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