# D2Mods Knowledge Base: Article 230 # Title: Inventory.txt File Guide # URL: https://d2mods.info/forum/kb/viewarticle?a=230 Inventory.txt File Guide Written by: Phrozen Heart Written on: Tue Jun 08, 2004 12:22 am Views: 10863 Description: by SiLenTx Categories: File Guides (1.09x) =================== Rows (References) =================== Amazon = Inventory (640x480 Resolution Sorceress = Inventory (640x480 Resolution) Necromancer = Inventory (640x480 Resolution) Paladin = Inventory (640x480 Resolution) Barbarian = Inventory (640x480 Resolution) Monster = Vendor's Buy/Sell Dialog (640x480 Resolution) Trade Page 1 = Upper Multi-Player Trade Window (640x480 Resolution) Trade Page 2 = Lower Multi-Player Trade Window (640x480 Resolution) Bank Page 1 = Stash (640x480 Resolution); Classic Diablo II Transmogrify Box Page 1 = Horadric Cube (640x480 Resolution) Guild Vault Page 1 = Unused Guild Vault (640x480 Resolution) Trophy Case Page 1 = Unused Trophy Case (640x480 Resolution) Expansion = Expansion (duh!) Big Bank Page 1 = Stash (640x480 Resolution); Diablo II: Lord of Destruction Hireling = Hireling Dialog (640x480 Resolution) Druid = Inventory (640x480 Resolution) Assassin = Inventory (640x480 Resolution) Amazon2 = Inventory (800x600 Resolution) Sorceress2 = Inventory (800x600 Resolution) Necromancer2 = Inventory (800x600 Resolution) Paladin2 = Inventory (800x600 Resolution) Barbarian2 = Inventory (800x600 Resolution) Monster2 = Vendor Buy/Sell Dialog (800x600 Resolution) Trade Page 1-2 = Upper Multi-Player Trade Window (800x600 Resolution) Trade Page 2-2 = Lower Multi-Player Trade Window (800x600 Resolution) Bank Page2 = Stash (800x600 Resolution); Classic Diablo II Transmogrify Box2 = Horadric Cube (800x600 Resolution) Guild Vault Page2 = Unused Guild Vault (800x600 Resolution) Trophy Case Page2 = Unused Trophy Case (800x600 Resolution) Big Bank Page2 = Stash (800x600 Resolution); Diablo II: Lord of Destruction Hireling2 = Hireling Dialog (800x600 Resolution) Druid2 = Inventory (800x600 Resolution) Assassin2 = Inventory (800x600 Resolution) ============== Columns ============== References: ------------------------------ Class = Inventory Pages to deal with (Reference Only) InvLeft = Horizontal Coordinate or x - coordinate location of the left side's graphic alignment on the screen (Reference Only) InvRight = Horizontal Coordinate or x - coordinate location of the right side's graphic alignment on the screen (Reference Only) InvTop = Vertical Coordinate or y - coordinate location of the top side's graphic alignment on the screen (Reference Only) InvBottom = Vertical Coordinate or y - coordinate location of the bottom side's graphic alignment on the screen (Reference Only) Inventory Setups: ------------------------------- GridRows = Number of boxes in each row. GridCols = Number of boxes in each column. GridLeft = Horizontal Coordinate or x - coordinate location of the Inventory's Left Grid. GridRight = Horizontal Coordinate or x - coordinate location of the Inventory's Right Grid. GridTop = Vertical Coordinate or y - coordinate location of the Inventory's Top Grid. GridBottom = Vertical Coordinate or y - coordinate location of the Inventory's Bottom Grid. GridBoxWidth = Width dimension (in pixels) for each boxes; default is 29x29 so, the value is always 29 GridBoxHeight = height dimension (in pixels) for each boxes; default is 29x29 so, the value is always 29 Item Slots: ------------------------------- rArmLeft = Horizontal Coordinate or x - coordinate location of the Right Arm's Left grid; Right Weapon/Shield Slot rArmRight = Horizontal Coordinate or x - coordinate location of the Right Arm's Right grid; Right Weapon/Shield Slot rArmTop = Vertical Coordinate or y - coordinate location of the Right Arm's Top grid; Right Weapon/Shield Slot rArmBottom = Vertical Coordinate or y - coordinate location of the Right Arm's Bottom grid; Right Weapon/Shield Slot rArmWidth = Width dimension (in pixels) for Right Weapon/Shield Slot rArmHeight = Height dimension (in pixels) for Right Weapon/Shield Slot TorsoLeft = Horizontal Coordinate or x - coordinate location of the Torso's Left grid; Armor Slot TorsoRight = Horizontal Coordinate or x - coordinate location of the Torso's Right grid; Armor Slot TorsoTop = Vertical Coordinate or y - coordinate location of the Torso's Top grid; Armor Slot TorsoBottom = Vertical Coordinate or y - coordinate location of the Torso's Bottom grid; Armor Slot TorsoWidth = Width dimension (in pixels) for Armor's Slot TorsoHeight = Height dimension (in pixels) for Armor's Slot lArmLeft = Horizontal Coordinate or x - coordinate location of the Left Arm's Left grid; Left Weapon/Shield Slot lArmRight = Horizontal Coordinate or x - coordinate location of the Left Arm's Right grid; Left Weapon/Shield Slot lArmTop = Vertical Coordinate or y - coordinate location of the Left Arm's Top grid; Left Weapon/Shield Slot lArmBottom = Vertical Coordinate or y - coordinate location of the Left Arm's Bottom grid; Left Weapon/Shield Slot lArmWidth = Width dimension (in pixels) for Left Weapon/Shield Slot lArmHeight = Height dimension (in pixels) for Left Weapon/Shield Slot HeadLeft = Horizontal Coordinate or x - coordinate location of the Head's Left grid; Helm Slot HeadRight = Horizontal Coordinate or x - coordinate location of the Head's Right grid; Helm Slot HeadTop = Vertical Coordinate or y - coordinate location of the Head's Top grid; Helm Slot HeadBottom = Vertical Coordinate or y - coordinate location of the Head's Bottom grid; Helm Slot HeadWidth = Width dimension (in pixels) for Helm's Slot HeadHeight = Height dimension (in pixels) for Helm's Slot NeckLeft = Horizontal Coordinate or x - coordinate location of the Neck's Left grid; Amulet Slot NeckRight = Horizontal Coordinate or x - coordinate location of the Neck's Right grid; Amulet Slot NeckTop = Vertical Coordinate or y - coordinate location of the Neck's Top grid; Amulet Slot NeckBottom = Vertical Coordinate or y - coordinate location of the Neck's Bottom grid; Amulet Slot NeckWidth = Width dimension (in pixels) for Amulet's Slot NeckHeight = Height dimension (in pixels) for Amulet's Slot rHandLeft = Horizontal Coordinate or x - coordinate location of the Right Hand's Left grid; Right Ring Slot rHandRight = Horizontal Coordinate or x - coordinate location of the Right Hand's Right grid; Right Ring Slot rHandTop = Vertical Coordinate or y - coordinate location of the Right Hand's Top grid; Right Ring Slot rHandBottom = Vertical Coordinate or y - coordinate location of the Right Hand's Bottom grid; Right Ring Slot rHandWidth = Width dimension (in pixels) for Right Ring's Slot rHandHeight = Height dimension (in pixels) for Right Ring's Slot lHandLeft = Horizontal Coordinate or x - coordinate location of the Left Hand's Left grid; Left Ring Slot lHandRight = Horizontal Coordinate or x - coordinate location of the Left Hand's Right grid; Left Ring Slot lHandTop = Vertical Coordinate or y - coordinate location of the Left Hand's Top grid; Left Right Slot lHandBottom = Vertical Coordinate or y - coordinate location of the Left Hand's Bottom grid; Left Ring Slot lHandWidth = Width dimension (in pixels) for Left Ring's Slot lHandHeight = Height dimension (in pixels) for Left Ring's Slot BeltLeft = Horizontal Coordinate or x - coordinate location of the Belt's Left grid; Belt Slot BeltRight = Horizontal Coordinate or x - coordinate location of the Belt's Right grid; Belt Slot BeltTop = Vertical Coordinate or y - coordinate location of the Belt's Top grid; Belt Slot BeltBottom = Vertical Coordinate or y - coordinate location of the Belt's Bottom grid; Belt Slot BeltWidth = Width dimension (in pixels) for Belt's Slot BeltHeight = Height dimension (in pixels) for Belt's Slot FeetLeft = Horizontal Coordinate or x - coordinate location of the Feet's Left grid; Boots Slot FeetRight = Horizontal Coordinate or x - coordinate location of the Feet's Right grid; Boots Slot FeetTop = Vertical Coordinate or y - coordinate location of the Feet's Top grid; Boots Slot FeetBottom = Vertical Coordinate or y - coordinate location of the Feet's Bottom grid; Boots Slot FeetWidth = Width dimension (in pixels) for Boot's Slot FeetHeight = Height dimension (in pixels) for Boot's Slot GlovesLeft = Horizontal Coordinate or x - coordinate location of the Glove's Left grid; Gloves Slot GlovesRight = Horizontal Coordinate or x - coordinate location of the Glove's Right grid; Gloves Slot GlovesTop = Vertical Coordinate or y - coordinate location of the Glove's Top grid; Gloves Slot GlovesBottom = Vertical Coordinate or y - coordinate location of the Glove's Bottom grid; Gloves Slot GlovesWidth = Width dimension (in pixels) for Glove's Slot GlovesHeight = Height dimension (in pixels) for Glove's Slot ================== Column Information ================== References: ============ Hint: From the word itself... Inventory Setups: ================= The Inventory setup columns consists of pixel dimensions and grid locations where we can trace the exact locations of all inventories. In unmodded LoD Inventory.txt, the setup was only 10x4 for character Inventories that's why we have the values 10 and 4 in GridRows and GridCols columns respectively. In GridBoxWidth and GridBoxHeight, we have a value of 29 for both because that is the default smallest item that we can put in our inventory right? But take a look at GridTop and GridBottom for an Amazon2 Row. I assume that we are currently in 800x600 resolution so we have: Class GridRows GridCols GridLeft GridRight GridTop GridBottom GridBoxWidth GridBoxHeight Amazon2 10 4 419 706 315 428 29 29 If you can imagine it, The GridTop is the distance from the uppermost. The GridTop location can ranged from 0 to 600 and can be shown in the graphical representation below. |0 | | |315 ------------- |            | |            | |      inventory |            | |            | |428 ------------- | | | |600 V     Take a look at GridTop and GridBottom that ranges from 315 to 428 for our 10x4 inventory setup. If we were to subtract them (428-315), we will get 113. We have 4 rows in our inventory so, 113/4 = 28.25 (Height dimension of each box in pixels). It is supposed to be 29 right? Yes but we can manipulate this thing based on your desired setup. And besides we will make a graphics for it and thus, allowances like 0.75 pixels on each box for graphic lines will result in a realistic appearance once we're already through with invchar6.dc6. If you want to add 1 row up, then subtract 29 from 315 to get 286 for GridTop and put 5 for GridCols and so on. The GridLeft and GridRight works the same, however the coordinates will represent as this one: 400 419 706          800 ------------------------------------------------------> |  |     Yes, it starts in 400 because the other half is for CharStats Screen, TradeStash, Transmogrify etc. I know you can imagine it so I better not continue on mentioning them all. If you were to subtract 419 from 706 (706-419), you'll get 287. In this case, divide it by 10 (287/10) because of 10x4 setup, you'll get 28.7 (Width dimension of each box in pixels). Again, 0.3 pixels doesn't matter that much as long as it fits for your converted Invchar6.dc6. Item Slots: ============ If you properly understand the setups and x/y coordinates that I've mentioned above then, it is now easy for you to change or relocate the item slots based on your own or dreamed inventory setup. Happy Modding! Special Credits: ================== Zhoulomcrist, Phalzyr, Fusman and Paul Siramy For more info about Increasing the Inventory/Stash and Cube Size, Please read the tutorial made by Nefarius here Link to this article: Select all [url=https://d2mods.info/forum/kb/viewarticle?a=230]Knowledge Base - Inventory.txt File Guide[/url]