255 lines
6.9 KiB
Plaintext
255 lines
6.9 KiB
Plaintext
# D2Mods Knowledge Base: Article 250
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# Title: Weapons.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=250
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Weapons.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 7:34 pm
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Views: 11222
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Description: by Ric Faith
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Categories: File Guides (1.09x)
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A. name - item name for reference
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B. type - associated itemtype
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C. code - 3-character code for the item
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D. alternateGfx - what animation to play when weapon is equipped
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E. version - 0 for cD2, 100 for LoD
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F. compactsave - ?? (always blank)
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G. rarity - The item's rarity, bigger number = rarer
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H. spawnable - Whether or not the item can be bought from the various item vendors and dropped at random unless specified
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I. mindam - Minimum one-handed damage the weapon can cause
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J. maxdam - Maximum one-handed damage the weapon can cause
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K. 1or2handed - Boolean (1=yes,0=no) for whether weapon can be carried in 1 or 2 hands by Barbarian
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L. 2handed - Boolean if weapon is a 2handed weapon
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M. 2handmindam - Minimum two-handed damage the weapon cause
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N. 2handmaxdam - Maximum two-handed damage the weapon cause
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O. minmisdam - Minimum ranged damage the weapon can cause
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P. maxmisdam - Maximum ranged damage the weapon can cause
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Q. {blank> - ?? however 13=bow/xbow, 14=1hand melee, 15=hybrid melee/thrown, 17=2hand melee
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R. {blank} - ??
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S. {blank} - ?? relates to 1 handed melee dmg
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T. {blank} - ?? relates to 2 handed melee dmg
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U. {blank} - ?? relates to range/thrown dmg
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V. rangeadder - additional range of weapon for melee attacks
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W. speed - determines base speed of item. -ve values indicate faster speeds, +ve value indicate slower speed
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X. StrBonus - %age of Str taken into account for Bonus damage
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Y. DexBonus - %age of Dex taken into account for Bonus damage
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Z. reqstr - Str requirement to equip weapon
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AA. reqdex - Dex requirement to equip weapon
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AB. durability - Durability of weapon
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AC. nodurability - Boolean, sets Indestructibility
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AD. level - item level
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AE. levelreq - character level required to equip item
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AF. cost - base cost of the item
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AG. gamble cost - does not have any effect on gamble cost
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AH. magic lvl - used to determine which affixes are available on item (See Annex A)
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AI. auto prefix - reference to group number in automagic.txt
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AJ. OpenBetaGfx - item gfx used in the Beta Testing
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AK. normcode - Normal version of item
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AL. ubercode - Exception version of item
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AM. ultracode - Elite version of item
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AN. wclass - 1 handed weapon class, determines what style of attack to use (eg. 1hs, 1ht, hth)
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AO. 2handedwclass - 2 handed weapon class, determines what style of attack to use
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AP. component - ??, 6 for bows, 5 for everything else
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AQ. hit class - what type of effects are displayed/heard when enemy is struck with weapon
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AR/AS. invwidth/invheight - dimensions in unit space (eg. 2x3, 1x4)
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AT. stackable - Boolean is it a stackable item
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AU. minstack - how many minimum in a stack
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AV. maxstack - how many maximum in a stack
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AW. spawnstack - when randomly spawned, how many in a stack
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AX. flippyfile - animation played when item is dropped
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AY. invfile - gfx displayed in inventory
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AZ. uniqueinvfile - gfx displayed in inventory for unique version (if any)
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BA. setinvfile - gfx displayed in inventory for set version (if any)
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BB. hasinv - Boolean does it have a predetermined place for auto-equipping?
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BC. gemsockets - how many max sockets can spawn
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BD. gemapplytype - which set of gemeffects will have effect (0=weapon, 1=armor/helm, 2=shield)
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BE. special - remark column
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BF. useable - Boolean allows right-click to use, unimportant
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BG. sound - sound code played when item is dropped/placed in inventory
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BH. unique - Boolean is item only spawned as a unique
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BI. transparent - ??
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BJ. transtbl - ?? always 5
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BK. quivered - Boolean, requires a quiver to use
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BL. lightradius - innate addition to lightradius
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BM. belt - Boolean, can it be worn in the belt
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BN. quest - Boolean, is it a quest item
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BO. missiletype - missileID from missiles.txt
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BP. durwarning - for weapons is always 7, varies for different equipables.
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BQ. qntwarning - Boolean, for thrown weapons
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BR. gemoffset - offset value for the socket, always 0
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BS. bitfield1 - material? all metal items have a 3. Wands/Orbs/Staves have 5, while clubs and crystal swords have 1
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BT-EZ.
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{seller}Min - Min Number non-magical of item will spawn in {seller's} inventory
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{seller}Max - Max Number non-magical of item will spawn in {seller's} inventory
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{seller}MagicMin - Min Number magical of item will spawn in {seller's} inventory
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{seller>MagicMax - Max Number magical of item will spawn in {seller's} inventory
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{seller}MagicLvl - Max Level of affix that can spawn on the magical items
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FA. Source Art - ?? not used
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FB. Game Art - ?? not used
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FC. Transform - color palette used for color changes via gems etc.
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FD. InvTrans - Transparency of item? not used
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FE. SkipName - Boolean, to not display the base class of item on the unique form.
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FF. NightmareUpgrade - item code of the item sold instead of original item in NM
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FG. HellUpgrade - item code of the item sold instead of original item in Hell
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FH. Nameable - will the naming quest work on item
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FI. PermStoreItem - Boolean will item always be sold by sellers? Item cannot be depleted
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Annex A - Calculation of affixes available for item - by Ruvanal
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Terms
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alvl = affix level. For an item this is the level that is used to
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compare to the level and max level as found in the prefix and suffix
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tables. When referring to a prefix/suffix it is the value listed in the
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level column.
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ilvl = internal level (also referred to sometimes as the item
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level; better yet item creation level). This value is set at the time
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of an items creation. For monster drops the ilvl=mlvl. (BTW ilvl
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matches up with the terminology of the 1.07/1.08
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cubemain.txt---'itemlevel pct a')
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mlvl = monster level.
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clvl = character level.
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qlvl = quality level. This value is found in the level column of
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armor.txt, weapons.txt and misc.txt. This is the value that is used to
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create the weapXX and armoXX treasure classes.
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magic_lvl = magic level bonus on some items. Currently the only
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ones that have this are wands (normal and exceptional, but not the
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elite ones), staves, orbs (all with a value of 1) and circlets
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(circlet=3, Coronet=8, Tiara=13, Diadem=1.
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When an item is generated that has affixes the alvl is calculated* from ilvl and qlvl as follows
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If (ilvl>99) then {ilvl=99}
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if (qlvl>ilvl) then {ilvl=qlvl} ;** see note below
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if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
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else
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{
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if (ilvl<(99-qlvl/2))
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then {alvl=ilvl-qlvl/2}
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else {alvl=2*ilvl-99}
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}
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If (alvl>99) then {alvl=99}
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*all calculations use integers so there are no fractions at any step.
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** this new ilvl value is only used for the duration of this
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calculation. The ilvl value that is stored in the items data file will
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remain unchanged.
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Link to this article: Select all
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[url=https://d2mods.info/forum/kb/viewarticle?a=250]Knowledge Base - Weapons.txt File Guide[/url] |