the Phrozen Forums
  General Mod Making
  1 unique and 1 set question

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   1 unique and 1 set question
oni5115
WarLord

Posts: 194
From:
Registered: Oct 2001

posted 19 December 2001 15:59     Click Here to See the Profile for oni5115   Click Here to Email oni5115        Reply w/Quote   
1. What is the limit of abilities you can give a unique. It seems to be 7 or 8. I had 8 working but 1 of them was cold-len. Not sure if that matters at all. I was trying to fill in all 10 columns but it didn't seem to work. The item is cool enough as it is, but I was going to make it indestructablr as well. I just decided to make the whole class of that item type be indestructable, so now this weapon is too

But I'd still like to know the solid limit to affixes on the uniques to save myself future troubles.

2. Is there an easy way to test set items?

I read a post once where someone (sorry I can't remember who) made a mod before that would make 'x' creature drop 'y' set. The whole set!

I want to make this happen strictly for alpha/beta testing purposes. That way I can make sure the set is spawnable.

If someone could make a tutorial, or at least give me the basic info on this I would greatly appreciate the help. This would be the most effective way of set testing I can think of.

Unless there is a way to make Vendors sell set peices? I know you can test uniques in this manner by just making the base item always unique, and having the vendor sell it.

All help is greatly appreciated.

IP Logged

El DavY
Knight

Posts: 74
From: Buenos Aires, Bs As, Argentina
Registered: Oct 2001

posted 19 December 2001 16:52     Click Here to See the Profile for El DavY   Click Here to Email El DavY        Reply w/Quote   
for your second Q. it is very easy to do, just chose a superunique or any monster you want (I did this with Rakanishu), go to superuniques.txt and change the treasureclass columns to a new one, let's name it Raka, Raka(N) and Raka(H). Now go to TreasureClassEx and three new rows with those names. in the first column put a -x where x is the naumber of items you want it to drop (it's a negative number) then in the items columns pu the name of the item as it is in setitems/uniqueitems.txt (EXACTLY, it's case sensitive) and set the probability to 1 for each of them.
Now go to the game and kill rakanishu, he should drop the items.

I hope this helps.

------------------
I'm bored
:)

IP Logged

oni5115
WarLord

Posts: 194
From:
Registered: Oct 2001

posted 19 December 2001 18:28     Click Here to See the Profile for oni5115   Click Here to Email oni5115        Reply w/Quote   
sweet.. Time to test out my new set... This thing is a hyper set. It's beyond exceptional/elite. It's either going to be one or two levels above them.

Since my mod has lv 300 chars, these items are within the 125-275 range.

I needed a good way to test them though. Rakinishu here I come! lol

IP Logged

oni5115
WarLord

Posts: 194
From:
Registered: Oct 2001

posted 19 December 2001 23:22     Click Here to See the Profile for oni5115   Click Here to Email oni5115        Reply w/Quote   
I did something wrong... please help me.

I added three treasure classes... SetTest/(n)/(h)

Those were them...

I added all six set pieces to it.

It dropped all 6 items that the set includes... but not the set pieces themselves.. They were only magical not set pieces... I used the exact names and everything.

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 19 December 2001 23:26     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i think you should change the "set" column in treasureclassex for these to 999999, set picks value higher and set nodrop to 0, wile setting the prb columns for those items to 1, in the other .txts change the rarity for these base items to 1, make sure that the rarity column in setitems.txt is 1 as well, make sure that the item lvl both in the item txts and setitems.txt are ALL below the lvl of the monster you kill.

------------------
Ňëƒąřİű§
Official Modding since v1.02!!!
ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2
------------------
XyRAXv21.00B Coming Soon!

IP Logged

oni5115
WarLord

Posts: 194
From:
Registered: Oct 2001

posted 19 December 2001 23:28     Click Here to See the Profile for oni5115   Click Here to Email oni5115        Reply w/Quote   
OK... Brain Fart central baby...

That one was really really bad.. The set level was et to 200.. meaning I couldn't find it until I was lv 200... duh...

That should fix that problem....

IP Logged

NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 19 December 2001 23:29     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
no you actually couldent find it at all unless you have lvl 200 monsters, the char lvl is not required, the "monlvl" in levels.txt is not related to spawned monsters but only to objects and map specific ****.

------------------
Ňëƒąřİű§
Official Modding since v1.02!!!
ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2
------------------
XyRAXv21.00B Coming Soon!

IP Logged

oni5115
WarLord

Posts: 194
From:
Registered: Oct 2001

posted 19 December 2001 23:49     Click Here to See the Profile for oni5115   Click Here to Email oni5115        Reply w/Quote   
oooh... ok.. thanks for that info too.

It will work since monsters go up to lv 300, as well as characters in my mod.

IP Logged

jbouley
Forum Admin.

Posts: 4907
From: Portland, Maine, USA
Registered: Jan 2001

posted 20 December 2001 09:56     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
Hmmm...I'll have to examine my uniques again...I have some that use all 10 fields and I thought they had all their powers...on the other hand, I haven't checked them since patch 1.08 or 1.09.

However, there is a way to get around this cap easily. You can create a Cube recipe that has useitem as the output (so that the unique item's powers remain intact) and that has magic tags in one or more of the five fields in cubemain.txt. You could even do secondary recipes to add even more powers beyond those five.

At some point, items crash because they have too many magic tags...but I'm not sure what the upper limit it. I think it's in the 20s...maybe even in the 30s.

------------------
- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download the Preview of Sanctuary in Chaos vesion 1 - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

IP Logged

oni5115
WarLord

Posts: 194
From:
Registered: Oct 2001

posted 21 December 2001 22:18     Click Here to See the Profile for oni5115   Click Here to Email oni5115        Reply w/Quote   
I think on the Uniques I might have just done some mis-spelling or something. I haven't tried going past the 8 again or anything. But it is a possibility that I did that. Infact now that I think about it I know I misspelled both the 9th and 10th attribute I was trying to add....

+1 dmg/level... I had 8 in the 3 and 4th colomns not in the second.... should normally be entered like this
"dmg/lv" "x/8" "blank" "blank"

I had dmg/lv, blank, 8, 8. My bad there.

The other was indestruct... forgot the boleans... doh! lol. silly me. They probably all work. I just screwed up.

IP Logged

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c