Modify Equipment config and add in Item Sets config to comply with engine design and future

flexibility
pull/28/head
sigonasr2 1 year ago
parent 2cf48c53f9
commit ece5454c96
  1. 8
      Crawler/AttributableStat.h
  2. 1
      Crawler/Crawler.vcxproj
  3. 3
      Crawler/Crawler.vcxproj.filters
  4. 100
      Crawler/assets/config/items/Equipment.txt
  5. 135
      Crawler/assets/config/items/ItemSets.txt

@ -55,6 +55,9 @@ enum class ItemAttribute{
critDmgPct, critDmgPct,
healthPct, //Percentage of health boost healthPct, //Percentage of health boost
healthPctRecoveryPer6sec, //Percentage of health recovered every 6 seconds. healthPctRecoveryPer6sec, //Percentage of health recovered every 6 seconds.
healthPctRecoveryPer4sec, //Percentage of health recovered every 4 seconds.
damageReductionPct, //Percentage of damage reduced directly.
attackPct, //Percentage of damage increased by.
/////////NOTE: When adding a new item stat, provide its display name in the map below. /////////NOTE: When adding a new item stat, provide its display name in the map below.
/*////////////////////////////////////////////*/ /*////////////////////////////////////////////*/
@ -85,7 +88,10 @@ private:
{ItemAttribute::critPct,{"Crit Rate",DisplayType::DISPLAY_AS_PERCENT}}, {ItemAttribute::critPct,{"Crit Rate",DisplayType::DISPLAY_AS_PERCENT}},
{ItemAttribute::critDmgPct,{"Crit Dmg",DisplayType::DISPLAY_AS_PERCENT}}, {ItemAttribute::critDmgPct,{"Crit Dmg",DisplayType::DISPLAY_AS_PERCENT}},
{ItemAttribute::healthPct,{"Health %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of health boost {ItemAttribute::healthPct,{"Health %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of health boost
{ItemAttribute::healthPctRecoveryPer6sec,{"HP Recovery",DisplayType::DISPLAY_AS_NUMBER}} //Percentage of health recovered every 6 seconds.} {ItemAttribute::healthPctRecoveryPer6sec,{"HP Recovery %",DisplayType::DISPLAY_AS_NUMBER}}, //Percentage of health recovered every 6 seconds.
{ItemAttribute::healthPctRecoveryPer4sec,{"HP Recovery %",DisplayType::DISPLAY_AS_NUMBER}}, //Percentage of health recovered every 4 seconds.
{ItemAttribute::damageReductionPct,{"Damage Reduction",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of damage reduced directly.
{ItemAttribute::attackPct,{"Attack %",DisplayType::DISPLAY_AS_PERCENT}}, //Percentage of damage increased by.
}; };
public: public:
//Returns a copy of all the attributes to be passed to a new instance easily / to sync values between both. //Returns a copy of all the attributes to be passed to a new instance easily / to sync values between both.

@ -469,6 +469,7 @@
<Text Include="assets\config\items\ItemDatabase.txt" /> <Text Include="assets\config\items\ItemDatabase.txt" />
<Text Include="assets\config\items\items.txt" /> <Text Include="assets\config\items\items.txt" />
<Text Include="assets\config\items\ItemScript.txt" /> <Text Include="assets\config\items\ItemScript.txt" />
<Text Include="assets\config\items\ItemSets.txt" />
<Text Include="assets\config\levels.txt" /> <Text Include="assets\config\levels.txt" />
<Text Include="assets\config\Monsters.txt" /> <Text Include="assets\config\Monsters.txt" />
<Text Include="assets\config\MonsterStrategies.txt" /> <Text Include="assets\config\MonsterStrategies.txt" />

@ -560,6 +560,9 @@
<Text Include="assets\config\items\Equipment.txt"> <Text Include="assets\config\items\Equipment.txt">
<Filter>Configurations\Items</Filter> <Filter>Configurations\Items</Filter>
</Text> </Text>
<Text Include="assets\config\items\ItemSets.txt">
<Filter>Configurations\Items</Filter>
</Text>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="assets\heart.ico"> <Image Include="assets\heart.ico">

@ -4,10 +4,11 @@ Equipment
{ {
DisplayName = Leather Helmet DisplayName = Leather Helmet
Slot = Helmet Slot = Helmet
PartofSet = 1 PartofSet = Leather
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 3,2,0 StatValues[0] = 3,2,0
StatValues[1] = 4,3,0 StatValues[1] = 4,3,0
StatValues[2] = 5,3,0 StatValues[2] = 5,3,0
@ -24,10 +25,11 @@ Equipment
{ {
DisplayName = Leather Armor DisplayName = Leather Armor
Slot = Armor Slot = Armor
PartofSet = 1 PartofSet = Leather
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 5,1,0 StatValues[0] = 5,1,0
StatValues[1] = 6,1,0 StatValues[1] = 6,1,0
StatValues[2] = 7,2,0 StatValues[2] = 7,2,0
@ -44,10 +46,11 @@ Equipment
{ {
DisplayName = Leather Pants DisplayName = Leather Pants
Slot = Pants Slot = Pants
PartofSet = 1 PartofSet = Leather
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 4,1,1 StatValues[0] = 4,1,1
StatValues[1] = 5,1,1 StatValues[1] = 5,1,1
StatValues[2] = 6,1,2 StatValues[2] = 6,1,2
@ -64,10 +67,11 @@ Equipment
{ {
DisplayName = Leather Gloves DisplayName = Leather Gloves
Slot = Gloves Slot = Gloves
PartofSet = 1 PartofSet = Leather
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 1,0,1 StatValues[0] = 1,0,1
StatValues[1] = 2,0,3 StatValues[1] = 2,0,3
StatValues[2] = 3,0,3 StatValues[2] = 3,0,3
@ -84,10 +88,11 @@ Equipment
{ {
DisplayName = Leather Shoes DisplayName = Leather Shoes
Slot = Shoes Slot = Shoes
PartofSet = 1 PartofSet = Leather
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 2,1,0 StatValues[0] = 2,1,0
StatValues[1] = 3,1,1 StatValues[1] = 3,1,1
StatValues[2] = 4,2,1 StatValues[2] = 4,2,1
@ -104,10 +109,11 @@ Equipment
{ {
DisplayName = Copper Helmet DisplayName = Copper Helmet
Slot = Helmet Slot = Helmet
PartofSet = 2 PartofSet = Copper
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 7,5,2 StatValues[0] = 7,5,2
StatValues[1] = 9,5,2 StatValues[1] = 9,5,2
StatValues[2] = 10,6,3 StatValues[2] = 10,6,3
@ -124,10 +130,11 @@ Equipment
{ {
DisplayName = Copper Armor DisplayName = Copper Armor
Slot = Armor Slot = Armor
PartofSet = 2 PartofSet = Copper
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 10,3,2 StatValues[0] = 10,3,2
StatValues[1] = 11,4,2 StatValues[1] = 11,4,2
StatValues[2] = 12,4,3 StatValues[2] = 12,4,3
@ -144,10 +151,11 @@ Equipment
{ {
DisplayName = Copper Pants DisplayName = Copper Pants
Slot = Pants Slot = Pants
PartofSet = 2 PartofSet = Copper
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 9,3,3 StatValues[0] = 9,3,3
StatValues[1] = 10,3,4 StatValues[1] = 10,3,4
StatValues[2] = 11,4,4 StatValues[2] = 11,4,4
@ -164,10 +172,11 @@ Equipment
{ {
DisplayName = Copper Gloves DisplayName = Copper Gloves
Slot = Gloves Slot = Gloves
PartofSet = 2 PartofSet = Copper
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 5,2,5 StatValues[0] = 5,2,5
StatValues[1] = 6,2,5 StatValues[1] = 6,2,5
StatValues[2] = 6,3,6 StatValues[2] = 6,3,6
@ -184,10 +193,11 @@ Equipment
{ {
DisplayName = Copper Shoes DisplayName = Copper Shoes
Slot = Shoes Slot = Shoes
PartofSet = 2 PartofSet = Copper
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 6,3,3 StatValues[0] = 6,3,3
StatValues[1] = 7,3,3 StatValues[1] = 7,3,3
StatValues[2] = 7,4,4 StatValues[2] = 7,4,4
@ -204,10 +214,11 @@ Equipment
{ {
DisplayName = Shell Helmet DisplayName = Shell Helmet
Slot = Helmet Slot = Helmet
PartofSet = 3 PartofSet = Shell
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 12,8,4 StatValues[0] = 12,8,4
StatValues[1] = 13,8,4 StatValues[1] = 13,8,4
StatValues[2] = 18,9,4 StatValues[2] = 18,9,4
@ -224,10 +235,11 @@ Equipment
{ {
DisplayName = Shell Armor DisplayName = Shell Armor
Slot = Armor Slot = Armor
PartofSet = 3 PartofSet = Shell
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 14,6,4 StatValues[0] = 14,6,4
StatValues[1] = 15,7,4 StatValues[1] = 15,7,4
StatValues[2] = 20,7,4 StatValues[2] = 20,7,4
@ -244,10 +256,11 @@ Equipment
{ {
DisplayName = Shell Pants DisplayName = Shell Pants
Slot = Pants Slot = Pants
PartofSet = 3 PartofSet = Shell
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 13,5,6 StatValues[0] = 13,5,6
StatValues[1] = 14,5,7 StatValues[1] = 14,5,7
StatValues[2] = 16,6,7 StatValues[2] = 16,6,7
@ -264,10 +277,11 @@ Equipment
{ {
DisplayName = Shell Gloves DisplayName = Shell Gloves
Slot = Gloves Slot = Gloves
PartofSet = 3 PartofSet = Shell
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 8,4,7 StatValues[0] = 8,4,7
StatValues[1] = 8,4,8 StatValues[1] = 8,4,8
StatValues[2] = 8,4,9 StatValues[2] = 8,4,9
@ -284,10 +298,11 @@ Equipment
{ {
DisplayName = Shell Shoes DisplayName = Shell Shoes
Slot = Shoes Slot = Shoes
PartofSet = 3 PartofSet = Shell
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 9,5,4 StatValues[0] = 9,5,4
StatValues[1] = 9,5,5 StatValues[1] = 9,5,5
StatValues[2] = 9,6,6 StatValues[2] = 9,6,6
@ -304,10 +319,11 @@ Equipment
{ {
DisplayName = Bone Helmet DisplayName = Bone Helmet
Slot = Helmet Slot = Helmet
PartofSet = 4 PartofSet = Bone
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 24,12,5 StatValues[0] = 24,12,5
StatValues[1] = 29,12,5 StatValues[1] = 29,12,5
StatValues[2] = 31,13,5 StatValues[2] = 31,13,5
@ -324,10 +340,11 @@ Equipment
{ {
DisplayName = Bone Armor DisplayName = Bone Armor
Slot = Armor Slot = Armor
PartofSet = 4 PartofSet = Bone
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 33,9,5 StatValues[0] = 33,9,5
StatValues[1] = 37,10,5 StatValues[1] = 37,10,5
StatValues[2] = 41,11,5 StatValues[2] = 41,11,5
@ -344,10 +361,11 @@ Equipment
{ {
DisplayName = Bone Pants DisplayName = Bone Pants
Slot = Pants Slot = Pants
PartofSet = 4 PartofSet = Bone
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 24,7,9 StatValues[0] = 24,7,9
StatValues[1] = 26,8,10 StatValues[1] = 26,8,10
StatValues[2] = 30,8,11 StatValues[2] = 30,8,11
@ -364,10 +382,11 @@ Equipment
{ {
DisplayName = Bone Gloves DisplayName = Bone Gloves
Slot = Gloves Slot = Gloves
PartofSet = 4 PartofSet = Bone
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 9,5,11 StatValues[0] = 9,5,11
StatValues[1] = 10,5,12 StatValues[1] = 10,5,12
StatValues[2] = 11,5,13 StatValues[2] = 11,5,13
@ -384,10 +403,11 @@ Equipment
{ {
DisplayName = Bone Shoes DisplayName = Bone Shoes
Slot = Shoes Slot = Shoes
PartofSet = 4 PartofSet = Bone
ItemCategory = Equipment ItemCategory = Equipment
# Stat Values of the item based on Enhancement level. [Armor],[Health],[Attack] # Stat Values of the item based on Enhancement level.
StatValues = Defense,Health,Attack # See ItemSets.txt for valid stat names
StatValues[0] = 11,7,7 StatValues[0] = 11,7,7
StatValues[1] = 11,8,8 StatValues[1] = 11,8,8
StatValues[2] = 12,8,8 StatValues[2] = 12,8,8

@ -0,0 +1,135 @@
ItemSet
{
# Wrap the entire set of stats in the number of pieces required. Example:
#
# Example Armor
# {
# 3
# { #Add a 3-set piece bonus for Example Armor of +5 bonus attack.
# Attack = 5
# }
# 5
# { #Add a 5-set piece bonus for Example Armor of +20 Health.
# Health = 20
# }
# }
#
#
# Provide any stat name followed by its increase amount to add it to the set. Valid stat names and value examples are below:
#
# Defense = 5 # Adds 5 defense
# Health = 3 # Adds 3 Health
# Attack = 7 # Adds 7 attack
# Move Spd = 10% # Grants 10% more movement speed.
# CDR = 14% # Grants 14% cooldown reduction.
# Crit Rate = 5% # Grants 5% crit rate.
# Crit Dmg = 25% # Grants 25% bonus crit damage.
# Health % = 30% # Grants 30% Max health
# HP6 Recovery % = 4% # Grants 4% HP recovery every 6 seconds.
# HP4 Recovery % = 2% # Grants 2% HP recovery every 4 seconds.
# Damage Reduction = 2% # Grants 2% direct damage reduction
#
Leather
{
2
{
Health % = 3%
}
4
{
HP Recovery % = 1%
}
}
Copper
{
2
{
Defense = 25
}
4
{
Damage Reduction = 1%
}
}
Shell
{
2
{
Move Spd = 5%
}
4
{
CDR = 7%
}
}
Bone
{
2
{
Crit Rate = 5%
}
4
{
Crit Dmg = 7%
}
}
???
{
2
{
Crit Rate = 3%
Move Spd = 5%
Attack = 2%
}
4
{
Crit Dmg = 7%
CDR = 5%
Health % = 2%
}
}
Enchanted Leather
{
2
{
Health % = 10%
}
4
{
HP4 Recovery % = 1%
}
}
Adamantite
{
2
{
Defense = 120
}
4
{
Damage Reduction = 10%
}
}
Iron Shell
{
2
{
Move Spd = 10%
}
4
{
CDR = 15%
}
}
Cursed Bone
{
2
{
Crit Rate = 10%
}
4
{
Crit Dmg = 15%
}
}
}
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