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Post Info TOPIC: prices
Anonymous

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RE: prices
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According to the save you directed me to, Large meteoric steel shields use 1.4 instead of 1.1.


Thanks



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Gil


King Lifthransir

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I'll update my file in a couple of hours.

So, can you explain again? What do I have to multiply with 1.1 and 1.4?

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Anonymous

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Suit of Plate Armor: 60000


The reason is this:
I factored out the price of an unenchanted Medium/Large Meteoric Steel Shield, and found that the values didn't match my assumptions.


I immediately checked to see if the differing values were fractions of the 1500/5000/10500 thread of enchanted values that seem to be the basis of all enchantments. Seeing that for all Medium Meteoric Steel Shields, the same multiplier for the added cost held true, I made the assumption that an equivalent or equal system was used for the next highest item, the Large Meteoric Steel Shield.


(By the way, I found how the base item prices are stored in castle2.exe, which is why I'll try to test and modify the data if the data in the document doesn't match. I still need the base data, since that's what I used to find how it was stored)



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Gil


King Lifthransir

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I was wondering lately. I've seen people develop patches for games such as Transport Tycoon, to add extra options. Would it be possible to patch Castle2.exe and do stuff like adding items for example, which then appear at random. I'd also create extra graphics for them.

I'm for example interested in more boots, like for example Normal Iron Boots and Normal Steel Boots (With the enchanted ones adding armor value, or perhaps levitating and fastening ones?)

I'm just rambling here, but why not patch the game into a new one, instead of creating a whole new one like some have tried...

Anyway, tell me when you've gone through the data, so I can update my document with the correct data. You can always add it to the file yourself if you want, there is some html inside now though, dunno if you can work with it (it's pretty obvious code though)

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Anonymous

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I'm a multifaceted individual. If I happen to not understand that particular code, I'll study it more closely and later on, wonder why the hell I didn't notice it before.


I've checked Helmets, Shields, Weapons and Armor so far, with the above item being the only current correction.


I'm also not good at major reprogramming. I can hack a few lines of assembly code(with good tools), or change a bit of data(like the EXE editors). My specialty is in finding little things, rather than in redoing big things. I can't even hack assembly for a computer program yet, unless you count several MAME assembly types, and a touch of NES 6502.



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Gil


King Lifthransir

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It's not overly hard to learn I heard, so if I get serious about tackling such a project, I'll do two things:

1) Ask Rick Saada to give out the source. No point in all the effort if he decides to hand out the source
2) Get decently prepared and learn how to do proper patch jobs (I have about the same experience as you on the subject. Did some small tests, that's it)

Anyway, if I do take on such a project I'd make sure there's three dungeons with a total number of floors towards 100.

Then I'd try to patch some small stuff, such as support for double weapons, meaning, if there's no shield and there's a weapon in your free hand, use damage of both the weapons, or something similar. Anyway, I need to format my comp due to some silly trojan getting in (don't ask me why, I don't get it, my defenses should've been adequate). After that I'll try my hand at patchjobs...

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Anonymous

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I added a new version of the document to my page. It includes completely checked an repaired base prices, and includes correct prices for items the game will never give you. The price of gauntlets are a bit odd in the .exe, but there are few enough gauntlets that a simple scheme is possible with the base price, and the global price additions. Rings are(not surprisingly) a calculated item, with one ring being 20000, which the game will never opt to give you.


I could also release an updated module with most of the price addresses, but I think being able to add completely correct items with the item adder is enough to make that a useless update.



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Anonymous

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I've worked on the document some more, as well as adding to my program as I do so.


I found enough about the item structure to make authentic items that are never found. Black dragon potions give you strong resistance to Acid, but makes you vulnerable to Lightning. See Invisible has an effect value, that value just doesn't do anything.


I'm not even into a phase where I'm recording item stats yet, so this update could still take a while.



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Gil


King Lifthransir

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Ah, I already figured that the see invisible used to be for seeing invisible things. There's also a cape of invisibility which probably makes you invisible to most monsters...

I haven't found a way to make "resistant to normal damage" work either, I don't think it's in working order...

Can you give us some info on what those unused boots do? I'm interested :)

-- Edited by Gil at 14:18, 2005-05-26

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Anonymous

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Concerning resistance to normal damage effects, I don't know if the effect actually works, but I do know that the Resistance slot for that effect does work.


As for what the unused items do, they don't seem to do anything at all. They just have effect values that point to values that you've seen listed as 'none'. I've been updating my program's list with the values, so I can include those dummy items with an authentic setup.


I'm glad I put it on a different form at this point. I had to make a decent amount of coding specific to making all of the relavent values authentic at this point.


I've '*'d the items in the list that aren't normally available. I've just removed items from the item definer if they can cause the program to crash.



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Gil


King Lifthransir

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Can you give some info on how to use "enchanted against"? I had an enchanted against weapon, but it caused the program to act weirdly after I moved it at one point. Strangely I had moved it before without trouble...

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Anonymous

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Enchanted Against is very picky. Use 'When Weilded 1', Power Level: 1, Charges in Wand: 0, Monster Value: 1.


I have a basic setup for it when you select the Weapons category. The setup shown is the one I took directly from an Enchanted Against effect. Power levels other than 1 will fail to activate the effect, if I remember correctly. I'll have that defined with the Natural Item editor eventually.



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Gil


King Lifthransir

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Okay, sounds fine. I'm not sure what I did wrong. Either the third value value, or the "wielded 1".

Once the editor nears completion we'll need a thorough help file...

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Anonymous

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I'm trying to add enough stuff that all the casual used needs to know is 'If you don't know how to build items, use the Natural Item Definer'


I've put 80% of the time I've spent on the Natural Item Definer form designing and debugging the interface. The back end is a lot more a matter of rote routine to fill in the missing data.


Weapons built before probably had 0 attack power(or, as much attack as equipping a potion to the weapons slot did)


Armor had no armor value, because I didn't make the Armor effect in slot 1 a default, and I didn't put in much of a default value for either of them.


I still need to water my program a bit, and pick the bugs off the leaves.



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Anonymous

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I always set effect 1 to "default weapon effect 1", but I don't know what value to set the weapon class to...

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Anonymous

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Select class "Weapons" on the main form to get the defaults to many of the things you could find on a weapon. The natural item definer will build you a basic unenchanted weapon, and you can add some of the enchantments with predefined effect information. When it's done, it'll basically be a beginner-style frontend that's built right into the program. Far more complex and unusual items are defaulted in the main form of both the currently available program, and the new version. I just happen to enjoy the game enough that I'm going through the trouble of trying to perfect everything on a seperate(more limiting) area of the program.


I'm currently testing the filling in the missing bits and pieces of stuff that I find. Thanks to the gauntlets apparently having been coded with the 'difficult to read' code, I can't make an authentic 'Gauntlets of Ogre Power'.


Beyond that, the potions have made me add new features and values to the program. I really want to be done with the program at this point.


I've uploaded a version that's in a usable state, with an updated version of the price list included. I'll have to stop looking at the program code for a while, or I'll never see any errors that may be there. You can get the new version from my page. Say something here if there's an error with the program, either in the items being built, or the program's code.


1.18



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Gil


King Lifthransir

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Great progress!

I'm looking up some posssible ways of extending the original game. So far I haven't been too successful in my attempts, but it seems like it aint a piece of cake. It's especially hard to find anything about the older win3.1 code it uses. I've contacted an expert, but he could only point me in a general direction, so next I'll go to someone who is experienced with older software and patching it...

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Anonymous

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I added a trivial line of code to the item definer to make selecting Map Quadrant/Level default to Map Quadrant, fixed an off-by-1 error in medium and large meteoric shields using rounding, and added the helmet modifiers for the affected helmets. On the programning end of the spectrum, I added my faithful program ending code, since I neglected to add it before, which was causing the program to keep running, even after it had been exited.


1.19



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Anonymous

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Another update. I added support for some items that differ between castle 1 and 2. Stuff like the elemental portal, and the 'Real' enchanted amulet of kings, with values that are chosen depending on whether you have a Castle of the Winds 1 or 2 file loaded at the time. I also added monster lists that deal with the monster value automatically, with the unused values mostly sorted out.


I think the program is either nearly completed, or completed at this stage.



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Anonymous

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I debugged and added all the parchment. I think that finishes all the items you'll find in the game, and covers all the situations for item differences between CotW1 and 2.


I think that means I'm done adding to the item adder.


1.20



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Gil


King Lifthransir

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Sorry that I've been gone for a while. The additions are great :)

What else is up your sleeves? Or do you consider this finished?

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Anonymous

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Being able to add items was the main concern. Making it as easy as possible was a secondary consideration. Adding all the stuff that was in the UGE module was a side item.


It does more than I had originally intended it to do, and if it's programmed right, you can setup any number of situations that are either totally plausible, or entirely impossible.


Short of fixing errors, I think I'll call the program complete. I may give the identification values a run(it's possible to identify an item one time, and always know it), or randomly max out bytes around the 'Dynamic Value' area, just to see(Ala-instant weirdness and vague guesses)...but I have no planned additions.


Report item or program errors, and I'll keep updating it until it works just right.



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Anonymous

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I updated the program to fix 'Pack' class defaults on the Natural Item Builder form.


1.21



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Gil


King Lifthransir

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Could you compare Gauntlets of protection in the natural item form with the ones found in-game? I think that the second effect shouldn't be what you have there, but the other armor increasing value...

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King Lifthransir

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Could You also add a possibility to remove the item holded in the free hand?

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Anonymous

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When angelfire starts working again, I'll upload a version with repaired Gauntlets of Protection and Gauntlets of Slaying. I also fixed the 'Damage' attribute selection list.


I don't think it's neccesary to make a way to remove items from the free hand. If you sell an item to the junk store, the item is gone permanantly. If you do so without a pack or a purse equipped, you don't get the 25 copper from the transaction either(and having a belt on won't cause the money to go to your belt)



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Gil


King Lifthransir

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I think he's just too lazy to remove the item every time before saving.

Anyway, I'll check all the items from the natural one for errors one day, but I'm writeing some articles on webdesign right now, and since those eventually bring in the money I'll finish those first...

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Tr


King Lifthransir

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Ugetab or anyone else who may have a copy of the price list.

Can you upload the list again? Gil's copy on his site aren't there any more.

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COTW Beginner

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Check the Source folder for my CastleFreeHand program. I keep a copy there.


http://www.angelfire.com/nc/ugetab/castle12.html



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Tr


King Lifthransir

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Thanks.

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