# D2Mods Knowledge Base: Article 236
# Title: Misc.txt File Guide
# URL: https://d2mods.info/forum/kb/viewarticle?a=236

Misc.txt File Guide
		Written by: Phrozen Heart

		Written on: Tue Dec 02, 2003 7:16 pm

				Views: 9009

		Description: by Ric Faith

		Categories: File Guides (1.09x)

			(Includes comments/tips from others, such as Jarulf, Xavon Wrentaile, and 54x)

Name/Namco - name of item. (tho' if I'm not

mistaken it only matters what you put in your final string.tbl entry,

this could merely be sometime to remind yourself)

compactsave - Useless column <Jarulf: This was

(should be no need now) telling if the game could use a more compact

save method for the item by omitting the magic seed (which took quite

some space). This was erroneously set for gems for example (when it was

introduced) and caused all gems to unrandomize.>

version - 0 for available for all games, 100

available in expansion only <Jarulf: Use so that the game knows an

item should not generate if the game is a normal game (as oposed to

expansion)>

level - required lvl before item will drop (based

on mlvl)<54x: Determines which treasureclass it will drop under.

(eg. level 28, 29, and 30 armours will drop from armo30) It also

determines what level you must be to buy this item at an NPC's.>

levelreq - Min clvl to use item

Rarity - Bigger num, more rare (tho' drop rates are controlled

        in TCex AFAIK)

        Spawnable - Can it be sold in shops or dropped by monsters

        - Xavon Wrentaile

        speed - Useless column - confirmed by Xavon Wrentaile

        nodurability - to set item indestructability

        cost - How much the item costs to buy <sell price is

        ½ * value - bkdoane> <JBouley: I believe, actually,

        sell value when you dump an item at a vendor is one-fourth the

        cost for you to buy it>

        gamblecost - cost to gamble item (at proper vendors)

        code - IMPT! this has to be different from all the other

        codes used by the game. And this is the code that needs to be

        entering into string.tbl. <Jarulf: Don't delete the old codes

        to prevent possible assertion errors with deleted items>

        alternategfx - Useless column - confirmed by Xavon Wrentaile

        component - what part of the body to equip to - Xavon

        Wrentaile

        invwidth - item width

        invheight - item height

        hasinv - has a predetermined spot in the inv(body) section.

        gemsockets - is item socketable?

        flippyfile - The name of the animation file the item uses

        in-game when it's dropped (if it's a item that looks similar

        to another item you could just

        copy this cell from there, unless you intend to remaster the

        gfx for the drop, if so the file to look for is data\global\items\flpxxxxxxx.dc6.

        xxxxxxx is stated specifically for the item) Note:For flippyfile,

        you need to use the DC6Maker available in PK. this allows to

        extract individual

        frames which can be edited. Change the palette back to the 256-col

        used in D2 (palettes are also available in Tools of the Trade)

        and recompile with DC6Maker again) whatever name you save your

        new flpxxx as, put it in this cell

        invfile - The DC6 file that this item uses in your inventory

        (this is the one most commonly edited, I use the above method

        exactly)

        uniqueinvfile - The DC6 file that the unique version of

        this item uses in your inventory.

        special - it's blank

        Transmogrify - Whether or not the item can be right clicked

        and be changed into another item (Fusman's morphing gem uses

        this)

        TMogType - The 3 character code which respresents the

        item that this item becomes when right clicked (see Transmogrify)

        TMogMin/TMogMax - The min/max quantity appearing of the

        item in Transmogrify

        useable - Can item be be used by right-clicking it eg.

        potions, scrolls etc

        throwable - Can item be thrown?

        type - The group this item belongs to eg. Books, potions

        etc

        type2 - 2nd group item can belong to. (eg.Gems have 2

        group, gemtype and gemquality)

        sound - The number of the sound the item makes when dropped

        or moved in the inventory.

        unique - only 1 allow per person at a time (eg, bark scroll/meph

        soulstone) <Xavon Wrentaile: It's to state whether item only

        appears as a unique>

        transparent - Unknown (only torch has 1, else 0)

        transtbl - Used for gems to apply their 'color' to a socketed

        item. Not sure of the values, but 5 seems to make the item change

        to the appropriate color

        lightradius - The light radius of the item (the higher

        the brighter)

        belt - Whether or not the item can be placed in a belt

        slot

        autobelt - Whether or not the item appears in your belt

        when picked up

        stackable - Whether or not the item can be stacked (doesn't

        seem to work unless item was already meant to stack, am looking

        into it, some ppl are

        trying to stack healing potions) <JBouley: Potion stacking

        doesn't work; the game treats the entire stack as a single potion>

        minstack/maxstack - Min/max number in stack found for

        stackable items

        spawnstack - max amt spawnable (ref to arrows/bolt/keys

        to get a good picture)

        quest - Which quest this item is related to (if a quest

        item)

        missiletype - What missile type this item uses when this

        item is thrown. (jav/potions)

        spellicon - Which spellicon should be used, when you use

        the item (eg. the throwing-icon for jav's )

        durwarning - Which icon appears for low durability warnings

        qntwarning - How low the durability of the item can get

        before it starts warning you

        gemoffset - Unknown (always 0 anyways)

        BetterGem - (Gems only) What gem code is the next step

        up when it's upgraded by a shrine or cube (non=none,else follow

        'code')

        bitfield1 - Unknown

        {vendorname}Min/Max - Min/Max number of the item that

        {vendorname} will have for sale if the item is spawnable

        {vendorname}MagicMin/MagicMax - Min/Max number of magical

        versions of the item that {vendorname} will have for sale if

        the item is spawnable

        shopMagicLvl - Not 100%, somehow relates to the level

        of the prefixes that the magical items sold by {vendorname} can

        have

        Source/Game Art - Unknown

        Transform - Not certain, related to either the unique

        in-game gfx or a flag as to whether the item color shifts for

        magical versions of itself (0s all

        the way)

        InvTrans - Not certain, related to either the unique inventory

        gfx or a flag as to whether the item color shifts for magical

        versions of itself (still

        all 0s)

        SkipName - Unknown

        NightmareUpgrade - When this item appears in Nightmare

        difficulty, the item x rows down will actually appear instead

        (x being the value entered) <JBouley: I don't know if this

        works well or not, but you can simply put the three-character

        itemcode for the item your want it to upgrade to>

        HellUpgrade - When this item appears in Hell difficulty,

        the item x rows down will actually appear instead (x being the

        value entered) <JBouley: I don't know if this works well or

        not, but you can simply put the three-character itemcode for

        the item your want it to upgrade to>

        mindam/maxdam - If useable as a weapon, min/max damage

        caused

        PermStoreItem - When set to 1, the item will never run

        out in the shop; you can keep buying it as much as you want

        Nameable - possibly to state whether it can be personalised?

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