Topic: Looking up vanilla item prices and weights  (Read 24421 times)


Brygun

« on: December 20, 2018, 04:48:15 AM »

The wiki has some info such as this incomplete on the wooden tub

http://www.unrealworld.fi/wiki/index.php?title=Wooden_tub

As Im writing a mod I'd like to base my weights and prices in proportions to the vanilla but Im not sure of the data.

Is there a way to drill into the data files to look those up for vanilla items?

Brygun

« Reply #1 on: January 02, 2019, 09:53:32 PM »

caethan

« Reply #2 on: January 04, 2019, 06:41:35 PM »
It's still pretty hacky, but this is the notebook where I do data extraction:  https://github.com/caethan/urw-object-reader/blob/master/URW%20object%20evaluation.ipynb

Each object has 172 bytes of data, and I've successfully identified (I think) what some of that data is.  Still don't know everything, though.  You can dig into the CONSTANT.OBJ file for static data or CHARNAME/CHARNAME.OBJ for character-specific data. 

caethan

« Reply #3 on: January 04, 2019, 06:52:11 PM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

Brygun

« Reply #4 on: January 05, 2019, 04:07:20 AM »
Thanks!

Is there a way to download that rather than open in a browser window?

caethan

« Reply #5 on: January 07, 2019, 07:25:43 PM »
Here you go:

Brygun

« Reply #6 on: January 07, 2019, 08:28:04 PM »
thanks!

I didnt have time to do a thorough economic review for the BAC project recipes for valuable/trade items

<-->
PS

Did you mean for the file to on the upload list twice?
« Last Edit: January 07, 2019, 08:31:06 PM by Brygun »

Brygun

« Reply #7 on: January 07, 2019, 08:42:21 PM »
Double thanks,

I was able to use it to identify what graphics are already part of the vanilla game to reduce the size of future BAC zip files

Credit

« Reply #8 on: March 27, 2019, 06:27:18 PM »
Been looking for a table like this, thanks!

Night

« Reply #9 on: November 16, 2019, 11:35:17 PM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

Just wanted to give a huge thanks for this, been manually mapping this struct in cheat engine, this should help tremendously. I'd also like to point out, that Weight1 is actually the data value for deterioration, despite it being the same value as Weight2. When the item deteriorates, it loses a small chunk of Weight1's value.

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aat

« Reply #10 on: November 21, 2019, 02:03:38 AM »
And if you don't want to run it yourself, here's the full table dump from CONSTANT.OBJ: 

https://docs.google.com/spreadsheets/d/1l3JpN3IcZu3h82NXmfZ8F3hl1vYbAiQwFngQ1rB5dDs/edit#gid=0

Just wanted to give a huge thanks for this, been manually mapping this struct in cheat engine, this should help tremendously. I'd also like to point out, that Weight1 is actually the data value for deterioration, despite it being the same value as Weight2. When the item deteriorates, it loses a small chunk of Weight1's value.

That's great news! I'm been working on my own mod and I've been inferring prices and weights directly in-game, this would speed up a lot.  Please keep us posted with your progress.

I would also like to point out that the Value in the table is *not* the value in squirrel hides, which is the standard unit used in the recipes with the [PRICE:] tag.
It is instead 8 times the price in squirrel hides. Here is what I've inferred in-game:
1 wooden bowl : 0.4 squirrel hides
1 broad knife : 17 squirrel hides

In fact, in the table:
wooden bowl Value : 3.2 = 0.4 * 8
broad knife Value: 136 = 17 * 8
« Last Edit: November 21, 2019, 02:05:31 AM by aat »

Brygun

« Reply #11 on: November 21, 2019, 03:18:21 PM »
That price unit difference led to one of the major revisions of the BAC. Some elements had accounted for it and some didn't. The overhaul a few versions back got them all in sync to the actual [PRICE:] unit.

aat

« Reply #12 on: November 22, 2019, 01:32:03 AM »
By the way, in the table I see no entries for attack/defense or accuracy. Are they stored somewhere else?

Night

« Reply #13 on: November 22, 2019, 05:30:04 AM »
By the way, in the table I see no entries for attack/defense or accuracy. Are they stored somewhere else?

Attack/defence are determined by the blunt, edge, point, tear, squeeze, and warmth values as far as I know.
Melee accuracy I couldn't find, but ranged accuracy has its own value not currently described in the table, but it is in the data struct the table is based off of.

I may post my own findings/documentation later, as this table doesn't fully describe all the data, but has most.

the final value of the item (not base value) is also affected by quality, which is described here: https://www.unrealworld.fi/wiki/index.php?title=Quality
« Last Edit: November 22, 2019, 05:33:00 AM by Night »
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aat

« Reply #14 on: November 22, 2019, 11:14:05 AM »
By the way, in the table I see no entries for attack/defense or accuracy. Are they stored somewhere else?

Attack/defence are determined by the blunt, edge, point, tear, squeeze, and warmth values as far as I know.
Melee accuracy I couldn't find, but ranged accuracy has its own value not currently described in the table, but it is in the data struct the table is based off of.

I may post my own findings/documentation later, as this table doesn't fully describe all the data, but has most.

the final value of the item (not base value) is also affected by quality, which is described here: https://www.unrealworld.fi/wiki/index.php?title=Quality

Actually every melee weapon has an attack/defense bonus, which is represented by a number from 0 to 6. You can check in-game by examining the weapon in your inventory, and even mod the values:
https://www.unrealworld.fi/wiki/index.php?title=Weapons

On the other hand, the accuracy parameter should be only for bows and crossbows, but it's hidden in-game and cannot be modded.