Author
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Topic: Rare Charms
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Ozman46 Serf
Posts: 2 From: Waterloo, IA, USA Registered: Dec 2001 |
posted 12 December 2001 15:14
I was curious on how to make rare charms drop. The tutorial on Phrozenkeep says that you can't in LOD 1.09 but at least 3 of the mods I have played have managed to do this. Any help would be appreciated.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 12 December 2001 15:55
In itemtypes.txt, go to the small charm, large charm and grand charm rows and put a 0 for them in the "Magic" column and put a 1 in the "Rare" column. Then in magicprefix.txt and magicsuffix.txt, put a 1 in the "rare" columns for the affixes that you want to appear on rare charms(basically activating the affixes for rare charms). Do this for every type of charm and it should work(unless I missed something). ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Ozman46 Serf
Posts: 2 From: Waterloo, IA, USA Registered: Dec 2001 |
posted 12 December 2001 16:20
Thanks I will give that a try.

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Kobu Lord
 
Posts: 105 From: Tokyo Registered: Dec 2001 |
posted 13 December 2001 02:45
You don't need to do anything in the magic prefix and suffix files. Change itemtypes.txt as above and then in rareprefix.txt and raresuffix.txt, add as many of 'char' as you like. This will allow them to be generated.

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 03:52
Apocalypse Demon is partly right too, because if you want that a affixe (example 50 to life) appear on the rare-charm and in the rare-column in magicsuffixe/~prefixe isn't a "1" than you must put in that column a "1". 1 say it is allowed to appear an rare, 0 say it isn't.So both are right and everybody is happy  cu Masakari

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Kobu Lord
 
Posts: 105 From: Tokyo Registered: Dec 2001 |
posted 13 December 2001 05:49
Sure, you can change what mods can go on rares in the magic txts but make sure you add 'char' to the rare ones or they won't generate at all.

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masakari Honorary Warlord
   
Posts: 549 From: Germany Registered: May 2001 |
posted 13 December 2001 08:53
Yes i know because otherwise is no name available for rare charms. Right  cu Masakari

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AK Serf
Posts: 5 From: Winston-Salem Registered: Dec 2001 |
posted 13 December 2001 12:52
Out of curiousity, after 1.09 can unique charms be added? I also read in the rare/unique charm tutorial that it's no dice, and I thought I would ask here.I always thought adding charm abilities to Khalim's items, etc, would be pretty damn useful as well. ^_^ ------------------ -AK

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mrbean1121 Serf
Posts: 21 From: Ottawa, Ontario, Canada Registered: Dec 2001 |
posted 13 December 2001 15:13
It'd be cute to have charm properties on the khalim items all right, but what if you were to get used to them? It would be a helluva mental problem, whether you would want to complete the quest or keep the items :PSay, along the line of charms, is there a way to make unique jewels drop? I'm also gonna need the item ID code for jewels if there is (and the codes for charms would be nice too ) See ya for now mrbean1121

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 13 December 2001 15:19
I have made unique jewels drop in my mod though I haven't tested them out yet since I've been very busy. But yes, they can be made.  ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 13 December 2001 16:39
quote: Originally posted by mrbean1121: It'd be cute to have charm properties on the khalim items all right, but what if you were to get used to them? It would be a helluva mental problem, whether you would want to complete the quest or keep the items :PSay, along the line of charms, is there a way to make unique jewels drop? I'm also gonna need the item ID code for jewels if there is (and the codes for charms would be nice too ) See ya for now mrbean1121
I made recipes that will change Khalim's parts into various charms, amulet, or rings...all of which are unique and can be gotten no other way. However, I also created a new recipe for the Khalim Flail so that you can still generate Khalim's Will. 
------------------ - 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

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AK Serf
Posts: 5 From: Winston-Salem Registered: Dec 2001 |
posted 13 December 2001 18:44
Excellent!Yeah, I was thinking about that... I thought it would add a little flavor, so I decided to make the bonuses useful but not irreplacable. As an amusing but related sidenote... my first character on my HDD was a mace barb, and Khalim's was better than what he had equiped. Giving that up in order to fight the act boss... that was tough. ^_^ Let me know about the unique jewels... that's too sweet. ^_^ ------------------ -AK

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Syntaks WarLord
  
Posts: 231 From: Registered: Sep 2001 |
posted 13 December 2001 19:30
Why just use Khalim's stuff??Why not just use body parts? They have brains, eyes, tails, hearts.. all ripe for socketing. ------------------ "I'd commit suicide, but then I'd go to hell, and that'd be redundant"

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 13 December 2001 20:12
The reason to use Khalim's parts is twofold:1. Give a reason for people to go on that long-ass Act III quest and not be annoyed by having to track down all those items just to make a weapon you eventually destroy. 2. If you use a "common" item to make these charms...they will be reproducible. By using unique body parts you can make the charms themselves unique and thus justify making them more powerful. ------------------ - 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

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 14 December 2001 02:17
If I'm not mistaken, quest items like the different Khalim parts will reappear in their original location when "lost" or "destroyed" (read: used in some sort of evil cube recipe). This effectively means that whatever power item you can create with the bodyparts, you can keep recreating it over and over, with the only limitation that you will have to go look for the bodyparts again and again.------------------ So much bandwidth, so little time

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 14 December 2001 03:49
Well, that's good, isn't it? Otherwise you would be stuck with your crafted uber item staring at the compelling orb for all eternity  ------------------ To practice the Arts of Modding is to be Damned. To master Them is to be Victorious. -D1 manual

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Forsaken Honorary Warlord
   
Posts: 397 From: Dutch guy in France Registered: Sep 2001 |
posted 14 December 2001 05:46
No it isn't. Like Jeff mentioned, he created another way to get the Super Flail. So this means you can create your Super Flail easily enough with the special recipe, and you use the Khalim body parts to create your uber item, whatever it may be. As long as it is something of which you can wear only one, then there is no problem, but if it is a crafted super-charm or a ring, then its not a good thing that you can create more than one of them...unless you were to add some other incredibly difficult to find object to it...------------------ So much bandwidth, so little time

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 14 December 2001 21:53
quote: Originally posted by Forsaken: If I'm not mistaken, quest items like the different Khalim parts will reappear in their original location when "lost" or "destroyed" (read: used in some sort of evil cube recipe). This effectively means that whatever power item you can create with the bodyparts, you can keep recreating it over and over, with the only limitation that you will have to go look for the bodyparts again and again.
Hmmmm...never thought about that. Guess I always assumed it was like the Book of Skill and things like that which never can be used again after the first time. Oh, well...I wonder if you could give "fake" quest numbers in the Quest column of misc.txt (i.e. numbers higher than those already in use)? If so, that should prevent more than one of the charms-from-Khalim parts from being carried at any one time (each of these three special recipe items has its own line in misc.txt)...thus limiting the use of the organs indirectly. I know in older patches when I gave items a quest designation (in this case, the unused one for the defunct Black Tower Key quest)...you could only pick up and equip one such item at a time. In any case, I still like using the Khalim parts in this way. Having to go back and get the organ is still more difficult than getting one of the "normal" hearts, eyes or brains in my mod.  ------------------ - 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 [This message has been edited by jbouley (edited 14 December 2001).]

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