[POLL]Getting rid of item restrictions

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Should the caps be removed?

Yes.
9
69%
No.
2
15%
Don't care.
2
15%
 
Total votes: 13

Leaf
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Post by Leaf »

I'm pretty sure no one is working on a patch.

Will anyone work on a patch like this?

Probably not, for reasons listed in my earlier post on why these restrictions are in place in the first place. Unless someone can provide sound counter arguments, then who knows.. someone might/could volunteer to make such changes.
Ryo
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Post by Ryo »

Matin wrote:It's not anymore...the server was an old version (it was some months ago) so I don't have it anymore.I couldn't get Ryo to do it again either...
The armour enchant item restriction is already in CVS. You can alter the 'settings' file to change how 'Enchant armour' works, and make it almost illimited.

But the restriction on weapon enchantment (specially when the weapon is already a special item) is still in the code. To remove it, it was a crude hack, i think, so i didn't commit it.
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Salathar
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Post by Salathar »

Allowing to prepare magic items maybe be perhaps an overkill and given that it is non trivial to change - it should be left alone.

However, with the item power code in place it will no longer be possible to enchant to in infinity.
At the moment it is only possible to enchant to up to +5
This is done by setting this line in 'settings' file

Code: Select all

armor_max_enchant       5
Maybe this value can be increased to 10? The main argument being that item power code will make the items less attractive and this gives players more flexibility changing their own equipment.
Ryo
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Post by Ryo »

Salathar wrote:This is done by setting this line in 'settings' file

Code: Select all

armor_max_enchant       5
Maybe this value can be increased to 10? The main argument being that item power code will make the items less attractive and this gives players more flexibility changing their own equipment.
If i didn't mistake too much when making the patch for that, there is no such restriction. You can set the value to 200, and enchant armors up to that :)
Just take care of the parameter for weight reduction, else your armor will have a low weight fast.

Now of course item_power comes into play too, so maybe there is actually a limit...
Matin
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Post by Matin »

Ryo wrote:
Salathar wrote:This is done by setting this line in 'settings' file

Code: Select all

armor_max_enchant       5
Maybe this value can be increased to 10? The main argument being that item power code will make the items less attractive and this gives players more flexibility changing their own equipment.
If i didn't mistake too much when making the patch for that, there is no such restriction. You can set the value to 200, and enchant armors up to that :)
Just take care of the parameter for weight reduction, else your armor will have a low weight fast.

Now of course item_power comes into play too, so maybe there is actually a limit...
No.I tested it...when the item power reachews +50.After that you can still enchant as much as you want but item power won't go behind 50.
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Salathar
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Post by Salathar »

My understanding is that

Code: Select all

armor_max_enchant       5
determines up to how many +s you can put on an item, right? So currently you could only enchant an armour to +5.
I would like to see this number grow somewhat, leaving more room to trade your item power for.
This is from crossfire/common/item.c lines 127-134, it shows how item power grows based on how many enchantments the item has(handy for making your own weapons)

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0 0 1 2 3 4 5 7 9 11 13 15 18 21 24 27 30 35 40 45 50
So if you have a plain sword of +3, it would have item power of 1, your custom weapon with +2 str,+2dex,+2con(6 enchantments) would have item power of 4. From here your limit of 50 follows. This only applies for ingame generated items mind you, quest items do not follow these rules.
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Post by cavesomething »

Well if that sequence were to be an algorithm instead, it should be possible to extend indefinatly, I'll apologise now because this is going to get maths-y.

If we try and get an approximation

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0 0 1 2 3 4 5 7 9 11 13 15 18 21 24 27 30 35 40 45 50
 0 1 1 1 1 1 2 2 2  2  2  3  3  3  3  3  5  5  5  5   
 
note the first few numbers of the fibbonacci sequence 1 1 2 3 5, which is what is seen here. In order to be consistant then, the value of N enhancements would need to be the value of N-1 enhancements + F((N+3)/5) rounded up with the definiation that F(1)=0 (it isn't but it is much nice that way).
Mith
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Post by Mith »

Ryo wrote: If i didn't mistake too much when making the patch for that, there is no such restriction. You can set the value to 200, and enchant armors up to that :)
Just take care of the parameter for weight reduction, else your armor will have a low weight fast.

Now of course item_power comes into play too, so maybe there is actually a limit...
Will MF ever change this value to +200? oh, only +10 would be fine too :)
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Post by Guest »

I don't see the problem with removing enchantment caps on items for these reasons.

1. You wouldn't be able to enchant to an unbelievably high level, the item powers would get too high.

2.Your not able to enchant resists or anything to the items so you would still see people using many of the artifact items.

3. The artifact weapons/armors would only receive additional bonuses(I.E. Power Dragon Mail receives +1 speed as +5 instead of +4) up to their normal limit(I.E. Power Dragon Mail wouldn't receive +2 speed as a +6 version)

These all lead to this reasoning:
Why not? It's not like people would become overpowered because of it, and it would simply add to customizability of items which everyone would like.
Leaf
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Post by Leaf »

Anonymous wrote: 2.Your not able to enchant resists ...
Wrong.

Armour is the same as resistance to physical attack. When using an Enchant Armour scroll, the item's Armour score is increased which increases the resistance to physical attack.
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