Author Topic: Augmentations and modifications?  (Read 772 times)

Ghoul-bb

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Augmentations and modifications?
« on: Dec 02, 2018; 05:31 PM »
How to extend an amount of modifications/augmentations for the weapon?
There is a file, gameglobals, I changed max_item_upgrades and max_item_augments to 12, but in game I cannot make more than 5 augmentations. Is there anything else to be changed?

max_item_upgrades - I wonder, how it works? Does it  increace the level of the weapon only?

Also I would like to know, where is the price for an augmentation located?

Malachor

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Re: Augmentations and modifications?
« Reply #1 on: Dec 03, 2018; 12:12 AM »
Items has space for 6 affixes(affix column).
ItemQuality has 6 affixes. Although the first affix listed is a levelmod affix.
I think that the only way to add more affixes is to make affixes more like the unique item affixes with multiple properties per affix.
For upgrades and augment costs look in item_levels.
Be aware that people had issues with items disappearing when they had changed the number of upgrades. I think it was because they were trying to exceed the maximum level of the item, but I haven't tested it. But I recommend increasing the max level of weapons and armour(in the items file, not item_levels).

Ghoul-bb

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Re: Augmentations and modifications?
« Reply #2 on: Dec 03, 2018; 02:12 AM »
So, looks like, I normally  I can not make more space for affixes?

Looked into the item_levels file: if I understood, higher level, provides more damage a weapon does. But, when I upgraded a weapon by nanoforge, the amount of damage did not change...

Malachor

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Re: Augmentations and modifications?
« Reply #3 on: Dec 03, 2018; 12:38 PM »
How many times did you upgrade it?
Don't forget that the damage values seen ingame are smaller than what's shown in minDamage/maxDamage columns, so if you've upgraded only once, then it's probably adding something like 0.2 and won't change ingame until you upgrade a few more times, or enough for 1.0( or thereabouts, this just me guessing the values).

Ghoul-bb

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Re: Augmentations and modifications?
« Reply #4 on: Dec 06, 2018; 01:38 AM »
Yes, the damage increases but very, very little. 1-2 points....

Ghoul-bb

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Re: Augmentations and modifications?
« Reply #5 on: Dec 27, 2018; 03:05 PM »
I wonder, is there a  method to make an extra slots in the weapon?
Probably, with the Cube?

Kikina the templar

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Re: Augmentations and modifications?
« Reply #6 on: Dec 27, 2018; 10:14 PM »
Unfortunately, no.
Mod slots is primary determined in mesh file (mods is shown on 3D model of weapon). In mesh file must be set coordinates for placing each used mod. If not set, mod will appear in base position, in most cases on handle.
Secondary settings is in excel table "items", parameter "stats" for each individual weapon. There is set maximum possible slots of each mod type. This parameter is non-decoded xml script, which can be edited only very hard with hex or text editor. On forum is few threads about it.
Last settings is in table "items", parameter "props2". This parameter is "filter" where can be set how many slots are appear on weapon. Example: SetStat669('item_slots',fuel,rand(@game4,0,3)); means "while drop set 0 - 3 slots for fuel on this wepon. If in parameter "stats" is not set spawn of fuel slot, this line will be ignored. If is here set like maximum only 2 slots for fuel, then will be created maximally two slots.

Possibility of "opening" closed slots with some item is only in Hellgate Global client versions and must be supported by core program.

Ghoul-bb

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Re: Augmentations and modifications?
« Reply #7 on: Dec 28, 2018; 03:00 PM »
Unfortunately, no.

.....

Last settings is in table "items", parameter "props2". This parameter is "filter" where can be set how many slots are appear on weapon. Example: SetStat669('item_slots',fuel,rand(@game4,0,3)); means "while drop set 0 - 3 slots for fuel on this wepon. If in parameter "stats" is not set spawn of fuel slot, this line will be ignored. If is here set like maximum only 2 slots for fuel, then will be created maximally two slots.

Possibility of "opening" closed slots with some item is only in Hellgate Global client versions and must be supported by core program.

I tried to modify "props2" in items file. (it was a first and a last thing I modified to change number of mod slots in the weapon)
And, if I don't mistake, "props2" sets not maximum amount of sockets, but random. That's why I asked about a possibility of adding new sockets, if there is no maximum sockets amount reached for the current weapon.

And, of course, I know about this feature in Hellgate Global, so I wonder how to activate it in vanilla version...

Anyway, you told me, that it is no possible and must be supported by core program. Now I'm drowning in a sea of regrets, but, for my luck, you saved lots of my god-blessed time.

Malachor

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Re: Augmentations and modifications?
« Reply #8 on: Dec 29, 2018; 12:26 AM »
I tried to modify "props2" in items file. (it was a first and a last thing I modified to change number of mod slots in the weapon)
And, if I don't mistake, "props2" sets not maximum amount of sockets, but random. That's why I asked about a possibility of adding new sockets, if there is no maximum sockets amount reached for the current weapon.
Not all weapons have randomised mod slots.
For example, compare entry 365 Chain Pistol Mk2:
SetStat669('item_slots', 'fuel', rand(@game4, 1, 1));
SetStat669('item_slots', 'relic', rand(@game4, 0, 2));
SetStat669('item_slots', 'battery', rand(@game4, 1, 1));
With entry 366 Chain Pistol Mk2 Unique 01:
SetStat669('item_slots', 'fuel', 1);
SetStat669('item_slots', 'relic', 1);
SetStat669('item_slots', 'battery', 1);
Change relic slots to 2 and it would have maximum slots.

Also, for what it's worth, in Treasure there's a bitfield named MaxSlots. I haven't tested it though.

Kikina the templar

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Re: Augmentations and modifications?
« Reply #9 on: Dec 29, 2018; 06:13 AM »
 :)
I have it tested.
If you activate "MaxSlots" bitfield, then from this treasure is allways dropped weapon with maximum allowed slots from settings in "stats". Values from "props2" will be completelly ignored.

I used this function many times while work on Tokyo weapons for Revival...
« Last Edit: Dec 29, 2018; 06:17 AM by Kikina the templar »