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#1 RichieDagger

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Posted 25 June 2015 - 07:38 AM

I'd like to see templating and standardization on the wording in the item descriptions. The general goal should be ease of use and clear understanding of what the item is and what it does.

The template linked below is subject to change; feedback is appreciated. mostly finalized at this time.

 

Current working template.

 

Old stuff:

Spoiler

 


Edited by RichieDagger, 04 May 2016 - 08:21 AM.

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#2 Nirvanna21

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Posted 25 June 2015 - 01:45 PM

You either forgot or merged Compound with Type. Either way, This is something the item files could use, it would just take a little time; but this is a good start.


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#3 RichieDagger

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Posted 25 June 2015 - 02:01 PM

I actually had a more thourough writeup that I can't find now. I got really anal years ago playing tabletop games competetivly, where nearly every word has a very specific in-game definition. It forces you to think like a programer/lawyer, but it also gives you a very clear understanding of the game mechanics and interactions. It is, from a technical standpoint, a superficial change to the client end, so with the blessings of the powers that be, I think it could easily be done by a small group of volunteers. I'd also like to address some of the NPCs' grammar & engrish, but its a less pressing matter at this time.


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#4 Nirvanna21

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Posted 25 June 2015 - 02:05 PM

I actually had a more thourough writeup that I can't find now. I got really anal years ago playing tabletop games competetivly, where nearly every word has a very specific in-game definition. It forces you to think like a programer/lawyer, but it also gives you a very clear understanding of the game mechanics and interactions. It is, from a technical standpoint, a superficial change to the client end, so with the blessings of the powers that be, I think it could easily be done by a small group of volunteers. I'd also like to address some of the NPCs' grammar & engrish, but its a less pressing matter at this time.

 

Well they have always wanted to cleanup the files. If you can get down every last phrase and type then maybe I could develop something that can be used to help clean the files. Still, I would PM campitor to have a look at this thread.


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#5 ZeroTigress

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Posted 25 June 2015 - 03:16 PM

You're asking a company known for their inconsistency to be consistent. Kudos to your patience, man.
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#6 Nirvanna21

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Posted 25 June 2015 - 03:26 PM

You're asking a company known for their inconsistency to be consistent. Kudos to your patience, man.

 

To be fair, if the right lot of devoted people not hired but WP were to sit down and spend the time to do this, it could be done if WP gave their consent towards it.


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#7 ZeroTigress

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Posted 25 June 2015 - 03:38 PM

To be fair, if the right lot of devoted people not hired but WP were to sit down and spend the time to do this, it could be done if WP gave their consent towards it.


Passionate people will always get things done better than dispassionate people.
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#8 RichieDagger

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Posted 25 June 2015 - 05:08 PM

Well they have always wanted to cleanup the files. If you can get down every last phrase and type then maybe I could develop something that can be used to help clean the files. Still, I would PM campitor to have a look at this thread.

 

Did a full search on all of my hard drives and nothing came up. This was all older stuff back when iRO was strickly pay-to-play, so its probably gone for good. I'll need a week or so and I still wouldn't be sure I accuratly accounted for everything. I remember it being a work in progress over many months, because I was always coming across something unusual that didn't quite fit the template.


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#9 Nirvanna21

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Posted 25 June 2015 - 05:22 PM

Did a full search on all of my hard drives and nothing came up. This was all older stuff back when iRO was strickly pay-to-play, so its probably gone for good. I'll need a week or so and I still wouldn't be sure I accuratly accounted for everything. I remember it being a work in progress over many months, because I was always coming across something unusual that didn't quite fit the template.

 

It would work like so...

 

A) make a predefined list of almost everything

B) get it approved so that they would be accepting of the proposed changes

 

If that gets accepted then it would be pretty easy from there, the hardest thing is getting a list of acceptable changes and standards :)


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#10 RichieDagger

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Posted 02 July 2015 - 11:49 AM

Alright, I gave it a week. The only other additions I can think of at the moment are resource (HP/SP) draining/leeching effects, either over time, when dealing damage, or unequipping (check the edits in the OP)

 

Well they have always wanted to cleanup the files. If you can get down every last phrase and type then maybe I could develop something that can be used to help clean the files. Still, I would PM campitor to have a look at this thread.

 

I PM'd Campitor maybe three or four days ago.

 

It would work like so...

 

A) make a predefined list of almost everything

B) get it approved so that they would be accepting of the proposed changes

 

If that gets accepted then it would be pretty easy from there, the hardest thing is getting a list of acceptable changes and standards :)

 

What did you have in mind, exactly? Scripting an export utility to translate the database coding into an idnum2itemdesctable.txt that follows the proposed template?
 


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#11 Nirvanna21

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Posted 02 July 2015 - 12:43 PM

Alright, I gave it a week. The only other additions I can think of at the moment are resource (HP/SP) draining/leeching effects, either over time, when dealing damage, or unequipping (check the edits in the OP)

 

 

I PM'd Campitor maybe three or four days ago.

 

 

What did you have in mind, exactly? Scripting an export utility to translate the database coding into an idnum2itemdesctable.txt that follows the proposed template?
 

 

Well my first steps would be to talk to MrDiablo, since they already read the current file and organise it very well to be stored in a DB. Secondly I would then write a quick script either using PHP or HTML5/JavaScript to allow for file editing that would make it easier to add and edit files.


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#12 RichieDagger

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Posted 02 July 2015 - 02:41 PM

Well my first steps would be to talk to MrDiablo, since they already read the current file and organise it very well to be stored in a DB. Secondly I would then write a quick script either using PHP or HTML5/JavaScript to allow for file editing that would make it easier to add and edit files.

 

I used to be fairly proficient with PHP; I could have been more help 7-8 years ago. I could, possibly, help debug & optimize, but I couldn't do anything whole cloth anymore.


Edited by RichieDagger, 02 July 2015 - 02:42 PM.

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#13 Campitor

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Posted 02 July 2015 - 03:28 PM

I'd like to see templating and standardization on the wording in the item descriptions. The general goal should be ease of use and clear understanding of what the item is and what it does.
Somthing like this (incomplete & preleminary):
 
//Color Scheme:

^000000 (black) general
^808080 (gray) flavor text
^008000 (green) recovery values
^800000 (maroon) status effects
^0000FF (blue) skill name & level
^008080 (teal) item names
^800080 (purple) upgrade, set, & stat-based bonuses
^FF0000 (red) account binding, rental items, & temporary effects
^808000 (olive) unimplimented effects

//Item Templates:

<item id># //weapons
^808080 <flavor text> ^000000
<^FF0000 ***RENTAL ITEM*** ^000000>
<^FF0000 ***ACCOUNT BOUND*** ^000000>
Type: Weapon
Class: <class> //Sword/Two-hand Sword/Spear/Two-hand Spear/Axe/Two-hand Axe/Dagger/Mace/Knuckles/Book/Katar/Huuma/Bow/Pistol/Rifle/Shotgun/Gatling Gun/Grenade Launcher/Instrument/Whip/Staff/Two-hand Staff/Ammunition
Attack: <attack>
Property: <element> //Neutral/Fire/Earth/Wind/Water/Poison/Holy/Shadow/Ghost/Undead
Weight: <weight>
Weapon Level: <level>
Required Level: <level>
Required Job: <jobs>
<Male/Female Only>
•<effect>
<^800080 ***+X UPGRADE OR HIGHER*** ^000000>
•<effect>
<^800080 ***X <stat> OR HIGHER*** ^000000>
•<effect>
<^800080 ***SET BONUS*** ^000000>
^008080 <item> ^000000
^008080 <item> ^000000
^008080 <item> ^000000
•<effect>
<^FF0000 ***THE FOLLOWING EXPIRES XX/XX/20XX*** ^000000>
•<effect>
<^808000***UNIMPLEMENTED/DISABLED ^000000>
•<effect>
#

<item id># //headgear
^808080 <flavor text> ^000000
<^FF0000 ***RENTAL ITEM*** ^000000>
<^FF0000 ***ACCOUNT BOUND*** ^000000>
Type: Headgear
Position: <position> //Upper/Middle/Lower
Defense: <defense>
Weight: <weight>
Required Level: <level>
Required Job: <jobs>
<Male/Female Only>
•<effect>
<^800080 ***+X UPGRADE OR HIGHER*** ^000000>
•<effect>
<^800080 ***X <stat> OR HIGHER*** ^000000>
•<effect>
<^800080 ***SET BONUS*** ^000000>
^008080 <item> ^000000
^008080 <item> ^000000
^008080 <item> ^000000
•<effect>
<^FF0000 ***THE FOLLOWING EXPIRES XX/XX/20XX*** ^000000>
•<effect>
<^808000***UNIMPLEMENTED/DISABLED ^000000>
•<effect>
#

<item id># //costume & shadow gear
^808080 <flavor text> ^000000
<^FF0000 ***RENTAL ITEM*** ^000000>
<^FF0000 ***ACCOUNT BOUND*** ^000000>
Type: <type> //Costume/Shadow Gear
Position: <position> //Upper/Middle/Lower/Weapon/Armor/Garment/Shield/Footgear/Accessory
Weight: <weight>
Required Level: <level>
Required Job: <jobs>
<Male/Female Only>
•<effect>
<^800080 ***+X UPGRADE OR HIGHER*** ^000000>
•<effect>
<^800080 ***X <stat> OR HIGHER*** ^000000>
•<effect>
<^800080 ***EQUIPMENT SET BONUS*** ^000000>
^008080 <item> ^000000
^008080 <item> ^000000
^008080 <item> ^000000
•<effect>
<^FF0000 ***THE FOLLOWING EXPIRES XX/XX/20XX*** ^000000>
•<effect>
<^808000***UNIMPLEMENTED/DISABLED ^000000>
•<effect>
#

<item id># //all other gear
^808080 <flavor text> ^000000
<^FF0000 ***RENTAL ITEM*** ^000000>
<^FF0000 ***ACCOUNT BOUND*** ^000000>
Type: <type> //Armor/Garment/Shield/Footgear/Accessory/
Defense: <defense>
Weight: <weight>
Required Level: <level>
Required Job: <jobs>
<Male/Female Only>
•<effect>
<^800080 ***+X UPGRADE OR HIGHER*** ^000000>
•<effect>
<^800080 ***X <stat> OR HIGHER*** ^000000>
•<effect>
<^800080 ***SET BONUS*** ^000000>
^008080 <item> ^000000
^008080 <item> ^000000
^008080 <item> ^000000
•<effect>
<^FF0000 ***THE FOLLOWING EXPIRES XX/XX/20XX*** ^000000>
•<effect>
<^808000***UNIMPLEMENTED/DISABLED ^000000>
•<effect>
#

<item id># //consumables
<^FF0000 ***ACCOUNT BOUND*** ^000000>
^808080 <flavor text> ^000000
Type: Consumable
Class: <class> //General/Recovery/Stat Boost/Food/Item Producer/???
Weight: <weight>
Required Level: <level>
Required Job: <jobs>
•<effect>
#

<item id># //cards
<^FF0000 ***ACCOUNT BOUND*** ^000000>
Type: Miscellany
Class: Card
Weight: 1
Compounds On: <compound> //Weapon/Headgear/Armor/Garment/Shield/Footgear/Accessory
•<effect>
<^800080 ***+X UPGRADE OR HIGHER*** ^000000>
•<effect>
<^800080 ***X <stat> OR HIGHER*** ^000000>
•<effect>
<^800080 ***CARD SET BONUS*** ^000000>
^008080 <item> ^000000
^008080 <item> ^000000
^008080 <item> ^000000
•<effect>
<^808000***UNIMPLEMENTED/DISABLED ^000000>
•<effect>
#

<item id># //everything else
^808080 <flavor text> ^000000
<^FF0000 ***ACCOUNT BOUND*** ^000000>
Type: Miscellany
Class: Other
Weight: <weight>
#

//Effect Template:

• STR/AGI/VIT/INT/DEX/LUK +/-X
• Max HP +/-X
• Max SP +/-X
• HP Regen. +/-X
• SP Regen. +/-X
• ATK +/-X
• MATK +/-X
• DEF +/-X
• MDEF +/-X
• HIT +/-X
• CRIT +/-X
• FLEE +/-X
• ASPD +/-X
• P. Dodge +/-X
• Cast Time +/-X
• Cooldown +/-X
• Movement +/-X
• Range +/-X
• Weight Limit +/-X
• Grants immunity to the ^800000 <status> ^000000 effect.
• +/-X% resistance to the ^800000 <status> ^000000 effect.
• +/-X% physical <melee/ranged> damage delt to <element> property monsters.
• +/-X% physical <melee/ranged> damage delt to <race> monsters.
• +/-X% physical <melee/ranged> damage delt to <size> monsters.
• +/-X% magical damage delt to <element> property monsters.
• +/-X% magical damage delt to <race> monsters.
• +/-X% magical damage delt to <size> monsters.
• +/-X% physical <melee/ranged> damage recieved from <element> property attacks.
• +/-X% physical <melee/ranged> damage recieved from <race> monsters.
• +/-X% physical <melee/ranged> damage recieved from <size> monsters.
• +/-X% magical damage recieved from <element> property attacks.
• +/-X% magical damage recieved from <race> monsters.
• +/-X% magical damage recieved from <size> monsters.
• +/-X% damage delt with ^0000FF <skill> ^000000.
• Ignores X% of the DEF of <element> property monsters.
• Ignores X% of the DEF of <race> monsters.
• Ignores X% of the DEF of <size> monsters.
• Ignores X% of the MDEF of <element> property monsters.
• Ignores X% of the MDEF of <race> monsters.
• Ignores X% of the MDEF of <size> monsters.
• Enables the use of ^0000FF <skill> Level X ^000000.
• Enables the use of ^0000FF <skill> Level X ^000000.
• X% chance to <inflict/become affected by> the ^800000 <status> ^000000 effect when dealing physical <melee/ranged> damage.
• X% chance to <inflict/become affected by> the ^800000 <status> ^000000 effect when dealing magical damage.
• X% chance to <inflict/become affected by> the ^800000 <status> ^000000 effect when recieving physical <melee/ranged> damage.
• X% chance to <inflict/become affected by> the ^800000 <status> ^000000 effect when recieving magical damage.
• X% chance to auto-cast ^0000FF <skill> Level X ^000000 on <yourself/the target> when dealing physical <melee/ranged> damage.
• X% chance to auto-cast ^0000FF <skill> Level X ^000000 on <yourself/the attacker> when recieving physical <melee/ranged> damage.
• X% chance to auto-cast ^0000FF <skill> Level X ^000000 on <yourself/the target> when dealing magical damage.
• X% chance to auto-cast ^0000FF <skill> Level X ^000000 on <yourself/the attacker> when recieving magical damage.
• X% chance to recieve <^008080 item ^000000> each time a <race> monster is killed.
• <Increases/Decreases> the recovery rate of ^008080 <item> ^000000 by X%.
• <Increases/Decreases> the recovery rate of ^0000FF <skill> ^000000 by X%.
• +X% Experience recieved from <race> monsters.
• CRIT +X versus <race> monsters.
• Changes your property to <element> Level 1.
 
6/26/2015 Edit: added some more stuff. Needs additional effects for items that provide drops, drop rate, experience rate, healing bonuses, damage bonuses to skills, etc.
6/27/2015 Edit: added a few more things; I think this covers most of the more common stuff. Needs formating on conditional effects for stats being above a particular value. Maybe a header like the upgrade & set bonuses.
6/29/2015 Edit: added the last few things I could think of. I'm sure there's more that is unique to some items, but this sets a general precidence. Someone else can pick it up and run with it.


You know what.. I like this. I like this a lot. We currently have 8885 items in game. Its going to suck but how about we try to do 10 a day with the description patches being released every maintenance. I will do the first 10 today and post their raw text here for review.
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#14 Campitor

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Posted 02 July 2015 - 03:57 PM

501#
^808080A potion made from ground Red Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 7
Required Level: 1

Base Heal Value ^00800045^000000 to ^00800065^000000HP
#

502#
^808080A potion made from ground Red and Yellow Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 10
Required Level: 1

Base Heal Value ^008000105^000000 to ^008000145^000000HP
#

503#
^808080A potion made from ground Yellow Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 13
Required Level: 1

Base Heal Value ^008000175^000000 to ^008000235^000000HP
#

504#
^808080A potion made from ground White Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 15
Required Level: 1

Base Heal Value ^008000325^000000 to ^008000405^000000HP
#

505#
^808080A potion made from ground Blue Herbs.^000000

Type: Consumable
Class: SP Recovery
Weight: 15
Required Level: 1

Base Heal Value ^00800040^000000 to ^00800060^000000SP
#

506#
^808080A potion made from ground Green Herbs.^000000

Type: Consumable
Class: Status Recovery
Weight: 7
Required Level: 1

Cures ^008000Poison^000000, ^008000Silence^000000, ^008000Blind^000000 and ^008000Chaos^000000 status effects.

#
507#
^808080Reddish herbs found in the wild. Often from monsters just slain. For some reason Midgardians still have no problem eating these.^000000

Type: Consumable
Class: HP Recovery
Weight: 3
Required Level: 1

Base Heal Value ^00800018^000000 to ^00800028^000000HP

Can be used in Potion Crafting.
#
508#
^808080Yellow herbs found in the wild. These give a slightly stronger hit than Red Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 5
Required Level: 1

Base Heal Value ^00800038^000000 to ^00800058^000000HP

Can be used in Potion Crafting.
#
509#
^808080White herbs found in the wild. Any alchemist can tell you... this is the good stuff.^000000

Type: Consumable
Class: HP Recovery
Weight: 7
Required Level: 1

Base Heal Value ^00800075^000000 to ^008000115^000000HP

Can be used in Potion Crafting.
#
510#
^808080Blue herbs found in the wild. May be habit forming. Please consult your biochemist before use.^000000

Type: Consumable
Class: SP Recovery
Weight: 7
Required Level: 1

Base Heal Value ^00800015^000000 to ^00800030^000000SP

Can be used in Potion Crafting.
#
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#15 Nirvanna21

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Posted 02 July 2015 - 04:17 PM

That is looking mighty fine.

 

I think the hardest ones to do are the Boxes that contain items, some of those have item descriptions within the description itself, so you would need to think how that would go down.

 

**Edit**

 

I would love to upvote both RichieDagger and Campitor 1000+ but it is impossible. But I would like to say, this is a huge deal. Fixing in game item descriptions and providing a solid framework is a HUGE step forward for this game in terms of its quality.


Edited by Nirvanna21, 02 July 2015 - 04:31 PM.

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#16 RichieDagger

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Posted 02 July 2015 - 05:11 PM

I had initially intended the bullets on the effects to be present, regardless of how many there are. I think it makes them stand out, especially when there are quite a few, with some being multiple sentences. I woulnd't throw a fit or anything though if they're omited... your call. The main thing is consistency.

 

501#
^808080A potion made from ground Red Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 7
Required Level: 1

• Base Heal Value ^00800045^000000 to ^00800065^000000HP
#

502#
^808080A potion made from ground Red and Yellow Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 10
Required Level: 1

• Base Heal Value ^008000105^000000 to ^008000145^000000HP
#

503#
^808080A potion made from ground Yellow Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 13
Required Level: 1

• Base Heal Value ^008000175^000000 to ^008000235^000000HP
#

504#
^808080A potion made from ground White Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 15
Required Level: 1

• Base Heal Value ^008000325^000000 to ^008000405^000000HP
#

505#
^808080A potion made from ground Blue Herbs.^000000

Type: Consumable
Class: SP Recovery
Weight: 15
Required Level: 1

• Base Heal Value ^00800040^000000 to ^00800060^000000SP
#

506#
^808080A potion made from ground Green Herbs.^000000

Type: Consumable
Class: Status Recovery
Weight: 7
Required Level: 1

• Cures ^008000Poison^000000, ^008000Silence^000000, ^008000Blind^000000 and ^008000Chaos^000000 status effects.

#
507#
^808080Reddish herbs found in the wild. Often from monsters just slain. For some reason Midgardians still have no problem eating these.^000000

Type: Consumable
Class: HP Recovery
Weight: 3
Required Level: 1

• Base Heal Value ^00800018^000000 to ^00800028^000000HP

 

• Can be used in Potion Crafting.
#
508#
^808080Yellow herbs found in the wild. These give a slightly stronger hit than Red Herbs.^000000

Type: Consumable
Class: HP Recovery
Weight: 5
Required Level: 1

• Base Heal Value ^00800038^000000 to ^00800058^000000HP

 

• Can be used in Potion Crafting.
#
509#
^808080White herbs found in the wild. Any alchemist can tell you... this is the good stuff.^000000

Type: Consumable
Class: HP Recovery
Weight: 7
Required Level: 1

• Base Heal Value ^00800075^000000 to ^008000115^000000HP

 

• Can be used in Potion Crafting.
#
510#
^808080Blue herbs found in the wild. May be habit forming. Please consult your biochemist before use.^000000

Type: Consumable
Class: SP Recovery
Weight: 7
Required Level: 1

• Base Heal Value ^00800015^000000 to ^00800030^000000SP

 

• Can be used in Potion Crafting.
#

 

That is looking mighty fine.

 

I think the hardest ones to do are the Boxes that contain items, some of those have item descriptions within the description itself, so you would need to think how that would go down.

 

**Edit**

 

I would love to upvote both RichieDagger and Campitor 1000+ but it is impossible. But I would like to say, this is a huge deal. Fixing in game item descriptions and providing a solid framework is a HUGE step forward for this game in terms of its quality.

 

Maybe something like what I have below. I don't remember the formatting limitations; whether or not the hanging indent is possible.

Would the individual descriptions be necessary? Could it just be a list of item names? Does marketing requires them because studies show it makes the cash shop boxes more enticing or something?

 

<item id>#
^808080 <flavor text> ^000000

 

Type: Consumable
Class: Item Producer
Weight: <weight>
Required Level: <level>
Required Job: <jobs>

 

• Contains one of the following items:

 

<item 1 w/ description per template>

 

*   *   *   *   *

 

<item 2 w/ description per template>

 

*   *   *   *   *

 

<item 3 w/ description per template>

#

 

You know what.. I like this. I like this a lot. We currently have 8885 items in game. Its going to suck but how about we try to do 10 a day with the description patches being released every maintenance. I will do the first 10 today and post their raw text here for review.

 

If you're not considering Nirvanna21's method and prefer manually typing everything, I wouldn't mind doing at least that many daily. That is assuming I could recieve a copy of the current idnum2itemdesctable.txt file or permission to extract it myself.

 

7/3/2015 Edit: I do like the line break after the flavor text and before the list of effects (compared to OP). I'm not sure if I like the list of effects being double spaced though. Just something else to consider.

Also, maybe try to avoid idioms in the flavor text since so many players do not speak English as their primary language. Again, just another consideration.

 


Edited by RichieDagger, 03 July 2015 - 11:37 AM.

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#17 mrdiablo

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Posted 15 July 2015 - 03:20 AM

Sadly I don't have the flavor texts of the items extracted. I store them as whole description. But this should not be the main problem. I started on a converter for the item effects, but it could not handle conditions.

 

I would love to work on this but the problem is that Gravity refuses to support the community with this. It's not possible to get all the data from client files.

You can't get account bound information if they did not put it in the description. We would need information from the game database and from some server files to make this perfect.

 

I have no clue how many times I tried to contact Gravity Korea for information, they just ignore my emails. Once I got a contact for the community manager for kRO, but the person left Gravity and I never got a new contact. I also tried to get in contact with other countries without a great success, since they are not allowed to give out the data.

 

I also offered to sign some kind of contract or NDA but mostly my requests just got ignored. It's very frustrating.

 

Oh, and it could be very clean, but even the korean version of the iteminformation (lua based) is just a mess. They just put the six or seven text files to one lua.

[517] = {
unidentifiedDisplayName = "고기",
unidentifiedResourceName = "고기",
unidentifiedDescriptionName = {
"잘익은 고기. 먹음직스럽다. ^000088소량의 HP를 회복^000000 시켜준다.",
"^ffffff_^000000",
"무게 : ^77777715^000000"
},
identifiedDisplayName = "고기",
identifiedResourceName = "고기",
identifiedDescriptionName = {
"잘익은 고기. 먹음직스럽다. ^000088소량의 HP를 회복^000000 시켜준다.",
"^ffffff_^000000",
"무게 : ^77777715^000000"
},
slotCount = 0,
ClassNum = 0
},

Edited by mrdiablo, 15 July 2015 - 03:24 AM.

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#18 RichieDagger

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Posted 16 July 2015 - 03:14 AM

I would love to work on this but the problem is that Gravity refuses to support the community with this. It's not possible to get all the data from client files.

You can't get account bound information if they did not put it in the description. We would need information from the game database and from some server files to make this perfect.

 

Am I understanding this correctly--the iRO staff have no direct access to the servers' databases?


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#19 mrdiablo

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Posted 17 July 2015 - 12:10 AM

The iRO staff got access. I thought you wanted to start this as community project, where the players update the descriptions part by part and gravity is using it.


Edited by mrdiablo, 17 July 2015 - 12:10 AM.

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#20 RichieDagger

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Posted 17 July 2015 - 02:42 AM

@mrdiablo

 

Okay, I wasn't sure if you were referencing whatever Nirvanna21 had in mind (http://forums.warppo...ions/?p=2202074).

Yes, manually updating the descriptions can be a community project then. So long as iRO keeps up with the convention set for descriptions on new items added in the future.


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#21 Kadelia

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Posted 24 September 2015 - 07:42 PM

we need this

campitor yes

please


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#22 Nirvanna21

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Posted 24 September 2015 - 10:35 PM

I think the best approach would be to get a copy of the file that they use and then have someone apply the changes from the community.

 

Since Campitor's suggestion; while good, I don't think has been implemented outside of the first 10 items in the database hehe.

 

They can't all be done at once but if someone upped the amount to say 200 applied each week then it would take effect reasonably quickly.


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#23 Kadelia

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Posted 25 September 2015 - 05:31 AM

Shouldn't it be like a google docs?

  • Anyone can log in and fix an area of the document they feel responsible for
  • Multiple people working it at once
  • And its already online for campy to pull from.

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#24 Nirvanna21

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Posted 25 September 2015 - 09:53 AM

 

Shouldn't it be like a google docs?

  • Anyone can log in and fix an area of the document they feel responsible for
  • Multiple people working it at once
  • And its already online for campy to pull from.

 

 

I suppose it could work as long as it is limited to a few people, just remember that if you had dozens of people working on something with over 10,000 items that it could lead to mistakes that require a lot of time to fix.


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#25 Kadelia

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Posted 25 September 2015 - 10:02 AM

Well, give only trustworthy-ish people access, not trolls, assign line number ranges to people.
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