Killer Item Sets v1.0 by Axe
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This package contains the makings for a system that implements itemsets in a module. The package contains an erf file containing the one and only script required (an include library), three 2da template files used as a baseline for creating the 2da defintion files that drive the system, and three documentation text files. The documentation files are:
KIS Readme.txt --> overview, concepts, mechanics, requirements.
KIS How To.txt --> step by step instructions for setting up and using KIS v1.0 in a module. Also includes a section detailing some caveats and warnings worth reviewing and contemplating when designing an itemset for use in a KIS enabled module.
KIS Examples And Patterns.txt --> a file containing concrete examples and explanations of the KIS system in action.
I. Requirements.
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Killer Item Sets should work with any expansion pack combination including no expansion packs, but you need to patch your game up to v1.69 or later to use this package. The KIS system is compatible with all custom content you choose to add to your module including CEP, PRC, CRAP, CTP, and any other letter combinations you stumble across.
II. KIS Concepts
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What is an itemset? Basically, it is a set of related equipment items that grant additional bonuses beyond what they give normally to the wearer when combinations of the items in the set are equipped at the same time. In KIS a "full" itemset is one where special items are associated with the set for every possible (non-creature) equipment slot available to the players. So a "full" set would include:
A Helmet or hat worn in the head slot
An Armor or Clothing item worn in the chest slot
A pair of Boots or footware worn in the boots slot
A set of Bracers, Gauntlets, or Gloves worn in the arms slot
Two items that can be carried (i.e. wands, weapons, shields, torches, etc) equippable in the lefthand/righthand slot(s).
A cloak or cape worn in the cloak slot
Two rings worn in the leftring/rightright slot(s).
An Amulet or necklace worn in the neck slot
A belt worn in the belt slot
A quiver of arrows equipped in the arrow ammo slot
A bag of bullets or other throwable ammo like shuriken equipped in the bullet ammo slot
A quiver of bolts equipped in the bolt ammo slot
bringing the maximum size of a full set to 14 items. Itemsets need not be full sets and typically are not, however all itemsets must have at least two items in them.
In KIS bonuses for itemsets are applied based on a two-item combination scheme. Each item in the set will grant one or two bonuses for each combination with the other items in the set that are equipped at the time. For example, a set with helm, boots and bracers defined will grant one or two bonuses when the helm is worn with the boots, another one or two when the helm is worn with the bracers, and another one or two when the boots are worn with the bracers. Wearing two of the three items from the set will give the wearer one or two bonuses. Put on the third item, and they will have one to six extra bonuses applied. The bonuses awarded by the itemset are defined by these two-item combinations. You define the one or two bonuses that will apply for each item in the set when it is worn in combination with each of the other items in the set. So, in a full set, with two bonuses defined for every possible two-item combination, this will give a maximum of 182 different additional bonuses to players equipping the entire set. That should be PLENTY. To compute this maximum bonus number you can use the formula:
max #of bonuses possible = (#items in the set) * ((#items in the set) -1)
which might be a useful thing to know when figuring out how big an itemset will or should be.
Although the two-item combo scheme invented for KIS is quite flexible for creating itemsets, there are drawbacks to it that should be considered. For example, there is no way to specify a bonus that only gets applied when more than two items from a set are equipped at once. Supporting a feature like that in this design would have required far too many 2DA files to be practical so it was left out. If those are the kinds of itemsets you want, you should go with another system.
III. User's Guide.
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The documentation files included describe all the details you will need to know about in order to install, configure, and operate KIS in your modules.
-- Added a builder's utility to help automate the process of creating the 2da files that drive the system.
UPDATE NOTE: The package was updated with a new version of the itemset maker utility on 1/8/2009 to fix a couple of minor bugs (i.e. crash at startup and the program confusing the amulet and belt slots). I didn't deem it serious enough to create a whole v1.1 so if you got the download before the 8th, get it again so you're running the most recent itemset maker utility. The only thing that was changed was the itemset maker program.
This is Jona Kopper's Frost Collection, a sample KIS v1.0 itemset. It is an optional add-on for KIS v1.0. It includes a how-to file describing how to add it to your KIS enabled module along with a hak pak containing Jona's itemset files and blueprints.
Contains how-to documentation in the zip file along with the erf you need to import to install the library script in your module, and the Itemset Maker utility.
This is the Killer Itemset Maker builder's utility program v1.0
Use it to automate the process of creating the necessary 2da files used to drive the Killer Itemsets system during play. It allows you to define your KIS itemsets using a graphical interface then save the results as KIS 2da files on your disk. It is a major time-saver since it does all the itemproperty number look-ups for you and presents them in a simple readable text format for easy identification.
This download contains the Itemset Maker utility only -- for those who downloaded the whole package before this was added. If you don't have Killer Itemsets yet, download the whole package instead as it includes this utility along with everything else.
Nice catch. Thanks for reporting it. Your reward is a fixed version that no longer gets amulets and belts confused. Just re-download itemset maker again to replace what you got.
Posted by Onad at 2009-01-06 13:51:12 Voted 9.75 on 01/04/09
axe....Finally dload the .NET Framework v3.5 and it solved the problem !!! Thank you...now I did noticed that when you are creating your item set that when you pick BELT it shows Amulet in left column and Belt In the Top row...
thanks for a VERY useful program..
Dan
Also if you are running on Vista, you may have to switch to admin mode or give the program access rights to your disk -- however that is done. I never went for Vista (so much security it prevents you from using your own stuff), so I cannot verify it will work on Vista nor will I spend the time to try to get it to work over there on that POS OS. So if you are Vista and can't get it going, you'll have to make the 2das manually the long way.
Posted by Onad at 2009-01-04 05:13:54 Voted 9.75 on 01/04/09
Heya Axe_Murderer. I just dloaded your program as it is exactly what I was looking for. Hower, when I try to run the Itemset Maker I get the following error...
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Documents and Settings\Daniel\Local Settings\Temp\Rar$EX28.766'.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.Directory.SetCurrentDirectory(String path)
at Killer_Itemset_Maker.MainForm.MainForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: Link
----------------------------------------
Killer Itemset Maker
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: Link
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: Link
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: Link
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase: Link
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Jona's set has a bonus associated with it called Immunity to Ice Storm. The list of spells you can make an immunity property for is in the iprp_spellcost.2da file. Ice Storm is not in there by default, so in order to get that bonus to work I had to add this line:
at the bottom of iprp_spellcost.2da and save it in the override folder (or add it to the jona hak).
Alternately you can change the immunity granted by the set from Ice Storm to Ice Dagger which would also be appropriate and wouldn't require a change to your iprp_spellcost.2da file. To do that extract the bonus_frost.2da file from the Jona hak and change line 12 to:
Jona's set has a bonus associated with it called Immunity to Ice Storm. The list of spells you can make an immunity property for is in the iprp_spellcost.2da file. Ice Storm is not in there by default, so in order to get that bonus to work I had to add this line:
[code]
Label Name SpellIndex Cost
241 Ice_Storm 6334 368 4
[/code]
at the bottom of iprp_spellcost.2da and save it in the override folder (or add it to the jona hak).
Alternately you can change the immunity granted by the set from Ice Storm to Ice Dagger which would also be appropriate and wouldn't require a change to your iprp_spellcost.2da file. To do that extract the bonus_frost.2da file from the Jona hak and change line 12 to:
[code]
BonusName Count BonusType BonusSubType BonusParam BonusValue
12 ImmuneSpellIceDagger **** 53 **** **** 234
[/code]
(i.e. change the 241 to 234). Then save it and replace the one in the Jona hak.
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