731 lines
13 KiB
Plaintext
731 lines
13 KiB
Plaintext
# D2Mods Knowledge Base: Article 249
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# Title: Uniqueitems.txt File Guide
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# URL: https://d2mods.info/forum/kb/viewarticle?a=249
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Uniqueitems.txt File Guide
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Written by: Phrozen Heart
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Written on: Tue Dec 02, 2003 9:37 pm
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Views: 9784
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Description: by JBouley
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Categories: File Guides (1.09x)
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name
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The name of the unique. Must match exactly with what you enter as the
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string/key into the string.tbl, expansionstring.tbl OR patchstring.tbl
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file.
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version
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0 = classic D2
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100 = expansion
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Doesn't seem to matter which number you use if you're playing LoD, but
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if you're modding classic D2, you should probably keep all the numbers
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in this column at 0.
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completed
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0 = No
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1 = Yes
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Advised that you put it to 1 for any unfinished uniques in the file that you finish, and for any new uniques you add.
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beta
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0 = No
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1 = Yes
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Presumably means the item was in the beta test version of the original
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D2 game. Column seems not to matter much...just for reference. Use a 1
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or a 0 as you prefer.
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rarity
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Seems to have something to do with the relative chances of the game
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spawning a unique if there is more than one unique using the same base
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item type. I personally don't understand how this is calculated, but
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another modder has explained it in Addendum 1 at the end of this file
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guide (see below).
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Level
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The level of the unique. Affects whether a monster can drop it. A 10th
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level monster, for example, cannot drop a 50th level unique item.
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LevelReq
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The level the player must be to equip and use the item.
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code
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The three-character item code of the base item for this unique. These
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item codes are found in armor.txt, misc.txt and weapons.txt.
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type
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The name of the item...corresponds to the item code described above. If
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code is lsd, the type should be Long Sword. And so on. This column
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actually seems to be for reference purposes only. Blizzard programmers
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misspelled several item names in this columns, such as Hydry Edge and
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Pollaxe, yet it doesn't seem to have an adverse effect. Probably best
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to spell it right, though, to be on the safe side.
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cost mult
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See Addendum 2 at the end of this file guide
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cost add
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See Addendum 2 at the end of this file guide.
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transform
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0 = No
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1 = Yes
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Does the unique version of item change to a different color than the
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color of the normal version of the item (in the character's hand or on
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his/her body)?
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invtransform
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0 = No
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1 = Yes
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Does the color of the inventory graphic for this item change for the
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unique version of the item, compared to the normal item? (In other
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words, is the inventory graphic tinted a special color). This has
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nothing to do with choosing a special graphic for the unique version of
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the base item. To do THAT (set a special graphic for the unique that
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doesn't look at all like the normal item), you need to deal with the
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uniqueinvfile columns in the armor.txt and weapons.txt files. Note: If
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you do have a special graphic set for the unique version, you have two
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choices. Either color the new graphic you create so that it is similar
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to the color you choose for 'transform' (if you want the in-game item
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to have a special color on your character), or make it a fairly neutral
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weapon or armor color and use this 'invtransform' column to tint it so
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that it will be in line with 'transform.'
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transformcolor
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Sets the color used for the transform and/or invtransform entries
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above. Generally, it makes no sense at all to have invtransform set to
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1 and transform set to 0...because why would the inventory graphic be
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colored and the item on your character NOT be? However, for the reasons
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noted in the invtransform entry above, it DOES make sense to have
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invtransform be 0 and transform be 1 in many cases. The list of colors
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is found in colors.txt, and that will guide you as to the number you
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put in this column. The ID numbers for colors start at 0 for white (at
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the top of colors.txt) and go to 20 for bright white (at the end of the
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colors.txt file). NOTE: Bright white is not a good color for inventory
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graphics. It is too bright in most cases. Use white or light gray
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instead...or use bright white and make sure the invtransform column is
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zero so that the change will only affect the item in the character's
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hand and not the graphic in the inventory.
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ItemMod1Code
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The code for the first magical modifier on the item. A list of these
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magic codes can be found in Phrozen Keep's Resource area. They can also
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be found in the file Properties.txt.
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ItemMod1Param
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The parameter number used by some of the magic modifier codes (not all
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of them use this column). For example, if you used charged as a mod,
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the param column is used to specify the ID number (from skills.txt) of
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the skill to be placed on the item. Refer to the Phrozen Keep resource
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guide on magic codes for more details.
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ItemMod1Min
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The minimum value of the magic modifier, such as minimum AC bonus
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granted, minimum damage, etc. Some mods are simpler integer values
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(such as damage) and others are percentages (such as resists, faster
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run/walk, etc.). Refer to the Phrozen Keep resource guide on magic
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codes for more details.
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ItemMod1Max
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The maximum value. See ItemMod1Min above for additional details. NOTE:
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Don't ever let the maximum be smaller than the minimum. And remember
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that if negative values are used, pay attention to which is the smaller
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value...don't just look at which is the larger numeral. For example, if
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you had a stat that could be range anywhere between -1 and -10, then
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-10 would be the MIN and -1 would be the MAX. That is because -10 is
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the smaller value. But many people (myself included when I first
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started working with this file) would make the mistake of putting -10
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as the max and -1 as the min (just looking at the numeral and
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forgetting about the negative sign), which crashes the game.
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ItemMod2Code
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Predictably, this is used for the second magic modifer you put on the
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item. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod2Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod2Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod2Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod3Code
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This third mod on the item starts here, if you have more than two. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod3Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod3Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod3Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod4Code
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Fourth mod, if you want more than three on the item. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod4Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod4Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod4Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod5Code
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The fifth power on the item, if you give it more than five mods. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod5Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod5Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod5Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod6Code
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This begins the sixth mod of the item, if you want six or more. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod6Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod6Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod6Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod7Code
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The item's seventh power, if you want that many mods on it. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod7Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod7Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod7Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod8Code
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Mod number eight, if you give the item more than seven powers. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod8Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod8Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod8Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod9Code
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No surprise here: This is the ninth mods, if you want to go with that
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many. Same rules apply as noted in the entry for ItemMod1Code.
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ItemMod9Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod9Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod9Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod10Code
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Lo and behold, the tenth mod for the item, if you want to go for the
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full amount of mods allowed by the uniqueitems.txt file. Same rules
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apply as noted in the entry for ItemMod1Code. NOTE: While it is NOT
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possible to give more than 10 mods to a unique item through the use of
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this file, you can add powers to a unique that you possess on your
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character, if you create a recipe in cubemain.txt. See any available
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tutorials, file guides or Phrozen Keep forum posting on that file for
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more information. But, in short, if your output in cubemain make use of
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useitem (NOT usetype) and powers are listed in the Mod columns for
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cubemain.txt, the item can be given powers above and beyond the ten in
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this file, without losing the other powers and without losing its
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status and name as a unique item.
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ItemMod10Param
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Same rules apply as were noted in the entry for ItemMod1Param.
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ItemMod10Min
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Same rules apply as were noted in the entry for ItemMod1Min.
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ItemMod10Max
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Same rules apply as were noted in the entry for ItemMod1Min.
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End
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The terminator column. Always have a 0 in this column unless you like crashes.
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ADDENDUM 1 by Ruvanal
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'Explaining the rarity column in uniqueitems.txt'
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Here is an explanation of the rarity numbers in the
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uniqueitems.txt and setitems.txt files. It may apply in some other
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similar cases that I cannot think of right now too. This is one that
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many do not seem to know enough about and it can have a larger impact
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on the modded games than the standard game itself (more duplicate base
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items).
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When the game spawns a unique or set item that can have more than one possible outcome, the game will use this procedure:
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Total up the rarity of all items that have a
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required ilvl equal or less than the ilvl of the being generated. It
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will then randomly select one of the items from the list based on their
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rarity values.
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This makes the chance for any particular item to be
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rarity/total_rarity. If there are no items that can be spawned at that
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ilvl then the game will downgrade the item by the following:
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Set -> magical with x2 durability
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Unique -> rare with x3 durability
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If the game selects a unique that has already
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spawned, then it will be downgraded also. There is no filtering of the
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already spawned items. This most often comes into play with rings and
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amulets as these 2 base items have the most alternate possibilities.
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Here is a list of the 1.09 rings and amulets (set
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and unique). The Item Level is the minimum ilvl need to spawn that
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item. The rarity is the relative rarity of the item. The total rarity
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is the total of the rarities up to that particular ilvl. To find the
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total rarity look for the highest Item Level that does not go above the
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ilvl you checking against and use that to calculate the chances in the
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formula rarity/total_rarity.
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Set Rings
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Item Level
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Rarity
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Total Rarity
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Cathan's Seal
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15
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7
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7
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Angelic Halo
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17
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3
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10
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Set Amulets
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Item Level
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Rarity
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Total Rarity
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Civerb's Icon
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13
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7
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7
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Cathan's Sigil
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15
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7
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14
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Angelic Wings
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17
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7
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21
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Vidala's Snare
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19
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7
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28
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Arcanna's Sign
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20
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1
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29
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Iratha's Collar
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21
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7
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36
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Tal Rasha's Adj.
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26
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1
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37
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Tancred's Weird
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27
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7
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44
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Telling of Beads
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39
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1
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45
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Unique Rings
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Item Level
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Rarity
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Total Rarity
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Nagelring
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10
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15
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15
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Manald Heal
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20
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15
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30
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Stone of Jordan
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39
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1
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31
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Dwarf Star
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53
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10
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51
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Ravenfrost
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53
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10
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51
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Bul Katho's W.B.
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66
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1
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52
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Unique Amulets
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Item Level
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Rarity
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Total Rarity
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Nokozan Relic
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14
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20
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20
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Eye of Etlich
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20
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5
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25
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Mahim-Oak Curio
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34
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10
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35
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Saracen's Chance
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55
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5
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40
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Crescent Moon
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58
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5
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50
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The Cat's Eye
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58
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5
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50
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Atma's Scarab
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60
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5
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55
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Highlord's Wrath
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73
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5
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65
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The Rising Sun
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73
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5
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65
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Mara's Kaleid.
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80
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5
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70
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ADDENDUM 2 by Isolde
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'Explaining the two cost columns'
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The column 'cost mult' will add cost * N/1024 to the item price (buy/sell/repair) at some point during the cost calculation.
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The column 'cost add' will add directly to the item price at the same point.
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A bunch of other things are factored after these,
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so the above might not be much help in really pinning down the prices,
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but it's a start. The cost mult and cost add values have NO effect on
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the gamble price.
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Link to this article: Select all
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[url=https://d2mods.info/forum/kb/viewarticle?a=249]Knowledge Base - Uniqueitems.txt File Guide[/url] |