Show Effective Values on Items

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

Moderator: Moderator

Post Reply
Message
Author
grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Show Effective Values on Items

#1 Post by grayswandir »

I've got this mostly coded up - not quite sure how to handle items that could go in one of several slots. Thoughts?

ImageImage
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Show Effective Values on Items

#2 Post by Sradac »

very cool but...what race are you playing that has more than one head??? :shock:

...are Hydras in the game now and you possessed one?..

I want your ultra top secret access to the super secret development versions...


at least thats what how im assuming it would work, the one on the left that has 2 different changes would be for rings or weapons that can go into more than one slot. I like it.

notacorporal
Cornac
Posts: 38
Joined: Wed Mar 26, 2014 11:48 pm

Re: Show Effective Values on Items

#3 Post by notacorporal »

Yes this is good and very welcome. The format might be cleaned up a little (because clarity=good & clutter=bad) but yes!

Re multiple slot items, is this to do with the [CTRL] compare feature? I think this is a seperate issue. i.e. it needs a fix specific to that feature, i.e. it is not your problem.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Show Effective Values on Items

#4 Post by Dracos »

This seems an awesome thing to do. I often do equip/unequip juggling to get this information.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Show Effective Values on Items

#5 Post by grayswandir »

notacorporal wrote:Re multiple slot items, is this to do with the [CTRL] compare feature? I think this is a seperate issue. i.e. it needs a fix specific to that feature, i.e. it is not your problem.
It kinda is, though. The problem is that since this is for effective values, it needs to act like you have nothing equipped in whatever slot when it calculates what the effective increase is.

Like, for example, say you have 10 phys save and you have a helm that gives +10 phys save, it'll show as giving +10 effective. But when you equip it, your save is now 20, and it'll only show an effective increase of +5, even though in reality it's bringing you from 10 to 20.

I've fixed that specific issue, I just wanted to point out that it's linked with the comparison system more than is immediately apparent.

As of right now I've got it working so that you should get the 'true' effective value when you activate the compare mode. So activating the comparison will actually change the original effective value in the tooltip, as it starts accounting for removing the original item. (If you don't have anything in that slot or you're actually wearing the item it should always be 'correct'.)

I think I've got it working right, it's just ... rather complicated.




Are there any other stats this would be useful for than powers/saves/accuracy/defense?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Cadex
Wayist
Posts: 25
Joined: Wed Aug 20, 2014 1:59 pm
Contact:

Re: Show Effective Values on Items

#6 Post by Cadex »

This seems like a good addition for experienced players, but I think that it might confuse beginners who don't know what it means. AFAIK, the game doesn't explain or even mention to the player that "effective" power/saves even exist.

Not to mention the tooltips already suffer a bit from information overload. Maybe this should be enabled by an option (off by default)? Just a thought.

(Unless this is for an addon and not something for the base game, then never mind all that.)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Show Effective Values on Items

#7 Post by HousePet »

I'm sure the tutorial covered the diminishing returns. :?
My feedback meter decays into coding. Give me feedback and I make mods.

Cadex
Wayist
Posts: 25
Joined: Wed Aug 20, 2014 1:59 pm
Contact:

Re: Show Effective Values on Items

#8 Post by Cadex »

HousePet wrote:I'm sure the tutorial covered the diminishing returns. :?
Heh, I played the tutorial and don't remember that specifically, but I'll take your word for it. :)

I think I was more focused on learning the very basic stuff (like the controls) at that point. I didn't know about effective values until I read the "Character sheet" page on the wiki, which was after I had been playing for weeks.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Show Effective Values on Items

#9 Post by HousePet »

I think it was a rather wordy sign.
My feedback meter decays into coding. Give me feedback and I make mods.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Show Effective Values on Items

#10 Post by jenx »

change effective to actual?

or to eff.?
MADNESS rocks

Post Reply