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Player reward item exploit?

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RustyDios
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Player reward item exploit? Empty Player reward item exploit?

Post by Aeroldoth Sun Mar 15, 2009 2:07 am

I thought I would split this into a different thread.

I'm new to using the toolset, and new to designing items, but nevertheless I think I've found a possible exploit in regards to the custom items. Being a druid, I want to create some Jewelery of Andra, and thought I'd start with a ring. Looking at the FAQ on creating items, it says not to use any "Ring 2" types. That leaves the other four:

Ring
Ring, Armor
Ring, Natural
Ring, Shield

While tinkering around with properties, I noticed that there is a huge difference between the first Ring and the other three. If you create a "Ring" and give it +1 AC, it has a cost of 4105. if you create any of the other three and give them the same property, they only have a cost of 821. That's a huge difference! With that, you could pack a hell of a lot more power in... five times as much!

Am I missing something? I don't know why the prices are so different, or if everyone was already aware of this. I have no idea if this happens with other items as I haven't bothered to look. I was going to create some items but when I saw this, I wanted to report it to see what was up before continuing.

I'd like to know what to do before creating my various items. If I find other price discrepancies, should I use the cheaper or more expensive items?
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Post by Eric of Atrophy Sun Mar 15, 2009 8:14 am

Good question - don't know if it's an exploit or not, I'm sure The Amethyst Dragon will be along and clarify for us ...
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Post by RustyDios Sun Mar 15, 2009 8:30 am

I'm sure it was possibly something The Amethyst Dragon overlooked... if ye look at the list of "banned" base item types, most are from CEP and have reduced item property costs when tinkering in the toolset... ...
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Post by The Amethyst Dragon Sun Mar 15, 2009 9:57 am

Yeah, let's just add those to the list of item types not supported in Aenea...I must have missed those when updating the list last time.

Thanks.
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Post by The Amethyst Dragon Sun Mar 15, 2009 10:05 am

Hmmm....seems those are already listed. Thanks for reporting this anyway.

I tell ya, the players are what make this game great. Fun to hang out with, honest and caring about the game, and some of their characters will even wear clothing. Smile
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Post by daveyeisley Sun Mar 15, 2009 10:15 am

The issue stems from something in the toolset by default.

There is a veryspecific reason the base cost on some rings is an exact multiple of 5 of the other types.

The "Stack Size" on the original ring types is set to 5 by default.

You need to adjust the stack size down to 1 to get the proper pricing Smile
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Post by RayvenNightkind Sun Mar 15, 2009 10:21 am

The Amethyst Dragon wrote:Hmmm....seems those are already listed. Thanks for reporting this anyway.

I tell ya, the players are what make this game great. Fun to hang out with, honest and caring about the game, and some of their characters will even wear clothing. Smile


Ok, now that was just to much, rotflwaffles!
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Post by inthecorridors Sun Mar 15, 2009 10:23 am

Oh, now that stack size thing makes sense.

The Amethyst Dragon wrote:Hmmm....seems those are already listed. Thanks for reporting this anyway.

I tell ya, the players are what make this game great. Fun to hang out with, honest and caring about the game, and some of their characters will even wear clothing. Smile

Isn't there a Ring, _____ option under regular rings as well as Ring 2, ____? Cos I only saw Ring 2, _____ under the types not to use. I just assumed I shouldn't be using the Ring, ______'s either.
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Post by The Amethyst Dragon Sun Mar 15, 2009 10:25 am

I'll look, thanks.

Yup, looks like I missed the "2" versions.
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Post by Aeroldoth Sun Mar 15, 2009 11:20 am

Now I'm confused. There are a total of eight ring types in the toolset. Looking at the FAQ page just now, I see that The Amethyst Dragon has updated it so that only "Ring" is allowed; the other seven are off limits.

However, as daveyeisley pointed out, the reason "Ring" costs five times more is because it defaults to a stack size of five. If you lower that stack to one, it costs the same as the other rings.

So what is the correct answer here? Are we keeping just the "Ring" type, and keeping it at size five? If we lower it to one, then it's the same as the other three rings. Sorry to nitpick, I just want to make sure I know how much power rings are supposed to have. And again, what if I encounter similar with other items? Should I keep them at whatever stack size, or lower them to one?

The Amethyst Dragon wrote:I tell ya, the players are what make this game great. Fun to hang out with, honest and caring about the game, and some of their characters will even wear clothing. Smile
What? Some of the characters wear clothing?! Outrageous! :p

EDIT

After some more testing, I going to guess that the lower cost is the preferred one. I went and added +1 AC to boots, belts, bracers, cloaks, helmets and amulets and they all had a cost of 657 (except helmet, which had 659 Rolling Eyes ). All of them also had a locked-in stack size of one. As such, 821 seems more in keeping than 4105. So, that's the figure I'll use. That also means that there shouldn't be a problem with using the Ring-Armor, Ring-Natural, or Ring-Shield. They may even be preferable, since they're all locked-in to a stack size of one. Or if you stay with Ring only, you'd have to mention to players to be sure to set the stack size to one.
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Post by inthecorridors Sun Mar 15, 2009 12:39 pm

Set the stack size to 1. Stack size of 5 should actually give you five rings, and you can only wear two anyway with the likelihood of nonstacking effects!
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Post by The Amethyst Dragon Sun Mar 15, 2009 3:37 pm

Ok, here's the clarified version:

For custom items, stick to the normal "Ring" item type (when making a ring).
For scripting purposes, it's much less work for me to keep using the type that's been in the game since the beginning rather than try to edit a bunch of scripts for 7 extra item types that do mostly the same thing, save for a different AC type if they have the AC Bonus property.

Set the stack size to 1.
I allow rings to stack in inventory up to five for saving space for loot hauling, but only one takes effect from each ring slot. If you don a stack of 5 rings of protection +2 and a stack of 3 rings of warmth, you'll get the benefit of a single one of each type of ring....just a stack of 5 rings will still only act like a single ring as well.
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Post by Aeroldoth Wed Mar 18, 2009 12:32 pm

I believe I've found another one. I checked several +5 weapons (spear, longsword, dagger, quarterstaff) in the toolset and they all cost 48k. However, a +5 "Magic Staff" only costs 24k.

I'm not sure how staves are handled in Aenea, as I saw a discrepancy ingame. I was in the League and saw that a +1 shocking spear cost 7500, while a +1 shocking staff cost 15000. I couldn't figure it out until Piccolo suggested that the game sees staves as double weapons.

Not sure what's going on, but wanted to share this with you. In the game, staves seem to cost double, while in the toolset, Magic Staves seem to cost half.
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Post by The Amethyst Dragon Wed Mar 18, 2009 1:07 pm

Thanks.
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