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Topic: Items lose stats


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Author: Rutger (guywithoutmail [at] gmail [dot] com)
Date: 17-Dec-15, 11:59:31
Just great NOVA. Yes I can read and appreciate the flow of information.
I have many questions but I'm not willing to question you anymore. :D (not immediately because there's a lot to handle already) :D
I'd better try by myself. :/

Merry Christmas it is..for my character(s) as well.. :D :D
 
Author: Rutger (guywithoutmail [at] gmail [dot] com)
Date: 17-Dec-15, 11:59:30
Just great NOVA. Yes I can read and appreciate the flow of information.
I have many questions but I'm not willing to question you anymore. :D (not immediately because there's a lot to handle already) :D
I'd better try by myself. :/

Merry Christmas it is..for my character(s) as well.. :D :D
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 17-Dec-15, 00:46:43
Well, I tried to post the whole world.res file as an .XML file, but it failed (after 10 minutes processing it came back from the forum as an ERROR).

So instead, let me try just a few simple examples using the table tidbits that I did manage to get posted.....


1) Let's try calculating the total magic power of an item that has :

+30 earth magic res
+25 health regen

Per the 3rd table I posted, each point of Earth magic protection costs 10 magic points:

protectionEarth 10

and each point (percentage) of health regen costs 3 points

healthRegeneration 3

So that's a total magic cost on our item of:

30 x 10 = 300
25 x 3 = 75
--------------
total magic is 375 points


2) Let's try to calculate the maximum magic that a RARE GOLD AMULET can have:

Per the first table I posted, RARE has a magic volume multiplier of 3:

Rare 4 1.2 0.288001 1.44 0.360001 1.21 3

notice the "3" as the last number in this series (separated by a single space, some of them are integers some of them are floating point)

Per the 2nd table I posted, the GOLD material has a Magic Volume of 100

Gold 6 0.8 0.624195 1 0.624195 1 100

Again, notice the last number in that row (100).

So, the maximum magic power a RARE GOLD amulet can legally hold is.....

3 x 100 = 300 magic points


SO, comparing example 1 and 2, if we tried to get the magic properties of example #1 onto our RARE GOLD amulet, it would be deemed ILLEGAL because 375 magic points is more than the RARE GOLD item can hold. When upgrading items using inn quests, this max magic calculation is what determines when the item hits the ceiling and can no longer be upgraded anymore.


Now, you will note that there are other multiplier values besides max magic in these tables.....you have price, weight, damage, to hit, defence and absorbtion. Each of these numbers are used as a multipler to the base item (be it an amulet, a longsword, a shield, etc). And all these are simply values contained within the WORLD.RES file to determine what goes on inside ROM2. That's why I say with relatively simple little edits of ONE tiny file, the entire gaming experience of ROM2 can be altered.
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 16-Dec-15, 22:09:23
LOL NOVA, forgive me my ignorance for not understanding in detail what you're trying to convey. But, mind you, I truely appreciate every post of you in which you try to do your ultimate best to promote the mechanics of this little gem of a game. It may be sound exagerated a bit, but if it weren't for your contribution (be it RoM2 or NWN) or Fox's I wouldn't bother and go on. But it's like your first love of your life, it just sticks with you and won't let go. The same is with RoM2. After all these years I never saw a game that's so exciting and challenging as RoM2.
I'm still playing Guild Wars at the moment, on recommendation of Albadaran some 6 years ago. But apart from the graphics, ROM2 still excels in pure gameplay and gamepleasure.

It's a shame there isn't much interest any more, really that's how I feel.

So Rutger, keep it going and enjoy it as much as I have.
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 16-Dec-15, 20:34:37
It would be much easier if I could attach an Excel spreadsheet to this post....but since I can't....I'll try the best I can to convey just a few selected exerpts from the WORLD.RES data file


Here are the available ITEM CLASSES:

name price weight damage toHit defence absorbtion magicVolume
Common 1 1 0.200001 1 0.250001 1 1
Uncommon 2 1.1 0.240001 1.2 0.300001 1.1 2
Rare 4 1.2 0.288001 1.44 0.360001 1.21 3
Very Rare 10 1.3 0.345601 1.728 0.432001 1.331 4
Elven 8 1 0.305411 2 0.381763 1.247702 5
Bad 4 1.2 0.288001 1.44 0.360001 1.21 3
Good 8 1.3 0.345601 1.728 0.432001 1.331 5


Here are the available ITEM MATERIALS:

name11 price12 weight13 damage14 toHit15 defence16 absorbtion17 magicVolume18
Iron 1 1 1.000001 1 1.000001 1 0
Bronze 0.250001 0.5 0.694445 1 0.694445 1 3
Steel 3 1.3 1.335056 1 1.335056 1.16307 1
Silver 4 0.7 0.833334 1 0.833334 1 50
Gold 6 0.8 0.624195 1 0.624195 1 100
Mithrill 8 0.5 1.728001 1.5 1.728001 1.331 20
Adamantium 30 1 2.198953 2 2.198953 1.509719 50
Meteoric 100 1.5 2.768372 2.5 2.768372 1.702851 100
Wood 0.166668 0.5 0.624195 1 0.624195 1 20
Magic Wood 6 0.7 1.602068 2 1.602068 1.279377 150
Leather 0.007814 0.2 0.279083 1 0.279083 1 0
Hard Leather 0.125001 0.4 0.578705 1 0.578705 1 1
Dragon Leather 300 1 1.440001 1 2.875120388 1.509719 150
Bone 1 1 1.000001 1 1.000001 1 0
Crystal 900 2 2.985985 3 2.985985 1.771561 150
None 1 0.2 0.482254 1 0.482254 1 150

Notice that in each table, the last column is the MagicVolume which is the contributing value for how much magic power can go on such an item.

Finally, here is a very small part of the MATERIAL MODIFIERS table (I limited this to just the magic powers and their mana cost) Mana in this case is the magic cost for this power:

body 200
mind 200
reaction 200
spirit 200
health 10
healthMax 10
healthRegeneration 3
mana 10
manaMax 10
manaRegeneration 3
toHit 10
damageMin 15
damageMax 10
defence 40
absorbtion 100
speed 125
rotationSpeed 20
scanRange 200
protection0 10
protectionFire 10
protectionWater 10
protectionAir 10
protectionEarth 10
protectionAstral 10
fighterSkill0 10
skillBlade 40
skillAxe 40
skillBludgeon 40
skillPike 40
skillShooting 40
mageSkill0 10
skillFire 40
skillWater 40
skillAir 40
skillEarth 40
skillAstral 40
itemLore -1
magicLore -1
creatureLore -1
castSpell 1
teachSpell -1
damage -1
damageFire 15
damageWater 15
damageAir 15
damageEarth 15
damageAstral 15
damageBonus 20


So if you have a magic item with body +2 on it....it has 2 x 200 magic or on it for a total of 400 magic power. Thus you can see that BODY +2 will only legally FIT on an item which can hold at least 400 magic power. That's why things like common iron can not hold BODY +2 magic.

So assuming you can even read the first two charts I pasted above, here's how you determine the maximum magic that you can have on an item:

multiply the MagicVolume of the item's CLASS times the item's MATERIAL to get the total MAX MAGIC LEVEL.

Example:

a VERY RARE CRYSTAL item has 4 x 150 for a grand total of 600 maximum magic. That's why it takes a VERY RARE CRYSTAL item to hold up to BODY +3.

As I say, I hope you can read the tables. If not, try copy/pasting them to a spreadsheet and moving the tabbed numbers to the proper rows and columns for better readability. I have the ENTIRE WORLD.RES file extracted to Excel and I then extracted that one giant table out to the various lesser tables (on separate tabs) for better readability. But you'd have to have that excel file of course. It is rather interesting to read it.

Note also that most of the WORLD.RES file is compressed so it's NOT easily read until you have unpacked and uncompressed it using the proper utility programs (it's been so long I can't even remember what those utility programs are anymore).

As always, Good Luck,
NOVA
 
Author: Rutger (guywithoutmail [at] gmail [dot] com)
Date: 16-Dec-15, 14:32:29
Thank you NOVA, indeed an interesting read. Thanks for your attention and for you understanding. And thank you BBKING maybe my (stubborn, pigheaded) friends will accept to try out new maps knowing that..
if I understood your point, the WTTS:Ruined map is NOT from the original game. So it conflicts after we leave with the world.res (almighty) file.
We'll look that that way if we're willing to go down the path..
As for our HAT it is very intimate and fresh.. We are noobs and play relax with skype on, very casually.
We have troubles convincing the HAT manager to open or switch a map, and we've known him for 15years..
There.. Thank you guys again and a merry Christmas to all of you!!
 
Author: bbKing (arsnova30 [at] hotmail [dot] com)
Date: 15-Dec-15, 20:46:51
As always NOVA's posts make interesting reads. :)

But if I were you, I'd go for the maps I used 2 years ago. They are all fine with no issues, as far as I can remember. Just check my post on X-mas 2013 map rotation.

On a side note, why not make your HAT sort of public, so others might be able to join in the fun. :P
 
Author: NOVA (KINGKOTA666 [at] HOTMAIL [dot] COM)
Date: 15-Dec-15, 05:29:07
It would be very difficult to answer your question with any specific details and not also be so long-winded and jump down so many tangential subject lines as to make my answer utterly confusing (which it probably will be anyway). So rather than aiming for a specific and detailed answer, instead I will explain in what I hope are simple terms the general concept that I think will answer your "WHY did this happen" question.

The ROM2 game uses a resource file named WORLD.RES which contains the definitions for many of the in-game elements (like monster stats, magic item powers, the effects of spells, the effects of potions, how much gold items cost, even weapon damages, armor stats and the strength of the buildings you see, etc). Included in that resource file is the set of rules for determining the maximum magic power every item in the game may "legally" contain. The exact method is a rather complex and multi-step calculation composed of multiplying several values together (base item type, base item material, etc) to arrive at that one final max power number. And each magical property has an associated magic point cost. The total points of all the magic powers on any item must therefore add up to a number BELOW that item's maximum calculated power value or that item is deemed to be OVERPOWERED and therefore "illegal". When such an illegal item is detected, the game attempts to lower that item down to the max allowed power by reducing the FIRST magic property on that item. Obviously, if that item only HAS one power....well, that's the magic power that gets lowered.

The exact process and the specific details for how all this happens are not really that important right now, just know that the settings for calculating the power limits are all contained inside that world.res resource file.

This next part of my answer I am largely guessing at since I do not personally KNOW the inner workings of the game code, but I presume that items created for the store shelves (using the map editor) are NOT subjected at all or at least entirely to this maximum magic power calculation. But your CHARACTER and all the items your character possesses ARE subjected to those power limits every time you enter a new map. So items can thus be created using the editor which violate the maximum magic calculation and as long as you don't leave that map those items can thus remain (for a while) with OVER POWERED abilities. But once those max magic rules are fully applied (like when your character enters a map), any violating item is reduced in power trying to get it down to the calculated legal maximum.

Therefore, I suspect this is (at least in principle) what has happened in the case you described. The items are assigned magic powers in excess of the legal calculated maximum and thus are only available with that super power level until the game detects that violation and tries to reduce their power to that legal maximum.

Now, I suppose what you REALLY want to know next is HOW you can stop that from happening?

Well, since the item is something you bought from a store, that pretty much negates the option of treating it as a QUEST item. Quest items are items which are exempted from the max item power rules because they are assigned an item price override within the map editor of exactly 2 gold. Note that this exemption only applies to items that are SPECIFICALLY assigned a value of 2 gold within the map editor. An item that really COSTS exactly 2 gold does not qualify for this rules exemption. Think of this price override as being a magic property which flags that item as exempt from the max power calculation rules). But since you would probably not want such super powerful items to be available for sale in stores for a mere 2 gold, this option is probably not a good solution for your problem.

So that suggests the only remaining solution is to edit that world.res file and thus raise the maximum magic power calculation of the item you bought so the magic property on it no longer violates the max power rules and will thus NOT be reduced in power when that rules evaluation happens. However, note that this method of bypassing this effect will apply to ALL non-quest items in the game not to just those specific items you bought in that one store. So keep that in mind as you consider this as your solution. You can either lower the point cost of the magic property OR you can increase the max power limit of the item (or a combination of both) in order to eliminate this over-powered limitation.

A detailed explanation for exactly HOW to edit that resource file would be very complicated so I will not even attempt it in this post. But I will whet your appetite by telling you that you can change a LOT of things about the ROM2 game simply by editing things in that world.res file. A LOT of cool things can be done to the game play in this way....almost making ROM2 into a brand new gaming experience. It always was a terribly under-appreciated and certainly an almost never utilized method of modifying the ROM2 gaming experience by the HAT admins. I did a little bit of editing when I hosted HATs but even I must admit I didn't do very much editing

Caution: ALWAYS ALWAYS ALWAYS make a backup of ANY file you intend to edit just in case something goes wrong....so you can restore the original file.

Good luck,
NOVA


P.S. Let me tease you with just one VERY simply possibility when you consider what you can do just by editing the world.res file. This one I actually did for another HAT admin and it was pretty cool. Say you wanted to limit the power to teleport to ONLY mages (so fighters could no longer teleport around the map). You can do this EASILY simply by reducing the power of teleport scrolls so they teleport you to the same map square you are already on. There are only two teleport scrolls in the game (normal and elven)....so this is easily and quickly done. The result is that ONLY mages who CAST the spell themselves out of their spell book will ever be able to teleport around the map. Fighters will be stuck walking or using teleport traps to get around. Think of this little edit as REVENGE (instead of rage) of Mages. As I say, the possibilities of what you can do are vast even with simple edits of this one tiny data file.
 
Author: Rutger (guywithoutmail [at] gmail [dot] com)
Date: 14-Dec-15, 17:21:56
Hello everyone.. Hello legends..
We recently started playing the game on a HAT with friends, thanks to zodrak and thanks to some of you..
I also read quite a few topics to find guidelines about characters build as well as global wisdom on the game.
Still, I have a question about items we bought with a friend in the map WTTS Ruined with magical damage above 50. (in a shop we teleported to and then fled because of crazy undead army around) When we reloaded the map the items had their magical damage diminished to 40 max.
Why so? Why we finally are able to hike in horror (avoiding most lvl 5 dudes for now) to then lose the items we bought there? (Why..?)
 
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