I have some questions about the item attributes in Flare. Not exactly art, but this seems a good place to ask them. Feel free to point otherwise. Also, sorry for the long questionnaire. Also sorry if any is covered in a planned feature. I did try to find out before posting.
1) abs & dmg seem to be the item's base abs & dmg. I fiddled some with the files and it seems that changing them nets the same results that bonus=absorb_min, max, dmg_melee_min, etc. Could somebody confirm that?
2) I didn't find files with the combination and didn't fiddle with this, so I ask. How would the engine handle items with both abs & dmg? (or as bonus, come to think of it) Not that it would have to make sense, yet, for a natural example, would a chest armor deal damage on combat as well as take it? (conceptually sort of a damage mirroring armor)
3) So abs absorbs non-elemental damage, regardless of type. Is there a way to declare its opposite - multi-typed damage? Or it has to be by way of bonus=second_type?
4) Similarly, is there a way to declare elemental damage on an item? Or is it a powers-only thing?
5) I kind of foresee the answer but it doesn't hurt to ask. Currency, an item, gets a special treatment in that its dropped quantity varies. Would there be a way to exploit that mechanism in other items? Values in bonus, for instance?
6) I found bonus_power_level used adding to the first power level only. Does that propagate to the higher levels through the engine? Or does it mean that the bonus is lost on higher power levels? Or...?
7) I also found bonus used with attributes not listed as stats in https://github.com/flareteam/flare-engine/wiki/Attribute-Reference . It evidently can be done although there it says it takes in a stat. But then, which additional attributes can be used?
Thanks!
Ill try to help:
1, Actually, the result is the same, but with "bonus=" you get some flavour text, see pic below
2, yes again, see pic. Damage mirror is also possible:
"return_damage | Deals a percentage of the damage taken back to the attacker", hp and mp steal is also possible.
3, Unless declared differently all damage is physical, so "abs=" works for it, i dunno if there is an all elements resistance, i do them 1 by 1. "resist_percent" is more useful as it lets you declare a % instead on an integral value.
4, i want to know that as well.
5, i dont understand your question, but you can cap how much item fall of 1 kind:
# normal clothes
loot=10,100,5,10 (so item=Shirts falls with 100% chance in quantities between 5 and 10)
This is declared in /loot folder
6, sorry, no idea, but i think it only affects the declared power, need confirmation on that one.
7, different to the ones at the end of the page(hp, hp_regen...)? i want to know that as well.
Item code from pic:[item]
id=21
name=Leather belt
flavor=keeps your pants on.
INCLUDE items/base/belt.txt
abs=1,2
bonus=dmg_melee_min,100
bonus=dmg_melee_max,200
bonus=absorb_min,2
bonus=return_damage,100
price=100
level=1
item_test.jpg 77.7 Kb [1 download(s)]
Thanks, Danimal. I've been giving some thought to our little concern. You managed to clarify to me number 5 even as you went in a different direction. Regarding 3 & 7:
3) That's not what I meant, but how to declare, for instance, dealing melee+mental damage in an Empyrean setting. Or, in a D&D setting, piercing+bludgeoning. It could be done with bonus, but I wondered if it could be declared as base damage. I wasn't at my clearest. The opposite situation is interesting too: absorption of, say, mental damage alone.
7) Yup, at least not headed "stats". Your very example shows bonus=dmg_melee_min,100 which is a power effect type. Other examples from Empyrean's level_8_unique.txt: bonus=fire_resist,35 (another power effect type), bonus=speed,125 (likely either of the core stat "speed" or the power effect type "speed", although there's also a power attribute "speed" but it's about missile speed and these are Escape Boots). I suspect that bonus can take "stats" and at least some power effect types... but which ones?
Let me clarify a few things:
3) Absorption affects ALL damage, regardless of elemental type. If the target has an elemental resist bonus, it is applied to the incoming damage before aborption.
4) Items can not currently have direct elemental damage attached to them. This is something I'd like to implement in the future.
6) bonus_power_level works as long as the power isn't already at max level. So if Cleave is at level 2 and you have a +1 bonus, it will become level 3. But if it's at the max of level 5, the bonus will do nothing.
7) Item bonuses can be any of the following:
- "speed"
- "attack_speed"
- Any of the stats like "hp_regen" or "xp_gain"
- Damage types as listed in engine/damage_types.txt. This file is included with the engine's default mod and is where "dmg_melee_min" and the like come from.
- Primary stats as listed in engine/primary_stats.txt. Also included with the default mod. It includes "physical", "mental", "offense", and "defense".
- Resistances using elements defined in engine/elements.txt. Example: if the element has the name "fire", you can set a resistance bonus by appending "_resist" so that it becomes "fire_resist"
- Power levels with bonus_power_level (explained in point 6)
Thanks, dorkster. I'm trying to think of ways to get the most out of what there is.
With the answers of both and more file tinkering I am clear on all of the seven.
I could tack down this to the Reference if you'd like.
The Attribute Reference is generated from comments in the engine code, so it shouldn't be manually edited. So I've added the documentation properly and re-generated that page: https://github.com/flareteam/flare-engine/wiki/Attribute-Reference#itemm...
Nice! Thanks again