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  Click here to go to the first Rift Team post in this thread.   Thread: Looking for info on 2h weapon called Bahralt's Bane

  1. #16
    Sword of Telara
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    Going to start by qualifying that I am not a programmer so I am asking this out of total ignorance but...

    If this is how the wardrobe item system works (sounds like a bit of a mess) then it must be a bear to adjust items in the game.

  2. #17
    Ascendant forbiddenlake's Avatar
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    Thanks for the info. I'm still not sure I understand, so if you would:

    So I'm not asking for an appearance->item mapping, but for the item->appearance info to be added to Items.xml like it currently does for item->Armor, item->RequiredLevel, etc. Since it's all in the same tooltip, and an item has an appearance or doesn't, my from-the-outside idea is that it could be added like so:
    Code:
      <Item>
        <ItemKey>90E7C1ED0201010101</ItemKey>
        <Name>
          <English>Footguards of the Sliver Invader</English>
          <French>Protège-tibias de l&apos;envahisseur de prisme</French>
          <German>Fußschutz des Silbernen Eindringlings</German>
          <Russian>Footguards of the Sliver Invader</Russian>
        </Name>
        <!--etc etc etc-->
        <Armor>8881</Armor>
        <!--etc etc etc-->
        <Wardrobe>Fine Thalasite Boots</Wardrobe>
     </Item>
    So if you guys can give me item->appearance, I'll make an appearance->items web site (I already have one built that keys off the item's icon, which is imperfect), and Magelo could add it (and would make it way prettier than mine). I get that you're saying this is not feasible though

  3. #18
    Rift Disciple
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    Default make gear skin purchasable?

    Since artifacts, dye colors are merchandise, why not monetize gear skins? Insufficient tech/man power? I honestly won't consider rift more ptw if this feature is added? Just don't charge an arm and a leg like artifacts do.
    Last edited by Theriene; 03-28-2016 at 08:49 PM.

  4.   Click here to go to the next Rift Team post in this thread.   #19
    Shiny Ball of Doomy Doom Salvatrix's Avatar
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    So there are a few issues (to elaborate). Issue number one is that there are MANY more items than actually make it to the game, in a player facing fashion. For any number of reasons - abandoned ideas, statless example items for artist screenshots, or even statless versions of items to be used in the visuals of various NPCs (I was making a bunch of alternate versions of Carnival masks earlier, to customize some NPC revelers). So most of that item database is not released info, having never been in player hands and having never been in discovery info.

    Problem number two as far as how to acquire said appearance I covered earlier in tracing the myriad ways an item might make it to a player's hands, many of which are valid datawise, but never fully implemented or possible ways that used to exist but were removed via some link in that supply chain being removed (a mob that no longer spawns for example, or a reward from a quest that no longer exists, or a one-time world event like the River of Souls opening).

    Problem three (and this is the big one) is that the game was built long before there was the current collectible wardrobe system. The new system being a separate system means the integration is a bit convoluted. You are asking for the mapping, but there is no direct mapping. Essentially the collectible side of the wardrobe system is based on the item model (renderable) and a tint set. Each combo of renderable+tint = a wardrobe appearance. But at no point do the item and wardrobe databases directly link to each other in the data. Basically when you acquire an item, the game says hey you just got this renderable+tint combo - do you have that combo unlocked yet? And the wardrobe side says yes or no and unlocks it in your collection if you do not. The item does not know what wardrobe data entry it unlocks because it was created so much later. And the wardrobe knows nothing of which items use its combo - it just knows what its combo is.

    So, looking up the Wardrobe unlock from an item is easy - because each item knows what its own renderable and tint is. And the new wardrobe system was built to handle that query so it works pretty efficiently. Going the other direction is not how it was built at all and is where it gets really difficult - so let's take the an example like the OP's sword...

    I look up "Bahralt's Bane" in the wardrobe database to see its renderable and tint. I then open the item database to look for all items with that renderable and tint. From there I get a list (thankfully short in this case, being only 4 long). From there, being intimately familiar with doing searches like this dismiss one of the hits as an artist example just by the naming convention. Another I see is not actually set up to be an equipable item at all, so I can dismiss that one as well. Of the ones that remain, I start to back trace what call on them. One might eventually lead to something not obtainable in game (a quest reward package for example that was never even hooked up to a quest). The other leads to a series of loottables, and from there I must then back trace each loottable to see if any or all of them are actually obtainable still. In this particular case, just based on familiarity with naming styles of the many various people that have worked on this game, I see all the loottables are associated with Moonshade Highlands, and that one of those is named as a zonewide drop. I backtrace that one further to confirm it is still valid and leave the couple of others be as possibly or possibly not valid - things like dusty sack, which is level based on the player and gets a lot thornier to back trace even though it is the same item. So I quit my search knowing that yes it is still available, as a random drop from mobs in that zone, and possibly from other sources in that zone that would be harder to farm (since the character level would need to be just right). But I have already spent enough time to sift through all of that, discarding "valid" but unobtainable sources along the way.

    Probably a bit of info overkill, and perhaps more of the inner workings than I am supposed to reveal, but hopefully that explains why no automated info or even raw data sump is going to be available.

    But if any interested group put together a solid wiki or similar resource, I would probably contribute myself a little bit on my personal time- because as a player, I really do love the wardrobe system.

  5.   This is the last Rift Team post in this thread.   #20
    Shiny Ball of Doomy Doom Salvatrix's Avatar
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    Quote Originally Posted by Theriene View Post
    Since artifacts, dye colors are merchandise, why not monetize gear skins? Insufficient tech/man power? I honestly won't consider rift more ptw if this feature is added? Just don't charge an arm and a leg like artifacts do.
    A great many already are. Eventually, we would like to make all the skins purchasable. But yes, it is a time consuming process - so time is the main hurdle.

  6. #21
    Sword of Telara Orochan's Avatar
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    This is great info, and I really appreciate you telling us all of this when you didn't have to.

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