# D2Mods Knowledge Base: Article 249
# Title: Uniqueitems.txt File Guide
# URL: https://d2mods.info/forum/kb/viewarticle?a=249

Uniqueitems.txt File Guide
		Written by: Phrozen Heart

		Written on: Tue Dec 02, 2003 9:37 pm

				Views: 9784

		Description: by JBouley

		Categories: File Guides (1.09x)

			name

The name of the unique. Must match exactly with what you enter as the

string/key into the string.tbl, expansionstring.tbl OR patchstring.tbl

file.

version

0 = classic D2

100 = expansion

Doesn't seem to matter which number you use if you're playing LoD, but

if you're modding classic D2, you should probably keep all the numbers

in this column at 0.

completed

0 = No

1 = Yes

Advised that you put it to 1 for any unfinished uniques in the file that you finish, and for any new uniques you add.

beta

0 = No

1 = Yes

Presumably means the item was in the beta test version of the original

D2 game. Column seems not to matter much...just for reference. Use a 1

or a 0 as you prefer.

rarity

Seems to have something to do with the relative chances of the game

spawning a unique if there is more than one unique using the same base

item type. I personally don't understand how this is calculated, but

another modder has explained it in Addendum 1 at the end of this file

guide (see below).

Level

The level of the unique. Affects whether a monster can drop it. A 10th

level monster, for example, cannot drop a 50th level unique item.

LevelReq

The level the player must be to equip and use the item.

code

The three-character item code of the base item for this unique. These

item codes are found in armor.txt, misc.txt and weapons.txt.

type

The name of the item...corresponds to the item code described above. If

code is lsd, the type should be Long Sword. And so on. This column

actually seems to be for reference purposes only. Blizzard programmers

misspelled several item names in this columns, such as Hydry Edge and

Pollaxe, yet it doesn't seem to have an adverse effect. Probably best

to spell it right, though, to be on the safe side.

cost mult

See Addendum 2 at the end of this file guide

cost add

See Addendum 2 at the end of this file guide.

transform

0 = No

1 = Yes

Does the unique version of item change to a different color than the

color of the normal version of the item (in the character's hand or on

his/her body)?

invtransform

0 = No

1 = Yes

Does the color of the inventory graphic for this item change for the

unique version of the item, compared to the normal item? (In other

words, is the inventory graphic tinted a special color). This has

nothing to do with choosing a special graphic for the unique version of

the base item. To do THAT (set a special graphic for the unique that

doesn't look at all like the normal item), you need to deal with the

uniqueinvfile columns in the armor.txt and weapons.txt files. Note: If

you do have a special graphic set for the unique version, you have two

choices. Either color the new graphic you create so that it is similar

to the color you choose for 'transform' (if you want the in-game item

to have a special color on your character), or make it a fairly neutral

weapon or armor color and use this 'invtransform' column to tint it so

that it will be in line with 'transform.'

transformcolor

Sets the color used for the transform and/or invtransform entries

above. Generally, it makes no sense at all to have invtransform set to

1 and transform set to 0...because why would the inventory graphic be

colored and the item on your character NOT be? However, for the reasons

noted in the invtransform entry above, it DOES make sense to have

invtransform be 0 and transform be 1 in many cases. The list of colors

is found in colors.txt, and that will guide you as to the number you

put in this column. The ID numbers for colors start at 0 for white (at

the top of colors.txt) and go to 20 for bright white (at the end of the

colors.txt file). NOTE: Bright white is not a good color for inventory

graphics. It is too bright in most cases. Use white or light gray

instead...or use bright white and make sure the invtransform column is

zero so that the change will only affect the item in the character's

hand and not the graphic in the inventory.

ItemMod1Code

The code for the first magical modifier on the item. A list of these

magic codes can be found in Phrozen Keep's Resource area. They can also

be found in the file Properties.txt.

ItemMod1Param

The parameter number used by some of the magic modifier codes (not all

of them use this column). For example, if you used charged as a mod,

the param column is used to specify the ID number (from skills.txt) of

the skill to be placed on the item. Refer to the Phrozen Keep resource

guide on magic codes for more details.

ItemMod1Min

The minimum value of the magic modifier, such as minimum AC bonus

granted, minimum damage, etc. Some mods are simpler integer values

(such as damage) and others are percentages (such as resists, faster

run/walk, etc.). Refer to the Phrozen Keep resource guide on magic

codes for more details.

ItemMod1Max

The maximum value. See ItemMod1Min above for additional details. NOTE:

Don't ever let the maximum be smaller than the minimum. And remember

that if negative values are used, pay attention to which is the smaller

value...don't just look at which is the larger numeral. For example, if

you had a stat that could be range anywhere between -1 and -10, then

-10 would be the MIN and -1 would be the MAX. That is because -10 is

the smaller value. But many people (myself included when I first

started working with this file) would make the mistake of putting -10

as the max and -1 as the min (just looking at the numeral and

forgetting about the negative sign), which crashes the game.

ItemMod2Code

Predictably, this is used for the second magic modifer you put on the

item. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod2Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod2Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod2Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod3Code

This third mod on the item starts here, if you have more than two. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod3Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod3Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod3Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod4Code

Fourth mod, if you want more than three on the item. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod4Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod4Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod4Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod5Code

The fifth power on the item, if you give it more than five mods. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod5Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod5Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod5Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod6Code

This begins the sixth mod of the item, if you want six or more. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod6Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod6Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod6Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod7Code

The item's seventh power, if you want that many mods on it. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod7Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod7Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod7Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod8Code

Mod number eight, if you give the item more than seven powers. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod8Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod8Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod8Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod9Code

No surprise here: This is the ninth mods, if you want to go with that

many. Same rules apply as noted in the entry for ItemMod1Code.

ItemMod9Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod9Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod9Max

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod10Code

Lo and behold, the tenth mod for the item, if you want to go for the

full amount of mods allowed by the uniqueitems.txt file. Same rules

apply as noted in the entry for ItemMod1Code. NOTE: While it is NOT

possible to give more than 10 mods to a unique item through the use of

this file, you can add powers to a unique that you possess on your

character, if you create a recipe in cubemain.txt. See any available

tutorials, file guides or Phrozen Keep forum posting on that file for

more information. But, in short, if your output in cubemain make use of

useitem (NOT usetype) and powers are listed in the Mod columns for

cubemain.txt, the item can be given powers above and beyond the ten in

this file, without losing the other powers and without losing its

status and name as a unique item.

ItemMod10Param

Same rules apply as were noted in the entry for ItemMod1Param.

ItemMod10Min

Same rules apply as were noted in the entry for ItemMod1Min.

ItemMod10Max

Same rules apply as were noted in the entry for ItemMod1Min.

End

The terminator column. Always have a 0 in this column unless you like crashes.

ADDENDUM 1 by Ruvanal

'Explaining the rarity column in uniqueitems.txt'

Here is an explanation of the rarity numbers in the

uniqueitems.txt and setitems.txt files. It may apply in some other

similar cases that I cannot think of right now too. This is one that

many do not seem to know enough about and it can have a larger impact

on the modded games than the standard game itself (more duplicate base

items).

When the game spawns a unique or set item that can have more than one possible outcome, the game will use this procedure:

Total up the rarity of all items that have a

required ilvl equal or less than the ilvl of the being generated. It

will then randomly select one of the items from the list based on their

rarity values.

This makes the chance for any particular item to be

rarity/total_rarity. If there are no items that can be spawned at that

ilvl then the game will downgrade the item by the following:
Set -> magical with x2 durability

Unique -> rare with x3 durability

If the game selects a unique that has already

spawned, then it will be downgraded also. There is no filtering of the

already spawned items. This most often comes into play with rings and

amulets as these 2 base items have the most alternate possibilities.

Here is a list of the 1.09 rings and amulets (set

and unique). The Item Level is the minimum ilvl need to spawn that

item. The rarity is the relative rarity of the item. The total rarity

is the total of the rarities up to that particular ilvl. To find the

total rarity look for the highest Item Level that does not go above the

ilvl you checking against and use that to calculate the chances in the

formula rarity/total_rarity.

	Set Rings

	Item Level

	Rarity

	Total Rarity

	Cathan's Seal

	15

	7

	7

	Angelic Halo

	17

	3

	10

	Set Amulets

	Item Level

	Rarity

	Total Rarity

	Civerb's Icon

	13

	7

	7

	Cathan's Sigil

	15

	7

	14

	Angelic Wings

	17

	7

	21

	Vidala's Snare

	19

	7

	28

	Arcanna's Sign

	20

	1

	29

	Iratha's Collar

	21

	7

	36

	Tal Rasha's Adj.

	26

	1

	37

	Tancred's Weird

	27

	7

	44

	Telling of Beads

	39

	1

	45

	Unique Rings

	Item Level

	Rarity

	Total Rarity

	Nagelring

	10

	15

	15

	Manald Heal

	20

	15

	30

	Stone of Jordan

	39

	1

	31

	Dwarf Star

	53

	10

	51

	Ravenfrost

	53

	10

	51

	Bul Katho's W.B.

	66

	1

	52

	Unique Amulets

	Item Level

	Rarity

	Total Rarity

	Nokozan Relic

	14

	20

	20

	Eye of Etlich

	20

	5

	25

	Mahim-Oak Curio

	34

	10

	35

	Saracen's Chance

	55

	5

	40

	Crescent Moon

	58

	5

	50

	The Cat's Eye

	58

	5

	50

	Atma's Scarab

	60

	5

	55

	Highlord's Wrath

	73

	5

	65

	The Rising Sun

	73

	5

	65

	Mara's Kaleid.

	80

	5

	70

ADDENDUM 2 by Isolde

'Explaining the two cost columns'

The column 'cost mult' will add cost * N/1024 to the item price (buy/sell/repair) at some point during the cost calculation.

The column 'cost add' will add directly to the item price at the same point.

A bunch of other things are factored after these,

so the above might not be much help in really pinning down the prices,

but it's a start. The cost mult and cost add values have NO effect on

the gamble price.

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