Author Topic: Magic Item Generation System  (Read 885 times)

Lorune

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Magic Item Generation System
« on: April 29, 2003, 10:39:46 am »
I don\'t know if this is something the Devs already planning or what, it\'s just a thought I\'m throwing out here.

It would be nice if every magic Item was unique.
But also fit to a set of levels.

I envisioned a system that if it was deemed that you found a magic item.
That the game would roll up what this random item was.

Here a some die rolls that the system would make

1> What kind of Item is it? (Weapon, gloves, ring, gem...?)

2> What level is this item? (1st, 2nd,..)

3> What is the items Alignment? (good, Chaotic Good, Evil ..what?)

4> How many Bonuses does it have? (This would be modified by the Level roll.)

5> How many of these are Bonuses or Magical powers? (This would also be modified by the Level roll. Like level one items can\'t have magical powers)

6> What are the bonuses? (Str, End, Int, Armor...?)

7> What are the bonus amounts? (This would be modified by the item\'s alignment and some kind roll plus the sum of the level for a pool max points available.)

8>What are the Magic Powers, if any? (Speed Increase, Animal kinship, Magic missile, Infravision,...?)

9> What are the Magic Power\'s Ratings, if any? (This will come from the Bonus Pool)

10> Record the Item in the Server\'s Magic Item Database.

-------Critical Thoughts Moved up From a later Reply -

I was also thinking the item name would also be generated from the Roll results and perhaps the location.

Like You find a pair of Gloves.
The Gloves give you +3 to Endurance and +1 Charisma and you found them near the village of Cora

So taking the highest Stat, location and item you might get.
The Enduring Gloves of Cora

But let say these Gloves also have a magic power to them and that power is Infravision.
You might get...
The Visionary Gloves of Cora
or
The Fork Tounged Gloves of Cora

There would be a synonym table for each stat and power; plus the items may have some different names.
That way you could keep things different.

This would also help the look of the Item.
Like Infravision power should cause warm redish glow around an item.
Or a Flame power that would give you a plus to damage and to attack, should have a light flame particle effect on it in a rest mode and a more intense flame effect in Attack or Defense.
« Last Edit: April 29, 2003, 02:15:23 pm by Lorune »

hook

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« Reply #1 on: April 29, 2003, 12:58:14 pm »
interesting idea ...and when you find (the first time!) that weapon, you are asked to give it a name which it will carry through the whole game :D
:emerald: The Treecastle *will* stand !!! :emerald:

in-game name: Seeln

Lorune

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« Reply #2 on: April 29, 2003, 01:35:29 pm »
Actually I was thinking the item name would also be generated from the Roll results and perhaps the location.

Like You find a pair of Gloves.
The Gloves give you +3 to Endurance and +1 Charisma and you found them near the village of Cora

So taking the highest Stat, location and item you might get.
The Enduring Gloves of Cora

But let say these Gloves have a power to them and that power is Infravision.
You might get...
The Visionary Gloves of Cora
or
The Fork Tounged Gloves of Cora

There would be a synonym table for each stat and power; plus the items may have some different names.
That way you could keep things different.

This would also help the look of the Item.
Like Infravision power should cause warm redish glow around an item.
Or a Flame power that would give you a plus to damage and to attack, should have a light flame particle effect on it in a rest mode and a more intense flame effect in Attack or Defense.
« Last Edit: April 29, 2003, 01:36:14 pm by Lorune »

hook

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« Reply #3 on: April 29, 2003, 01:52:10 pm »
this is also an option ...but how the problem would emerge when the magical item was good for more then one thing like \"+7 HP +7 mana enables ifravision\" ...then this would be called something (usually in rpg) like \"Red Gloves of Hered D\'Urh\" ...this would be pretty hard to implement using rolls ...plus there\'s always the possibility that the same type of object would have different names - like if two identical objects were found on different places or in between two territories or in no-mans land :?

maybe the best option would be a combination of our ideas:

random roll for the object\'s stats, modifiers and looks.
for object\'s that the system would easily generate a name (=for those that have only one modifier) the name would be generated.
for more complicated objects  the (first) finder would have the honour to name it; or the name would be generated, but the finder could rename it when he picks it up.
:emerald: The Treecastle *will* stand !!! :emerald:

in-game name: Seeln

Lorune

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« Reply #4 on: April 29, 2003, 02:12:02 pm »
Doh...
I was also thinking that if there was a magic power that it would override stats as far a name discriptor would go.

Also I kind of fear what some players would name the items.

Like a magic staff might be called  Crog\'s Hard Shaft of Penetration.

But maybe I\'m being a stick in the mud...
« Last Edit: April 29, 2003, 02:16:16 pm by Lorune »

hook

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« Reply #5 on: April 29, 2003, 02:35:11 pm »
i had that thought about players naming items like \"me own peace o\'shit-on-a-stick\" also.

maybe not exactly a magical power, but the idea\'s ok ...maybe something more in a way of the lore skill, or that you could rename the item if it was in any way in your reach - like alchemists could rename potions (obviously since they\'d also brew them) and *smiths could  rename weapons, armours and shields ...the same goes for other jobs.

maybe for some heavy to get items and items that are made by a player, the \"location\" variable should be changed to \"original_possesor\" or \"maker\" variable.

so if i mixed a potion against hang-overs of my own, it would be called by default \"Seeln\'s potion of clear head\" or \"The marvelous head-cure of Seeln\", but i could always rename it, since it\'s my work - this chenged name shoud be then saved as a new default for every potion that _I_ make with the same stats and it would change every potion with the same (previous) name in the game to avoid further confusion.
:emerald: The Treecastle *will* stand !!! :emerald:

in-game name: Seeln

Lorune

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« Reply #6 on: April 29, 2003, 10:20:38 pm »
Oh yeah if you craft it then I wouldn\'t have a problem with that.

This system is for items discovered and identified.
That way they would have automatic names assigned to them as though they were items of old.

:]

Kinoss

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« Reply #7 on: April 29, 2003, 10:29:40 pm »
I think these rules should also apply to normal weapons and armor and other things. Of course some things you couldnt choose, like you cant choose a magical property to a non-magical weapon.

Lorune

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« Reply #8 on: April 29, 2003, 11:02:28 pm »
Well I\'d classify normal armor, weapons and things as items.

Like Broad Sword, Beer Mug, Long Bow, Cloak and so on are all items.

Those would all be predefined and since there nothing special about them.
They would just have normal names.

Also their design and setup would be critical to the proper functioning of the world.

They would almost have to be entered and designed manually by the developers.

But perhaps you could have a craftsmanship property that could be variable to loot that you discover.

So you might find a \"Finely Crafted\" or \"Poorly Smithed\", BroadSword or Mug.
Which would effect it\'s operation...

Like a \"Finely Crafted\" Mug would give you a small Modifier on Charisma.

« Last Edit: April 29, 2003, 11:10:53 pm by Lorune »

hook

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« Reply #9 on: April 30, 2003, 12:08:45 am »
Quote
Originally posted by Lorune
Like a \"Finely Crafted\" Mug would give you a small Modifier on Charisma.


or on swaying and talking gibberish :D ...khmmm, yea, right, sorry to go OT, but i had to let it out
:emerald: The Treecastle *will* stand !!! :emerald:

in-game name: Seeln

Areawyn

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« Reply #10 on: May 04, 2003, 06:17:50 am »
you could have both the \"Fiery gloves of Annan Ge\'Trul\" and the unique items which have two names like \"Troll Cleaver\"(stops trolls regenerating[this was in my D&D game]) and \"Death Shooter\"...

Item names for magic items could be randomly named without help of mods, they could just have \"The $weapon of Fallen Soldiers\" or \"$NPC\'s $weapon of eternal grace\" i reckon the item naming concept is up to  the devs, but i want to see a revolutionary system!! REVOLUTIONARY >.<.... sorry, i get carried away a bit too much....

Elmer

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« Reply #11 on: May 04, 2003, 01:19:11 pm »
This system rmindes me much of
Diablo magiic item system. isnt it the same:
ramdomly genereted item caracteristics, namig by them...
It\'s cool then we\'ll have a large specter of items different from each other. But dont disturd your sefl whit you naming them. There will surly be item too good to be named by any player and devs will give them names as their like.
But it could be ok if I could name it however I want while item is in my possesion. Other player would know it\'s basic type (sword, steff, mace...) and if it\'s magical or not. When they take it form me (wont happen) they can name it as they like, and so on...
There is no inchangeable name, and the name depends only on wealder.
As I allready said there will be items of huge power that would be named by devs and that name lasts forever. We are aware that this items cant be found at every corner.
Um caruje, snaga klade valja!!!