nice work, momfreek! I love this sort of mod, makes a big difference.
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March 20th, 2012, 06:55 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: momfreeek's new magic item browser!
update:
Final edits from wiki (all the less simple things). All corrections posted in this thread are fixed. Fixed a few broken descriptions and improved item formatting somewhat. Summons are still unclear (with potential errors) but thats for another day.
There's no guarantee everything is correct now. Report inaccuracies pls.
A few unresolved things. Can anyone explain these?:
http://dom3.servegame.com/wiki/Rime_Hauberk
Iceprot
Is Iceprot additional protection in cold province? Just a guess
http://dom3.servegame.com/wiki/Bone_Armor
soul vortex
from item description: "runes that leech the life force from living beings". Rather vague.
http://dom3.servegame.com/wiki/Flesh_Ward
http://dom3.servegame.com/wiki/Pebble_Skin_Suit
Cannotwear: 1073741824
(bitmask for units that can't equip the items (see unitflagsX)). What units does this represent?
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March 22nd, 2012, 01:03 PM
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Corporal
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Join Date: Dec 2011
Posts: 156
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Re: momfreeek's new magic item browser!
Quote:
Originally Posted by momfreeek
Is Iceprot additional protection in cold province? Just a guess
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Yes, and less protection in hot by however much the value is per tick.
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from item description: "runes that leech the life force from living beings". Rather vague.
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The Bone Armor just acts as if you cast the soul vortex spell. It's wierd how with items that grant spell effects, sometimes it autocasts the spell turn zero, like the crystal shield, while othertimes like bone armor, it just grants the effect without actually casting. In practice the effect is exactly the same, with the only difference being that autocasting items can autocast into forced communions with master and slave crystals, which realistically is way too expensive to actually do. I don't know why the game bothers having 2 ways of handling the same thing.
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March 23rd, 2012, 12:45 PM
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Corporal
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Join Date: Aug 2011
Posts: 178
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Re: momfreeek's new magic item browser!
Quote:
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Originally Posted by Shangrila00
The Bone Armor just acts as if you cast the soul vortex spell. It's wierd how with items that grant spell effects, sometimes it autocasts the spell turn zero, like the crystal shield, while othertimes like bone armor, it just grants the effect without actually casting. In practice the effect is exactly the same, with the only difference being that autocasting items can autocast into forced communions with master and slave crystals, which realistically is way too expensive to actually do. I don't know why the game bothers having 2 ways of handling the same thing.
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I see, thanks. I guess "onebattlespell: Soul Vortex" is close enough. I'll put a note in the data that its not actually cast but it doesn't seem distinct enough to warrant displaying.
@Soyweiser: seems I missed that. I'd already mentally filed it under 'unexplained' once I got round to checking pages manually.
project status
I consider the item browser to be stable (just bugfixes and corrections).
I started a new branch with support for spells and units. Neither are useful as a reference yet, mod commands are not yet implemented at all and progress will be slower. Its here if you want to take a look:
http://dom3-mod-inspector.googlecode...s-u/index.html
The idea is that you can switch between the 3 tables with some shared search options. pinned overlays persist across all tables and it should be simple enough to cross reference between tables (so summon spells will link to the monster summoned, etc).
If anyone knows where I can find a list of spell effects that extends those in the modding manual that'd be very useful.
The spreadsheet on this page was useful for decifering flags: http://forum.shrapnelgames.com/showthread.php?t=33588
Last edited by momfreeek; March 23rd, 2012 at 01:12 PM..
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