This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - orth
« on: July 28, 2019, 03:06:39 pm »
Even the Birdlord has some bills to pay and I am interested in helping out with some jewelling and enchanting work. Please post here if you require any services. My rates will be reasonable as I need the practice. I have a lot of experience with even the most advanced settings so fear not for your valuable resources.
« on: July 09, 2019, 06:09:17 pm »
Just for reference this is the Bioware documentation for Item Cost:
4.4. Cost Calculation
The cost of an item is determined by the following formula:
ItemCost = [BaseCost + 1000*(Multiplier^2 - NegMultiplier^2) + SpellCosts]*MaxStack*BaseMult + AdditionalCost
4.4.1. Base Cost
BaseCost = BaseCost column value from baseitems.2da for all items except armor.
For armor, BaseCost is the cost in armor.2da for the armor's base AC. The armor's base AC is the
ACBONUS from parts_chest.2da, using the part number of the chest as the index into parts_chest.2da.
Multiplier is the sum of the costs of all the Item Properties whose costs are positive. That is:
NegMultiplier is the sum of the costs of all Item Properties whose costs are negative.
If an Item Property has a PropertyName of 15 (Cast Spell), then omit it from the
Multiplier/NegMultiplier totals. It will be handled when calculating the SpellCosts instead.
To calculate the cost of a single Item Property, use the following formula:
ItemPropertyCost = PropertyCost + SubtypeCost + CostValue
Add the ItemProperty's cost to the Multiplier total if it is positive. Add it to the NegMultiplier total if it
Note that Item Property Params do not affect Item Property cost.
The PropertyCost, SubtypeCost, and CostValue terms are obtained as described below.
In itempropdef.2da, get the floating point value in the Cost column, at the row indexed by the
PropertyName Field of the ItemProperty Struct. If the Cost column value is ****, treat it as 0. This
floating point value is the PropertyCost.
If the PropertyCost obtained above from itempropdef.2da was 0, then get the ResRef in the
SubTypeResRef column of itempropdef.2da, at the row indexed by the 2PropertyName Field of the
ItemProperty Struct. This is the resref of the subtype table 2da.
In the subtype 2da, get the floating point value in the Cost column at the row indexed by the Subtype
Field of the ItemProperty Struct. This floating point value is the SubtypeCost.
Only get the SubtypeCost if the PropertyCost was 0. If the PropertyCost was greater than 0, then the
SubtypeCost is automatically 0 instead.
In iprp_costtable.2da, get the string in the Name column at the row indexed by the CostTable Field in
the ItemProperty Struct. This is the ResRef of the cost table 2da.
In the cost table, get the floating point value in the Cost column in the row indexed by the CostValue
Field in the ItemProperty Struct. This floating point value is the CostValue.
4.4.3. Cast Spell Costs
To calculate the cost of a single Cast Spell Item Property, use the following formula:
CastSpellCost = (PropertyCost + CostValue)* SubtypeCost
The PropertyCost, SubtypeCost, and CostValue terms are obtained in the same way as for non-
CastSpell Item Properties.
After calculating all the CastSpellCost values for all the Cast Spell Item Properties, modify them as
After adjusting the CastSpellCosts, add them up to obtain the total SpellCosts value. Use the total
SpellCosts to calculate the total ItemCost using the formula given at the very beginning of Section 4.4.
« on: July 09, 2019, 03:24:32 pm »
The lens pricing is the same value you see on item descriptions now so it's not even needed.
Calculations of item value are very very complex. They involve a base cost, an added cost, multipliers on the base cost and the added cost for each properties. I can't just arbitrarily set a solitary value on an item. We have to tune the multipliers and it's very very hard to do that.
Try erasing the description with ~~wipe and then adding removing an item to refresh the contents/activity.
With newly added stacking changes the engine is combining multiple stacks that were once in the container and that triggers the ondisturb. Those are the events with no name.
« on: July 04, 2019, 01:31:30 pm »