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Author Topic:   Quick question about uniqueitems
AzzieZeLuckylessOne
Squire

Posts: 32
From: Hell: North Discomfort 405
Registered: Jan 2002

posted 24 January 2002 05:39     Click Here to See the Profile for AzzieZeLuckylessOne   Click Here to Email AzzieZeLuckylessOne        Reply w/Quote   
If I've replaced a unused unique item by a new one that I made, do I have to modify something in treasureclassex.txt to allow me to find it while playing? If so, what have I to modify?
Thx

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gorothon
Honorary Warlord

Posts: 1318
From: usa loudon New Hampshire
Registered: Aug 2001

posted 24 January 2002 06:36     Click Here to See the Profile for gorothon   Click Here to Email gorothon        Reply w/Quote   
Well if u want a specific monster to drop it u gotta put the name of your unique in Item1 and prob1 column on 1 make sure no drop is 0 and rare and magical r blank and unique is like 1024 or 2048 or 4096 hope this helps
and do not forget to add your unique to the patchstring.tbl or it will show up as (an evil force)lol. Use a tbl editor here at the keep in tools of the trade i believe!

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One of many Butchers you will face in my mod becareful!! If you r just starting out don't face him alone or at all or u will be sorry!!! FLASHBACK MOD Coming soon!!!!

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 24 January 2002 18:07     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
That depends on how you created your unique item. If you used a base class already existing (e.g. Lacquered Plate), you should see a unique version from any monster that can drop the base version, at whatever odds you would normally have for uniques (and further reduced if another unique already exists for that item type like rings and ammys).

If you want a particular monster to drop it, see Gorothon's answer...but I think if you stuff the magic/set/rare/uniques columns, you only need the code for the base item in the item/prob pair.

If your item is a new item type, you have to add the code to a treasureclass in some way. Weapons and armor will be grouped in the level groups (e.g. armo60, weap18) as determined by the level column (NOT levelreq) in armor.txt or weapons.txt. Miscellaneous items might need more explicit references.

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