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A while ago I took the forum list of crafting combinations and made a web site to filter / search them. I am working on learning Java for Android, and thought converting this to an android app would be a good practice activity for me.

I also don't want to use the forum data, I want to use the actual game xml. I've found the list of combinations, and I've found the file that localizes the item ID's to strings. But there are still a few things I don't know where to get.


  • 1. Where are the stat possibilities for different items located? For example, if I make ARM_CraftedClothTorso_03 , it has a variety of possible modifiers. I can't seem to find that data.
  • 2. Some of the names of items are not where I found the rest. For example: earth essence + a wooden shield = Shield_Small_EarthResistance_Mod_Wood. Where is the xml for the actual text of that?

Any help appreciated, Thanks!

Last edited by emmagine; 06/06/17 08:34 PM.
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If you looked up the data in the Editor directory, replace Data\Public\<MOD-NAME> with Data\Editor\Templates below. If you unpacked the games Main.pak to look up the data, the <MOD-NAME> below would be either 'Main' or 'Shared'.
The files you need are not actually XML files but simple text files (with some pre-defined syntax).

1. Look in Data\Public\<MOD-NAME>\Stats\Generated\Structure\Modifiers.txt for possible modifiers for different entity types (weapon/armor/object/character/...) and in Data\Public\<MOD-NAME>\Stats\Generated\Structure\Base\ValueLists.txt for the definitions of the data types used in Modifiers.txt.
(Some types are self explaining, you know them if you are a programmer.)

2. Boosts used in crafting link to boost entries in Armor.txt (Weapon.txt/Shield.txt/where-ever-else) via Data\Public\<MOD-NAME>\Stats\Generated\DeltaModifier.txt. In thi file, there are the also the prefixes and suffixes used for certain boosts. (I don't remember out of memory if those prefixes/suffixes are used when boosts are crafted onto items, never created new ones myself.) There must be some further translation of the pre- and suffixes into strings that have a 'handle' that points to the localization file, which is inside Data\Localization\<LANGUAGE>.pak. Since I never created any new prefixes or suffixes but used existing ones, I do not know how you can introduce new ones into the game.
Somebody else might know that.

Example:

The boost entry
Code
new deltamod "Shield_Small_Durability_Mod"
prefixname "Well made"
suffixname "of the Smith"
param "ModifierType" "Shield"
param "MinLevel" "1"
param "BoostType" "ItemCombo"
new boost "_Durability_ShieldBoost",1


links (via 'new boost ...') to an entry in Shield.txt

Code
new entry "_Durability_ShieldBoost"
type "Shield"
using "_BOOSTS_Shield"
data "Durability" "2"
data "Value" "3"


The boost entry has the 'prefixname' and the 'suffixname', the 'param "BoostType" "ItemCombo"' makes sure the boost is never chosen for drops, 'ItemCombo' somehow means 'used for Crafting', although Crafting can use any other boost type too.
As said, I do not know whether prefix and suffix come into play in Crafting and I don't know how the actual strings are transformed into the final displayed strings.



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Very useful. Thank you. I'm still struggling to find how it determines the value of the modifier, for example:

new entry "_Intelligence_WeaponBoost"
type "Weapon"
using "_BOOSTS_Weapon"
data "Value" "3"
data "IntelligenceBoost" "3"

new entry "_Intelligence_WeaponBoost_Large"
type "Weapon"
using "_BOOSTS_Weapon"
data "Value" "3"
data "IntelligenceBoost" "5"

Inteligence boosts on staff to the best of my knowledge are 1,2,3 at maximum level. (not even sure it can go to three?) Where is the value that says how much of a bonus it gives?

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The values you put into 'stats' are taken to calculate the result values used by the game. Entering e.g. '2' for DEX does not give you 2 on each level but different values on different (item) levels.

A long time ago, I posted a link to a LibreOffice spreadsheet in the thread A data collection for stats.
This sheet contains a lot of data with input and output values over levels from 1 to 30. (I think I called the level 'Act Part' as the game does too.)

Hope it's still online. (It's actually 'hosted' by our CM Raze and uses his available space.)

The sheet can probably be opened with OpenOffice as well, but I doubt that Excel can open it ... ;-)


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So, I completed the app, but it has an enormous memory foot print from all the unnecessary data. At this point I'm going to rip the critical stuff from it, and use the XML file form the web site for all the rest of the content. I greatly appreciate your assistance, and it will help me make sure nothing gets missed. Thanks again!


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