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Item Problem?

Posted: Mon Jun 06, 2011 11:14 pm
by smegghead
Hey, I'm new to this... so far its going pretty good got my server set up and running just fine. on of the only problems I'm having is that monsters drop the same useless loot every kill. Theres no random stats or boosts on the weapons and armor they drop just what the base item would have....
is it just me doing something terribly wrong?

thanks

Smegghead

Posted: Wed Jun 08, 2011 8:24 am
by warwick
I share the same issue, how ever, its shosen by my self so far.

You can as far as i know, play around abit with the lootdrop, but not as much as id like to, i have several topics about this, but i don't think this is the right forum for it, so ill try to get into the right place.

Posted: Fri Jun 17, 2011 7:47 am
by Xuri
By default UOX3 only provides very basic loot for monsters, so anything else you want to drop will have to be added manually.

Two relatively easy ways of doing this. First figure out what items you want to spawn, create some new ones if necessary (like magical items - none of which exist in UOX3), then either

A) add them to the lootlists (or create new lootlists) in DFNDATA\ITEMS\lootlists.dfn, then add LOOT=lootlistid tags to whichever monsters you want to give the additional loot to.
B) Add the items as direct loot on the NPCs through LOOT=itemname
(...or C) Create a new dynamic loot-spawning system through JavaScript! ;)

Posted: Fri Jun 17, 2011 7:40 pm
by may
@ smegghead
@ warwick

Hello. I feel your pain concerning the non-magic item drops. I am working on a magic_weapons.dfn file that will be as accurate as possible on magic weapons that existed back in the early years. When I get it finished I will be posting it the dfn vault section of the forums. It is definately a mind numbing experience, typing all the weapons that existed and making them act the way they did. I am creating magic_weapons first then moving on to releasing seperate dfn files for magic_armor and magic_items. A sneak-peek of what the magic_weapons.dfn will include upon release is below.

Code: Select all

accurate
surpassingly accurate
eminently accurate
exceedingly accurate
supremely accurate
durable
substantial
massive
fortified
indestructible
of ruin
of might
of force
of power
of vanquishing
of clumsiness
of feeblemindedness
of weakness
of burning
of wounding
of daemons breath
of thunder
of mages bane
of ghouls touch
of evil
silver
silver of ruin
silver of might 
silver of force
silver of power
silver of vanquishing
slayer
This is not a complete list as there are several combinations missing from the list above. For instance, back in the old days one could loot a accurate mace of might or a durable supremely accurate halberd of power. As you can see there are alot of combinations left to type into the dfn, but don't fret.. it is getting completed and will be released.

may

Posted: Fri Jun 17, 2011 7:50 pm
by Xuri
At one point I actually started to create a JavaScript that would dynamically generate random magic armor as loot on monsters when they died - which would have supported all combination of magic properties, and the power of those properties being loosely based on the fame/karma of the monster dropping the loot. This, without having to pre-define any of the magical items in the DFNs.

I never did finish it though, and now I seem to have mislaid it too. Oh well.

Posted: Tue Jun 21, 2011 6:45 am
by warwick
May, way to go.

I actualy forgot those old days when those things exsisted.

I have made a couple of items, like those, but out from my own mind.

However i have made quite many changes to some files, the worldfile for instance, i found it to be a bit anoing when i wanted to change a spawnpalce or to add one.... so had each one of the renumbered, and to follow a pattern, easy to follow and to find. it took me some days to do it, anyway, that topic is probably not for this place.

But if anyone is intrested to get my modified worldfilling file, i might bring it up here, Xuri might know the place to do that.

Anyway, May, i hope to see your work, id like to put my long greazy fingers on it.

Posted: Tue Jun 21, 2011 7:12 am
by may
@warwick

The weapons will be very accurate to how 1997 and 1998 was. I am actually using an archived webpage of uo.stratics.com from 12/12/98 via archive.org

I wish archive.org would of let me see pages from 1997 but it seems that 12/12/98 was the first page archived.. but I do remember that the website existed in 1997.. I visited it often.

I am also making my own world file tailored to what existed from 97-98. I plan on making periodic releases to the forums. Its going to take awhile but I'm just not interested in content that came after t2a.

Posted: Wed Jun 22, 2011 5:42 am
by RandallFlagg26
Hey May! Have you gotten anywhere with your script?

Posted: Wed Jun 22, 2011 9:21 pm
by may
@ RandallFlagg26

The magic_weapons.dfn is a work in progress. I have been working on it nightly. It is still far from complete but to give you an idea of progress I can tell you the current file size which is 200kb.

~ may

Posted: Tue Aug 23, 2011 1:06 am
by mikel123
Hi may - this is fantastic. I'm new to this, brand new, but wanted to post in here to remind myself of this thread and beg/plead to get this from you when finished. I'm aiming for a '99-type shard myself, so the list of weapons should be identical to yours.

Posted: Fri Sep 02, 2011 2:03 am
by may
Hello. I felt an update was in order so everyone knows that the dfn is still being worked on. I changed the name of the dfn from magic_weapons to magic_items. It will contain all armor, items, and weapons that are magical. It is very well commented. It has a searchable table of contents that allows an admin to quickly browse the entire file with ease. Below is an example of what I'm talking about.

You open the dfn and notice it is a huge file. Scrolling down the table of contents you see what weapon group you want to browse through, the silver weapons of vanquishing. You also notice a code in brackets to the left of the weapon group. I've copy and pasted a portion of the table of contents to demonstrate what I mean.

Code: Select all

// [siwru] ........................ silver of ruin
// [siwmi] ....................... silver of might
// [siwfc] ....................... silver of force
// [siwpw] ....................... silver of power
// [siwva] ................. silver of vanquishing
Using your mouse you highlight the text inside the brackets. In this case we are highlighting siwva. Press ctrl c. Press ctrl f. Then Press enter. Your cursor is moved to the example below.

Code: Select all

// -----------------------------------------------
// [siwva]                       ctrl + home = toc
// -----------------------------------------------
Once you are done looking at the silver weapons of vanquishing you may want to go back to the table of contents and quickly go to an armor section this time. Pressing ctrl home will take you back to the top of the table of contents. It is a nifty trick and has saved me alot of time when editing the dfn.

So that is what the searchable table of contents looks like. The weapon section is complete. I am currently typing the armor sections then I will be moving on to the item sections. I have been plugging in all that I've typed into the lootlist dfn. It will be included in the zip file along with the magical dfn and all jscripts pertaining to the effects of the magical armors, items, and weapons. When its done you will simply need to unzip and play, unless you wish to edit to your own desires. But it will be accurate for a 97-98 shard.

Still a work in progress. It will be released when its done. I will keep you updated.

Posted: Fri Sep 02, 2011 7:22 pm
by mikel123
Good stuff. Btw, here is info from the custom shard "UO Second Age" on what their vendors buy items for. You should add these values to the base values of the items; I assume they're accurate for 1999, which should be the same as 1998:

3 Durable
12 Substantial
27 Massive
48 Fortified
75 Indestructible

6 Accurate
24 Surpassingly Accurate
54 Eminently Accurate
96 Exceedingly Accurate
150 Supremely Accurate

6 Ruin
24 Might
54 Force
96 Power
150 Vanquishing

6 Defense
24 Guarding
54 Hardening
96 Fortification
150 Invulnerability

I assume the price the vendor would sell for would be double these values.

As for charges and silver, I have no idea.

Posted: Fri Sep 02, 2011 9:30 pm
by may
I know of the custom shard at www.uosecondage.com

However, it is not an accurate shard of that era. While I do applaud their work, alot is missing, inaccurate, or custom that Id never want in my t2a shard.. or in this case the stats you mentioned were not that high during 1997 or 1998. I'm using the official origin uo stragedy guides from 1997 and 1998. I'm also using decompiled info stored inside the demo from the official t2a cd. I'm also using several archived websites that out-weigh uostratics in accuracy in those eras.

I do play on uosecondage.com. I've been playing on it since it went online. I have several grandmaster characters. I'm not sure where they got their numbers for what you posted above but the official stats for what you listed are below for 1997 and 1998 shards.

armor prefix
--------------
durable +5 durability
substantial +10 durability
massive +15 durability
fortified +20 durability
indestructible +25 durability

armor suffix
--------------
defense +5 ar
guarding +10 ar
hardening +15 ar
fortification +20 ar
invulnerability +25 ar

weapon prefix
----------------
accurate (if melee +5 tactics), (if ranged +4.6 archery)
surpassingly accurate (if melee +10 tactics), (if ranged +9.3 archery)
eminently accurate (if melee +15 tactics), (if ranged +14 archery)
exceedingly accurate (if melee +20 tactics), (if ranged +18.7 archery)
supremely accurate (if melee +25 tactics), (if ranged +23.3 archery)
durable +10 durability
substantial +20 durability
massive +30 durability
fortified +40 durability
indestructible +50 durability

weapon suffix
----------------
ruin +1 damage
might +3 damage
force +5 damage
power +7 damage
vanquishing +9 damage

weapon/item charges
------------------------
clumsiness
feeblemindedness
weakness
burning (magic arrow)
wounding (harm)
daemons breath (fireball)
thunder (lightning)
mages bane (mana drain)
ghouls touch (paralyze)
evil (curse)

These are accurate for 1997 and 1998. I've pulled this info from the decompiled uodemo from the 1998 t2a cd and from the 1997 official origin uo stragedy guide. the stats you posted are not from 1997 or 1998.. I have no idea if they changed to what you posted in 1999, as I only played UO from 1996 until end of 1998. Plus, all archived websites that I've found supports what I posted above.. I've never seen your stats anywhere for those eras on the web.

Posted: Sat Sep 03, 2011 3:17 am
by mikel123
I said VALUE, as in the VALUE parameter of items. As in the amount that items are bought and sold for.

There is nothing "custom" about Second Age.

Your numbers look good to me, except the weapon durabilities - that should be the same as armor durability modifiers I believe.

What websites are you referring to that are better than Stratics? The UOSA folks would love to find such things.

The strategy guides are interesting, but not great. You can't hold the Demo CD and the strategy guides both as gospel; they contradict each other frequently.

Posted: Sat Sep 03, 2011 11:42 am
by mikel123
Wow, no wonder the file is big... for weapons there are:

6 durability options
6 tactics options
6 damage options
10 spell options
2 silver options (silver or not)
50 weapons (approximately)

which equals 6*6*6*10*2*50 = 216,000 possibilities for weapons.

Also, while we seem to be the only active folks here...

How do you plan to handle AR versus "resistance"? It seems like UOX3 inputs an item's defense as "physical resistance", which removes a percent of damage. T2A defense (AR) removed a flat number, which could be equal to the damage being dealt (or more) and could negate 100% of some hits.

Lastly, how do you plan on handling Item ID wands? I couldn't figure out how to make these in UOX3.

Posted: Sat Sep 03, 2011 8:24 pm
by may
I misread your value post. When I read it the first time, I read it as vanquishing did +150 damage. lol. I do understand now that you meant the value an npc buys said item from the player for. Currently, I had not put value into the items. I've attached it to my todo list. Nice catch ;)

My custom reference toward uosecondage.com was that it runs on a runuo emulator, which uses the new engine for ultima online. uox3 is still using the old engine which is more accurate for t2a than what runuo has. The old engine is definately more brutal. Spawn a skeleton or zombie in uox3 and attack it with a weapon. Outcome, 3 or 4 hits and it is dead and that is with newbie weapons and 50 swordmanship / 50 tactics. Now spawn a skeleton or zombie in runuo or kill one on uosecondage. Outcome, it is taking you alot longer than 3 or 4 hits to kill the monster. So my custom reference is they can add items and npcs to their server but the simple fact remains that they are forced to use an updated engine which alters the way combat was done back in 1997 and 1998. The old engine is pretty much the only reason I'm currently using uox3.

There are actually more combinations with silver than (silver or not). Later on in ultima online, slayer weapons were introduced. Slayer weapons where like silver weapons because they did double damage vs a specific npc. However, silver weapons stack with other magic item enhancements and slayer weapons do not. So a silver weapon could have the following combinations.

weapon prefix
----------------
accurate (if melee +5 tactics), (if ranged +4.6 archery)
surpassingly accurate (if melee +10 tactics), (if ranged +9.3 archery)
eminently accurate (if melee +15 tactics), (if ranged +14 archery)
exceedingly accurate (if melee +20 tactics), (if ranged +18.7 archery)
supremely accurate (if melee +25 tactics), (if ranged +23.3 archery)
durable +10 durability
substantial +20 durability
massive +30 durability
fortified +40 durability
indestructible +50 durability

weapon suffix
----------------
ruin +1 damage
might +3 damage
force +5 damage
power +7 damage
vanquishing +9 damage

weapon/item charges
------------------------
clumsiness
feeblemindedness
weakness
burning (magic arrow)
wounding (harm)
daemons breath (fireball)
thunder (lightning)
mages bane (mana drain)
ghouls touch (paralyze)
evil (curse)

So you could loot a supremely accurate silver katana of vanquishing with 15 charges of ghouls touch ;)

Silver weapons are included in the dfn but I did not include slayer weapons because they came after I left around 1999 or 2000 I think.

Below is a list of slayer weapons if anyone wanted to put them into a dfn.
Remember that slayer weapons only do double damage to specific races and do not stack with other magical enhancements.

Slayer Weapons
-------------------
orc slaying = dd vs orcs
troll slaughter = dd vs trolls
ogre thrashing = dd vs ogres
terathan = dd vs ophidians (melee only)
ophidian slaying = dd vs ophidians (bows only)
snake's bane = dd vs snakes
lizardman slaughter = dd vs lizardmen
dragon slaying = dd vs dragons
reptilian death = dd vs snakes and lizardmen
gargoyle's foe = dd vs gargoyles
daemon dismissal = dd vs daemons
balron damnation = dd vs balrons
exorcism = dd vs gargoyles and daemons
ophidian = dd vs terathans (melee only)
terathan slaying = dd vs terathans (bows only)
spider's death = dd vs spiders
scorpion's bane = dd vs scorpions
arachnid doom = dd vs giant spiders and terathans
flame dousing = dd vs fire elementals
water dissipation = dd vs water elementals
vacuum = dd vs air elementals
earth shatter = dd vs earth elementals
elemental health = dd vs poison elementals
blood drinking = dd vs blood elementals
summer wind = dd vs ice creatures
elemental bane = dd vs elementals

Example Slayer weapon = a halberd of daemon dismissal.

Like silver weapons, you would add the race tags to do double damage to.

Posted: Sun Sep 04, 2011 12:38 am
by mikel123
may wrote:The old engine is definately more brutal. Spawn a skeleton or zombie in uox3 and attack it with a weapon. Outcome, 3 or 4 hits and it is dead and that is with newbie weapons and 50 swordmanship / 50 tactics. Now spawn a skeleton or zombie in runuo or kill one on uosecondage. Outcome, it is taking you alot longer than 3 or 4 hits to kill the monster. So my custom reference is they can add items and npcs to their server but the simple fact remains that they are forced to use an updated engine which alters the way combat was done back in 1997 and 1998. The old engine is pretty much the only reason I'm currently using uox3.
This has nothing to do with the engine and more to do with the default statistics of the monsters. Both UOX3 and UOSA's version of RunUO use the exact same Combat calculations:

http://www.uosecondage.com/stratics/combat.html

(lifted from Stratics' 1999 archived page)

Perusing the forums here, I think an attempt was made to mimic that as well in UOX3. So it's a simple matter of updating the .dfn files of monsters like skeletons with the skill values they had in 1997/98/99.

The slayer weapons, I remember came out just after I quit UO. I thought they were sort of dumb. There was some lore reasons why silver would double against undead, but the rest of them were just dumb. Especially "elemental bane". I love the idea that there is some kind of weapon that's especially good against fire, water, and ice elementals, but not as good against other stuff.

Posted: Wed Sep 07, 2011 12:57 am
by mikel123
I have a working copy of base_armor.dfn which includes all variants of magic armor appropriate to T2A era. It also includes the rare magic bone armors. Additionally, it properly has some magic shields (wooden and metal kites, wooden shields, for example) and some shields have no magic counterparts (chaos/order, heater shields, etc).

It's about 16,000 lines of text, and about 255 Kb. How do I go about posting this here to make it available to folks?

EDIT: I also have a file of magic weapons (15,516 of them), including all durability, tactics, damage and silver modifications. It's about 186,000 lines, 3.2 Mb file size. How do I post this?

Posted: Fri Sep 09, 2011 3:02 am
by may
Wow! I've been working on my magical dfn for the past two months. Sadly, I can only spend 3-4 hours per night on it. You definately have speedy fingers.. having just registered in mid August. Id be interested in seeing these files, since your ready to post.

To link your files you would need to upload them to a website that will store your files. I, for example used google pages to store my stairs tutorial pdf. Then you would use the url tags on these forums and post a link to your files.

I've been reading your various forum posts and noticed a couple things that I wanted to mention since you seem to be on the path of T2A era. Magic items in T2A were labeled as 'a accurate dagger'. Around 2000 the 'a' was removed and magic items showed up as 'accurate dagger'. I noticed a couple of your item examples were listed as 'an accurate', but 'an' never existed on T2A items. I only mention this incase you are aiming for shard accuracy of that era. I do agree and have always agreed that 'an' sounded better than 'a', but for accuracy sakes..

Also I have not seen your magic weapons file yet, but back in 1998 wands not only had magic charges but also had weapon damage. So for accuracy sake, make sure your wands had weapon damage. This can be found on the archived uostratics page. You may have already typed your wands to do weapon damage.. I just wanted to mention it because I had forgot that wands did weapon damage back then until someone on these forums mentioned it to me in a pm.

Definately interested in seeing your weapons file. If its era accurate, it will save me alot of time so I can work on other missing things like house addons and etc.

By the way, please rar or zip your weapons dfn.. it will reduce the 3mb file size lol.

Posted: Fri Sep 09, 2011 3:33 am
by mikel123
Three to four hours per night? It sounds like you're typing this out manually?! I used Excel to copy things, extend patterns, manipulate rows of dfn data, etc. It probably took me 3 hours to make the weapons and armor.

I wasn't aware of the "a" and "an" specifications, so my file(s) don't reflect that.

For wands, there is some buggy code in UOX3, so behavior isn't perfect yet. But I do have them written out in a file. And they do create normal weapon damage (well, it's really low, but it's there). Are you saying wands were also "of power", "of vanquishing", etc? I wasn't aware of this, if that's the case, and don't have those represented.

Additionally, you will see I have two name fields in my armors... the name= field, which is for the "un-identified" name. I have commented this out because I am having some issues with ItemID in UOX3. name2= is thus changed to name=, so I am showing the identified names by default. This can easily be switched once I correct the Item ID skill (if I can figure out how) with a massive Find/Replace.

Speaking of copy/paste, it appears I cannot post links in this forum?! So you'll need to edit my URLs below to visit them.

Here is my updated base_armor.dfn file:
pastebin~dot~com/N06rL100

You can see it includes all combinations of durability modifications as well as all combinations of armor modifications. It does not include armors like "a plate chest of magic reflection with XX charges"

Here is my magic jewelry file:
pastebin~dot~com/SCdA72uz

It contains all combinations of jewelry image (except perhaps the bead necklace ID) and all spell possibilities. There are still some bugs to work out here (like programming the scripts for those spells) but that too is something I can find/replace quickly if needed.

Here is my magic weapons file, split into pieces due to pastebin's size limits:
pastebin~dot~com/J83B0USP
pastebin~dot~com/eauwLvwa
pastebin~dot~com/isUwX7ng
pastebin~dot~com/wqYz80vu
pastebin~dot~com/dCGDpTXc
pastebin~dot~com/jLcmYCFe
pastebin~dot~com/81R8ud7L
pastebin~dot~com/inX6TENU
pastebin~dot~com/ypTgxaVk

As it mentions, this includes all variants of durability, Tactics, and damage modifiers (ruin, force, etc.) as well as silver and non-silver. It does not include charged weapons, which would make the file of truly outrageous size, since there's about 10 spell possibilities, and 100 or so charge possibilities... so it would increase the filesize 1000-fold.

Lastly, you'll see some scripts references in weapons with tactics mods. Here is what I added to my jse_fileassociations.txt file:

6005=custom/accurate.js
6010=custom/surpassinglyaccurate.js
6015=custom/eminentlyaccurate.js
6020=custom/exceedinglyaccurate.js
6025=custom/supremelyaccurate.js

And here is what my accurate.js file looks like in the Custom folder:

Code: Select all

//Mike's Script for Magic Items of Accuracy

function onEquip(mChar, ourObj) 
{ 
 if (mChar.online == true) 
 { 
 if (ourObj.id == 0x0df1 || ourObj.id == 0x0e87 || ourObj.id == 0x0e89 || ourObj.id == 0x0ec3 || 
ourObj.id == 0x0ec4 || ourObj.id == 0x0f45 || ourObj.id == 0x0f47 || ourObj.id == 0x0f49 || 
ourObj.id == 0x0f4b || ourObj.id == 0x0f4d || ourObj.id == 0x0f51 || 
ourObj.id == 0x0f5c || ourObj.id == 0x0f5e || ourObj.id == 0x0f62 || ourObj.id == 0x13b0 || 
ourObj.id == 0x13b4 || ourObj.id == 0x13b6 || ourObj.id == 0x13b8 || 
ourObj.id == 0x13b9 || ourObj.id == 0x13f6 || ourObj.id == 0x13fb || 
ourObj.id == 0x13ff || ourObj.id == 0x1401 || ourObj.id == 0x1403 || ourObj.id == 0x1405 || 
ourObj.id == 0x1407 || ourObj.id == 0x1439 || ourObj.id == 0x143b || ourObj.id == 0x143d || 
ourObj.id == 0x143f || ourObj.id == 0x1441 || ourObj.id == 0x1443) 
 {mChar.skills.tactics = (mChar.skills.tactics + 50);} 
 if (ourObj.id == 0x13b1 || ourObj.id == 0x0f4f || ourObj.id == 0x13fd) 
 {mChar.skills.archery = (mChar.skills.archery + 46);} 
}
}

function onUnequip(mChar, ourObj) 
{ 
 if (ourObj.id == 0x0df1 || ourObj.id == 0x0e87 || ourObj.id == 0x0e89 || ourObj.id == 0x0ec3 || 
ourObj.id == 0x0ec4 || ourObj.id == 0x0f45 || ourObj.id == 0x0f47 || ourObj.id == 0x0f49 || 
ourObj.id == 0x0f4b || ourObj.id == 0x0f4d || ourObj.id == 0x0f51 || 
ourObj.id == 0x0f5c || ourObj.id == 0x0f5e || ourObj.id == 0x0f62 || ourObj.id == 0x13b0 || 
ourObj.id == 0x13b4 || ourObj.id == 0x13b6 || ourObj.id == 0x13b8 || 
ourObj.id == 0x13b9 || ourObj.id == 0x13f6 || ourObj.id == 0x13fb || 
ourObj.id == 0x13ff || ourObj.id == 0x1401 || ourObj.id == 0x1403 || ourObj.id == 0x1405 || 
ourObj.id == 0x1407 || ourObj.id == 0x1439 || ourObj.id == 0x143b || ourObj.id == 0x143d || 
ourObj.id == 0x143f || ourObj.id == 0x1441 || ourObj.id == 0x1443) 
 {mChar.skills.tactics = (mChar.skills.tactics - 50);}  
 if (ourObj.id == 0x13b1 || ourObj.id == 0x0f4f || ourObj.id == 0x13fd) 
 {mChar.skills.archery = (mChar.skills.archery - 46);} 
}
You can use this to make new files called surpassinglyaccurate.js, supremelyaccurate.js, etc., and just alter the Tactics adjustments to 100, 250, etc.