may wrote:I did notice that your missing some tags.
decay=
layer=
spd=
str=
weight=
Also, you have name commented out. it should be.
name= a magic dagger
name2= a accurate dagger
name2 is the true hidden name that gets revealed when identified.
Other than that, looks nice

Those item properties are all detailed in the original item that I "get=". So the get= line will get me the str, spd, etc., of the weapon, and for the magic weapon I only need to include values that change.
Sounds like I'm all set for Wands then (at least, having a basic structure that contains them). By the way, for ease, I took the four wand images and assigned one to healing wands, one to damage wands, one to buff wands (str, dex, etc), and one to de-buff wands (curse, weakness, etc). This can easily be changed once I fix item ID, if I can ever figure out how.
I believe you are correct about the magic rings. This is an easy fix I can make to the file. I'm currently obsessed with trying to make the magic jewelry do what it's supposed to do (cast Agility, Magic Reflection, etc.), so maybe once I finish that I can update the file to remove rings of agility, blessing, etc.
Posting the Excel file won't do much good, as most of the process of it is sorting, copying, etc. So it's final form is not much different than what I pasted from my dfn file.
Definitely happy to split this stuff up. Smithing, for example, I know nothing about, and same with house add-ons.
Here's my current to-do list:
[dfn files]
- adjust spawn - major adjustments to dungeon spawn, minor adjustments to world spawn (mostly spawn frequency)
adjust loot - this is mostly done, but I want to update my system so that higher-end magic weapons have a higher chance of spawning on higher-end monsters, and lower-end monsters are more likely to spawn lower-end items
[javascript]
- code jewelry behavior - casting Agility, Magic Reflect, etc.
recode weapon damage from flat numbers (i.e. 4 to 32) to their true T2A behavior (i.e. 4d8)
animal lore - does not show current animal happiness or preferred food; in fact, the whole pet happiness system might need an overhaul
animal taming - currently you see success/failure immediately after choosing something to tame; you also get all three calming messages ("nice dragon", "I've always wanted a pet like you", etc.) immediately, instead of spread over the 10-second taming period
healing - is all out of whack relative to T2A. You get messages saying "you don't have sufficient skill to heal that", which seems to be based purely on healing skill and not the amount of damage being healed. Of course, this shouldn't exist at all; you should always begin bandages, and after the 15 seconds you should see your success or failure. Additionally, I'm not sure that getting hit during a bandage is impacting the success rate of the bandage, which it should. There are other things (like the timer) which I've already fixed in my local healing.js file.
herding - need to code shepherd's crooks to use the skill herding; might need to also code what "herding" is!
item ID - need to code wands of Item ID; other aspects of Item IDing also seem off, this might be a c++ issue
[c++ edits to UOX3.exe]
- combat - ensure "def=" and AR are working properly for T2A era
combat - look into why damages seem inflated
spells - make Mind Blast as useless as it was in 1999 (currently, it auto-kills when cast by a lich or other highly-intelligent NPC. My near-term patch is to set their INT to something low like 6, and give them a MANAMAX of 300 or whatever their INT was)
spells - paralyze seems to be fully resistable
spells - I'm not sure Earthquake is working right
pet system - this might need an overhaul