Hey all! Had some teeth pulled yesterday, so I've gotten a little bored while recovering. So... I made an item creator in Excel! It's not super fancy, and may not perfectly replicate every existing item, but it should give you a pretty good idea of what level, token cost, and rarity your made-up item would be. I based the creator off my own understanding along with stuff from this thread and the cards.csv file. It should be especially helpful for those trying to come up with stuff for Aloyzo's Arsenal. Feel free to tell me if it works well for you, if it's broken, if I should add something to it (be warned I'm not super excel savvy), if Power of Fires is your favorite guild ever, etc. V1.1: @Scarponi has made an updated version that should automatically determine item rarity. V1.31: @Pawndawan updated for Castle Mitternacht V1.32: Google Drive: Vakaz's Item Creator 1.32 (VIC) 8/15/2018: Added Wail
Can't you just post it to google-docs for easy online referencing and editing [versus using a zip file]? Well, this definitely has been needed, all those +/- 1 value cards are a pain to keep in mind
Thanks for the spreadsheet, @Vakaz! Seems to work just fine when imported to Google Sheets. Here's a link so you can copy it to your own Google Drive: https://docs.google.com/spreadsheets/d/12nDDd3HrnQS9eRzhsXBppuCdh13aQAmzuOwmsoj-iL8/edit?usp=sharing
Added an auto calculating rarity function. I believe it's working correctly, but I left the manual calculation instructions in case you want to verify along the way. If anyone wants to know where the calculations are being made they are hidden in columns J-L.
I think something is slightly glitchy about the token cost calculator (F16). First thing I did while messing around was try to make a multiple Inspiring Armor card, so I set item type to Priest, 6 cards to "no", and started adding Inspiring Armors. First one made it item level 10, minor token, fine. Second one item level 20, major token, still fine. Third slot, item level 30, cost is "Item must be at least level 1" which is not the correct error. Offtopic: I am very confused by the individual card rarity system in this game. Inspiring Armor is "common," despite only appearing on a very limited set of items, all of the same slot, with a maximum of one copy per item. ?!?
@Fry It's capped to current adventure level, by the looks of it. As far as item rarity: A card's quality is based on how potent it is, inherently, reliably. A card's rarity is based on how potent it could be, under ideal circumstances, and is more a measurement of how versatile a card is. That's why Telekinesis, which does 0 damage and has only 2 move, is rare- it can move enemies and allies both, it can go through walls, etc; under ideal circumstances, it could be game-changing. Likewise, Subtle Parry is rare because under ideal circumstances, it acts like Parry, a silver quality card; but in most circumstances, it probably won't. As far as Inspiring Armor, could do to see a few more armors with it.
Having a list of the "extra rules" that would be nice (eg. no Heavy Armor in boots; no armor with more that 3 damage reduction and the keyword Keep in Robes, only Warrior Armor Slot can have 3 armors; etc...). No need to make it automatic block, just a list of the rules at the end like the rarity rules would be good.
There's like 10 pages of item design guidelines that we use internally. How about you just make items that are like existing items? =)
So no need to add it to "Vakaz's Item Creator.zip", but a link that we can read about these rules would be nice.
If you're desperate for more details you can start with the Cards file (you'll need to import it to a spreadsheet). The "Slots" column notes what type of items cards can land on. I don't know that this couldn't be changed in the future, but it's the "rule" as it currently exists. This doesn't give you all the item rules, but it'll prevent a lot of mistakes.
Item rarity is a function of card rarity. (For 3 card items, 3x Rare = Legendary.) It's been said that card rarity is a function of complexity. In cases of complex cards this appears to be true, but in some cases simple cards appear (to me) to be coded uncommon or rare just because the devs felt inclined to do so. Perhaps they were tired at the end of a long card/item balancing session, or perhaps I'm missing something.
I've been studying the humans for a while now, and they seem to be a species fixated on bending rules.