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« 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 »
You reply with "Yes <FirstName>" or "Yes Mr. <LastName>" (sometimes it's quirky if the quester's first or last name ends with "no" or "nah" so you have see what you can do.
Were pleased to announce we've selected Tobias to help us out with some GM duties. He's shown a strong ability to coordinate player events, helped me out with many things in the transfer to EE, contributed to module development and has experience with the DM client and DMing on Layonara. Tobias will start out getting re-acquainted with the tools doing some small flavour and impromptu things then we hope he will soon be able to start contributing to quests. Please welcome him back!
« on: June 22, 2019, 04:38:05 pm »
A dwarven woman with an armful of oak catches the note as she heads to the Craft Hall.
She pops out a piece of charcoal herself and writes at the bottom, "Last I heard, Stonesmashers were working on a commission in the Deadmans Pass near North Fort on Dregar. If you want to make sure they hear about your request it'd be best to post a notice at the Stone Tankard in Bloody Gate"
// This is actually one of those tricky calendar posts that look no different to a regular post, scheduled for 2019-06-22. Oh yes, Happy Summer/Winter Solstice to everyone too. //
Events posted to the calendar will now go in the Calendar Events forum. Additionally the date is listed at the top of the thread.
« on: June 12, 2019, 09:50:04 am »
The change in time has to do with the slow down relative to earth which we put in place effective Janra 1, 1420.
More information here: https://forums.layonara.com/implemented-ideas/community-alternate-timeline/msg10449988/#msg10449988
« on: June 11, 2019, 12:11:58 pm »
There are a lot of nwnx community members awaiting my development on it so I think I'll have a good set of testers, hehe. And Layonara will be a good test anyway.
I will have to write a conversion script for existing players, yes. It will probably just be done on the character files themselves though, not in game, so you won't even see the transformation happen.
Thank you - will do.