Topic: Varied handaxes?  (Read 12005 times)


JP_Finn

« on: May 16, 2020, 07:37:31 AM »
I just noticed I have somehow differing/varied handaxes. They're all collected from Njerpez as ... tributes to Turisas... ?
Any ideas what the differences are; they keep stacking repeatedly the same, so there's something, but what?

PALU

« Reply #1 on: May 16, 2020, 10:56:35 AM »
I've seen the same thing. There are two (at least) categories of hand axes, but I have no idea why (unlike the two kinds of logs). Like JP_Finn, the different kinds can be "collected" from the same kind of source.

ModernNorseman

« Reply #2 on: May 16, 2020, 11:34:59 AM »
Try using F1 on them for additional info. As far as I remember, there is a difference between them described in there. I have a faint memory of one of them having a spike in the backend of the blade (Could remember this completely wrong though).

JP_Finn

« Reply #3 on: May 16, 2020, 06:59:45 PM »
Good point Norse, I’ll check that out. Once done painting the handrail and banisters. Ah Corona shelter-in-place home renovations...

Night

« Reply #4 on: May 17, 2020, 12:42:32 AM »
Any difference in the datastruct of an item will result in a new item being generated with a new ID. Also pretty sure ive seen duplicates, but those handaxes are probably nearly identical with some small difference, for example, there are brand new ID's generated when you equipt an item, as there's one data point in the struct that gets changed to indicate this in your inventory and hotbar with a little icon.
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JP_Finn

« Reply #5 on: May 18, 2020, 07:21:18 AM »
F1: "Regular single bladed axe used in timberwork"
Both types.

There's something benign, malign, indifferent, likely as Night mentioned: a bit/byte variation on the type from whatever reason.

... search for murder-axe +9,000 continues ...  :D

PALU

« Reply #6 on: May 18, 2020, 10:54:16 AM »
Hope you don't find that axe, as you'd probably find it between your character's head and his body...

Tom H

« Reply #7 on: May 18, 2020, 04:24:02 PM »
I wonder if they are separated by whether or not they've been used for any purpose? Damaged weapons and shields don't stack, although they usually reflect some damage to them in their graphic.

JP_Finn

« Reply #8 on: May 18, 2020, 04:37:25 PM »
They're all from Njerpezes, so can't say more than, they've likely been used in murderous activities.
And as long any previous murder-axe +9,000 owner doesn't wear solid plate armor.. they'll struggle to get in range.

Night

« Reply #9 on: May 18, 2020, 09:44:19 PM »
I wonder if they are separated by whether or not they've been used for any purpose? Damaged weapons and shields don't stack, although they usually reflect some damage to them in their graphic.

Anytime an item degrades, a new entry gets generated in the item struct w/ the items new degradation value, as indicted by bar in your inventory of course. I assume the game has some sort of logic to reuse some of these eventually but I could be wrong, I've ran tests w/ eatting food w/ near maximum hunger satisfaction, and noted the new ID's generated when decay occurs, theres quite alot of data in the struct (172 bytes) that can be changed and result in new ID's. Theres also a lot of small obscure data points you wouldn't be able to identify easily, for example, herbs have a single byte of data that refers to the name given to them before they're identified such as, "Mystery Grass". Ropes and cords have a data point for their length, herbs have multiple bytes in flag format to represent their effects, meaning one byte can represent multiple effects, same thing with armor for its coverage values. Its likely you could have hundreds of different variations of an item given enough play time. Arrows seem to be one of the items with the most entries in the item struct.
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PALU

« Reply #10 on: May 19, 2020, 12:01:28 AM »
Given that worn items stack with others of the same level of wear, it's reasonable to assume the Id is generated according to some logic that always generates the same value for the same set of data. The OP puzzle, though, is why there are two versions of undamaged hand axes rather than a single one.

JP_Finn

« Reply #11 on: May 19, 2020, 02:18:34 AM »
And neither of them is same type as "wounded adventurer's" handaxe. Wonder if I should keep this and see if I can find 4th type of handaxe?  :o

And yes, all in perfect condition.

PALU

« Reply #12 on: May 19, 2020, 10:20:18 AM »
I'd suspect the wounded adventurer quest items to be unique (well, as far as you can, with limited range numbers), just as I'd expect each bird thief quest set of feathers to be unique (and the herbal blend quest awards being non stacking even when given the same name). With the wounded adventure  items I wouldn't find out if they stack, as I always return their items to them.

Tom H

« Reply #13 on: May 21, 2020, 01:31:09 PM »
Palu- Re: Wounded adventurer quest, they don't stack with like items and you cannot substitute a like item for the wounded adventurer's specific item. It's marked in some manner.

Labtop 215

« Reply #14 on: May 28, 2020, 09:18:19 PM »
There are 2 types of hand-axes defined in-game.  One hand-axe has 3 blunt, 6 edge, and 5 point damage, while the other hand-axe 4 blunt, 6 edge, and 4 point damage.