Beta - IDs and Models for weapons

Dawn of Light related news and announcements.

Moderator: Developer Team

Beta - IDs and Models for weapons

Postby Graveen » Fri May 22, 2009 12:14 am

Hello,

You can actually find the IDs and pictures for all in game weapons.

This is a beta version, the presentation is not compliant with DoL website nor compliant with what we wishes, it lacks Armor, Mobs and Objects, etc...

http://dev.dolserver.net/Weapons

Your advices about this ?
Image
* pm me to contribute in Dawn of Light: code, database *
User avatar
Graveen
Project Admin/Leader
 
Posts: 8537
Joined: Fri Oct 19, 2007 10:22 pm
Location: France

Re: Beta - IDs and Models for weapons

Postby FinalFury » Fri May 22, 2009 12:21 am

Could use a search. Not just sitting there scrolling for hours :D
FinalFury
 

Re: Beta - IDs and Models for weapons

Postby Charz » Fri May 22, 2009 12:33 am

The search would be nice to have. :)
But wouldn't there have to be names for the weapons in order to do a correct search? I mean the number is what we are looking for.

Will this be a full-wide ID site? Cause Metty's does not have IDs for + to Cast speed or + to bonus cap... It needs a little updated. I know there are things missing on the ID site...
Will the site be easy access too? (like from the top bar) Metty's ID list is hard to find.
Maybe there can be a help book that goes along with IDs? Personally I do not know how to add resists to a mob. There is no command for it! :shock:

Just some thoughts on this atm. I think after it is done it will be very nice.
Charz
DOL Grandmaster
 
Posts: 1111
Joined: Fri May 30, 2008 12:28 am

Re: Beta - IDs and Models for weapons

Postby FinalFury » Fri May 22, 2009 12:37 am

I keep a .txt document saved on my desktop that has all the bonuses:



public const int HORSEARMOR = 7;
public const int HORSEBARDING = 8;
public const int HORSE = 9;
public const int RIGHTHAND = 10;
public const int LEFTHAND = 11;
public const int TWOHAND = 12;
public const int RANGED = 13;
public const int FIRSTQUIVER = 14;
public const int SECONDQUIVER = 15;
public const int THIRDQUIVER = 16;
public const int FOURTHQUIVER = 17;
public const int HELM = 21;
public const int HANDS = 22;
public const int FEET = 23;
public const int JEWELRY = 24;
public const int TORSO = 25;
public const int CLOAK = 26;
public const int LEGS = 27;
public const int ARMS = 28;
public const int NECK = 29;
public const int FOREARMS = 30;
public const int SHIELD = 31;
public const int WAIST = 32;
public const int LEFTWRIST = 33;
public const int RIGHTWRIST = 34;
public const int LEFTRING = 35;
public const int RIGHTRING = 36;
MYTHICAL = 37;
---------------------------------------------------------
Crush = 1,
Slash = 2,
Thrust = 3,

Body = 10,
Cold = 11,
Energy = 12,
Heat = 13,
Matter = 14,
Spirit = 15,
---------------------------------------------------------
DAMAGE TYPES

Elemental = 0,
Crush = 1,
Slash = 2,
Thrust = 3,
--------------------------------------------------------
MaxSpeed = 145,
MaxConcentration = 147,

ArmorFactor = 148,
ArmorAbsorbtion = 149,

HealthRegenerationRate = 150,
PowerRegenerationRate = 151,
EnduranceRegenerationRate = 152,
CastingSpeed = 191,

SpellRange = 153,
ArcheryRange = 154,

MeleeSpeed = 155,
Acuity = 156,
DPS = 230,
MagicAbsorbtion = 231,

AllMagicSkills = 163,
AllMeleeWeaponSkills = 164,
AllFocusLevels = 165,
AllDualWieldingSkills = 167,
AllArcherySkills = 168,

LivingEffectiveLevel = 166,

EvadeChance = 169,
BlockChance = 170,
ParryChance = 171,
FatigueConsumption = 172,
FumbleChance = 175,
SpellFumbleChance = 223,

MeleeDamage = 173,
RangedDamage = 174,

MesmerizeDuration = 176,
StunDuration = 177,
SpeedDecreaseDuration = 178,

Resist_Natural = 249,
ExtraHP = 250,
Conversion = 251,
StyleAbsorb = 252,
RealmPoints = 253,
ArcaneSyphon = 254,


StrCapBonus = 201,
DexCapBonus = 202,
ConCapBonus = 203,
QuiCapBonus = 204,
IntCapBonus = 205,
PieCapBonus = 206,
EmpCapBonus = 207,
ChaCapBonus = 208,
AcuCapBonus = 209,
MaxHealthCapBonus = 210,
PowerPoolCapBonus = 211,
Strength = 1,
Dexterity = 2,
Constitution = 3,
Quickness = 4,
Intelligence = 5,
Piety = 6,
Empathy = 7,
Charisma = 8,
Stat_Last = 8,

MaxMana = 9,
MaxHealth = 10,

BladeturnReinforcement = 179,
DefensiveBonus = 180,
NegativeReduction = 182,
PieceAblative = 183,
ReactionaryStyleDamage = 184,
SpellPowerCost = 185,
StyleCostReduction = 186,
ToHitBonus = 187,


ArcherySpeed = 188,
ArrowRecovery = 189,
BuffEffectiveness = 190,
CastingSpeed = 191,
DeathExpLoss = 192,
DebuffEffectivness = 193,
Fatigue = 194,
HealingEffectiveness = 195,
PowerPool = 196,
ResistPierce = 197,
SpellDamage = 198,
SpellDuration = 199,
StyleDamage = 200,

WeaponSkill = 212,
AllSkills = 213,
CriticalMeleeHitChance = 214,
CriticalArcheryHitChance = 215,
CriticalSpellHitChance = 216,
CriticalHealHitChance = 222,
WaterSpeed = 217,
SpellLevel = 218,
MissHit = 219,
KeepDamage = 220,

BodyResCapBonus = 221,
ColdResCapBonus = 222,
CrushResCapBonus = 223,
EnergyResCapBonus = 224,
HeatResCapBonus = 225,
MatterResCapBonus = 226,
SlashResCapBonus = 227,
SpiritResCapBonus = 228,
ThrustResCapBonus = 229,
--------------------------------------
dmg types

Elemental = 0,
Crush = 1,
Slash = 2,
Thrust = 3,

Body = 10,
Cold = 11,
Energy = 12,
Heat = 13,
Matter = 14,
Spirit = 15,

case 2: return "crushing (weapon)";
case 3: return "slashing (weapon)";
case 4: return "thrusting (weapon)";
case 5: return "fired (weapon)";
case 6: return "twohanded (weapon)";
case 7: return "polearm (weapon)";
case 8: return "staff (weapon)";
case 9: return "longbow (weapon)";
case 10: return "crossbow (weapon)";
case 11: return "sword (weapon)";
case 12: return "hammer (weapon)";
case 13: return "axe (weapon)";
case 14: return "spear (weapon)";
case 15: return "composite bow (weapon)";
case 16: return "thrown (weapon)";
case 17: return "left axe (weapon)";
case 18: return "recurve bow (weapon)";
case 19: return "blades (weapon)";
case 20: return "blunt (weapon)";
case 21: return "piercing (weapon)";
case 22: return "large (weapon)";
case 23: return "celtic spear (weapon)";
case 24: return "flexible (weapon)";
case 25: return "hand to hand (weapon)";
case 26: return "scythe (weapon)";
case 27: return "Fist Wraps (weapon)";
case 28: return "Mauler Staff (weapon)";
case 31: return "generic (armor)";
case 32: return "cloth (armor)";
case 33: return "leather (armor)";
case 34: return "studded leather (armor)";
case 35: return "chain (armor)";
case 36: return "plate (armor)";
case 37: return "reinforced (armor)";
case 38: return "scale (armor)";
case 41: return "magical (item)";
case 42: return "shield (armor)";
case 43: return "arrow (item)";
case 44: return "bolt (item)";
case 45: return "instrument (item)";
case 46: return "poison (item)";
FinalFury
 

Re: Beta - IDs and Models for weapons

Postby Kakuri » Fri May 22, 2009 12:46 am

I've been thinking about something like this for a while, as it would really improve the ability of DOL admins to create nice items, props, and mobs. It would take a good amount of work, but it would be really great to have a very simple and responsive UI for people to assign categories to mob, item, and prop models.

It would be great to have a building stage something like this:
You start out selecting if you want to look at mob models or item models, then select a starting ID.
You see a decent-sized thumbnail of the item that expands on mouseover.
On the side (and/or top/bottom) there are numerous categories listed (assume a mob has been selected):
Classic, SI, TOA, Catacombs, DR, Labyrinth
Humanoid, Demon, Insect, Undead, Boss, Flying, Swimming

Each category has an underlined letter, and if you hit that letter on your keyboard, it marks the model as belonging to that category. Over time, and with enough people, we could have all models nicely categorized. At that point, you could go to the site, select the categories you're interested in, and then browse through the relevant models.

In browse mode, you could have a horizontally scrolling stream of thumbnails along the bottom, and when you click or mouseover one it displays a larger image in the center.

</fantasy mode>

I reckon I'm more likely to learn PyQt and make my fantasy DOL database admin app (find/remove orphaned items, archive/restore inactive accounts, delete account and all associated items/info, find orphaned things like empty guilds, have a logically organized interface to edit the billion and growing settings in serverproperties table, etc).
User avatar
Kakuri
Developer
 
Posts: 794
Joined: Tue Oct 28, 2008 11:40 pm

Re: Beta - IDs and Models for weapons

Postby Charz » Fri May 22, 2009 12:49 am

Omg, you totally rock Finalfury! Thanks! (Look he just posted something longer than his sig. :lol: )
Charz
DOL Grandmaster
 
Posts: 1111
Joined: Fri May 30, 2008 12:28 am

Re: Beta - IDs and Models for weapons

Postby FinalFury » Fri May 22, 2009 12:50 am

Very nice idea. Very tedious.
FinalFury
 

Re: Beta - IDs and Models for weapons

Postby Graveen » Fri May 22, 2009 1:00 am

Blues began a mob creator, similar to item creator, i guess it includes some visual features.

Mob creator, Spell creator are among the Most Wanted Devs :D

Concerning the IDs:
the goal is to support the visual ones, although all the IDs can be put online. My first intention is to have an uptodate (picture) model list.
Yes categories would be great, and / or search. But i dunno how to categorize the models, in an automated way. I totally see the pertinence of the categories anyway.
Image
* pm me to contribute in Dawn of Light: code, database *
User avatar
Graveen
Project Admin/Leader
 
Posts: 8537
Joined: Fri Oct 19, 2007 10:22 pm
Location: France

Re: Beta - IDs and Models for weapons

Postby Charz » Fri May 22, 2009 1:11 am

Be sure you put a footnote about the Champ Weapon Effects. :P
Charz
DOL Grandmaster
 
Posts: 1111
Joined: Fri May 30, 2008 12:28 am

Re: Beta - IDs and Models for weapons

Postby Phen » Fri May 22, 2009 4:13 am

does anyone use Urthgards ID lists they are pretty comprehensive as well.

Charz have you seen the Deathnote Movies ? They were pretty good .
User avatar
Phen
Server Team
 
Posts: 471
Joined: Thu Jun 12, 2008 1:55 am

Re: Beta - IDs and Models for weapons

Postby Etaew » Fri May 22, 2009 11:37 pm

DOL is attempting to move away from the reliance of external websites for things such as this, we are happy to build up this feature and are working on ways to make the images we have generated searchable and catagorised by things such as slot.
User avatar
Etaew
Web Design Team
 
Posts: 5612
Joined: Mon Oct 13, 2003 6:04 pm
Location: England

Re: Beta - IDs and Models for weapons

Postby Wigberg » Sat May 23, 2009 7:29 am

a search engine for this database woulld be fine
for easier search .. like search tags hammer, spear, polearms..- before you need to search in about 200000 items
Back with new Hardware, rdy for the new Adventures of Storm,
User avatar
Wigberg
Server Team
 
Posts: 344
Joined: Mon Dec 24, 2007 4:12 am
Location: Germany

Re: Beta - IDs and Models for weapons

Postby Graveen » Sat May 23, 2009 9:47 am

The objective is simple:

Provide the community theses IDs. I simply think it is rather a DoL mission to spread and host ressources.

Concerning the categories, this is on the rails, although i can't really state on the available categories.

This shot is a beta version focused on the weapons, that is awaiting your remarks about the images.
Image
* pm me to contribute in Dawn of Light: code, database *
User avatar
Graveen
Project Admin/Leader
 
Posts: 8537
Joined: Fri Oct 19, 2007 10:22 pm
Location: France

Re: Beta - IDs and Models for weapons

Postby Dinberg » Sat May 23, 2009 10:03 am

Yes, the point of this is about the images :D

Are they good/bad? Could they be improved?

I'd quite like to see a larger border around the actual weapon in the image, even if only 15px each side. Just so it doesnt look so 'boxed in' :D
One day, I will finish The Marvellous Contraption, in all its custom glory.
Decatur wrote:Ah neato stephen! I see I still have much to learn :)
User avatar
Dinberg
Community Support Team Leader
 
Posts: 3928
Joined: Sat Mar 10, 2007 10:47 am
Location: Houses of Parliament

Re: Beta - IDs and Models for weapons

Postby Kakuri » Sat May 23, 2009 4:06 pm

I think the images themselves should be cropped as tightly as possible to minimize filesize and maximize responsiveness. With so many images to go through, it can be annoying having to wait for images to load and render. While I am very grateful for Metty's list and I can understand them having small, highly compressed images, I think it's really unpleasant how low the quality is.

It might be nice to place the images in a table cell that gives a little padding around the image and has a background color the same as the general background of the image.
User avatar
Kakuri
Developer
 
Posts: 794
Joined: Tue Oct 28, 2008 11:40 pm

Next

Return to Dawn of Light

Who is online

Users browsing this forum: No registered users and 1 guest