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Author Topic:   New Gems
Dragon Warrior
Honorary Warlord

Posts: 280
From: The Planet Vegeta
Registered: Jan 2002

posted 13 February 2002 22:41     Click Here to See the Profile for Dragon Warrior   Click Here to Email Dragon Warrior        Reply w/Quote   
Want to make new gem. Can you add to gems.txt? If not is there any other way to make an item that can be placed in sockets?

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 13 February 2002 22:58     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
You need to make entries in misc.txt, gems.txt and itemtypes.txt. Read this tutorial(though it might be lacking some stuff).
There maybe some missing column descriptions(which I'm working on fixing currently).

Tutorial 6: Making new gems and other item types

How to make your own item types:

This is a long tutorial on how to create your own item types like all new armors, gems, etc. I’m going to focus on making your own gems. In this tutorial, I will make one new gem type which has different grades as well(chipped, flawed, standard, flawless and perfect). The gem in this tutorial will be an amber gem.

The files you will be working with are the following:

gems.txt
itemtypes.txt
misc.txt
string.tbl or expansionstring.tbl

These files are found in your patch_d2.mpq. Now, the first thing we will do is open up itemtypes.txt. Now, go to the very bottom of the file and add a row. In the “ItemType” column, type in “Amber.” In the “code” column, you will need to make your own code that is not used in the game. I used the code “gemo” which would be gemopal. So type in your own code, let’s say “gemz” for the “code” column and for the “Equiv1" column, type in “gem” indicating this item will act like a gem. “Equiv2" column is empty, “Repair” will be 0 since it is unrepairable and “Body” will be 0 since it doesn’t provide a body graphic on your character. Now skip to the “Throwable” column and put a 0 in it as well as the “Reload, ReEquip, AutoStack, Magic, Rare” columns. Put a 1 in the “Normal” column indicating it will not spawn as a rare or magical item, only normal. “Charm” column is 0, “Gem” column is 1 since it is a gem. “Beltable, MaxSock1, MaxSock25, MaxSock40, TreasureClass” columns all have a 0 since they don’t apply to gems. Now, the “Rarity” column can be adjusted to whatever you wish. Most gems have a 3 in the column and if you want to make it a little rarer, put a higher value in here. If you want this gem to be more frequent, put a lower value. “StaffMods” should be empty, “CostFormula” should be 0, “Class” should be empty since it isn’t class specific. “VarlnvGfx” is also 0 and all the invGfx columns should be empty unless you are inserting your own unique graphic in here. The last column, “StoragPage” should be misc. Save this file and you are done here.

Now, open up gems.txt, go to the bottom of the file and add five rows, one for Chipped Amber, Flawed Amber, Amber, Flawless Amber, Perfect Amber. Those names should go in the “name” column. This column is basically going to be the name of the item in the txt files which you will later have to insert in expansionstring.tbl but we’ll do that later. Now, “transform” column really has no effect, atleast not to me. I believe it is used to indicate the color of it and each number stands for a different color. Unfortunately, it doesn’t really do anything for me. Just add in a number like 20 or something or don’t put anything at all. Now, the “code” column is for the code of each type of gem. You will need to make one that is not used in the txt files. For my Opal, I used gco for chipped, gfo for flawed, etc. So, for the Chipped Amber, we will use gcz, the Flawed Amber will use gfz, Amber will use gsz, Flawless Amber will use gcz and the Perfect Amber will use gpz. In the “nummods” column, I suggest putting in a 3 like all other gems do. Now, here is the fun part, making your attributes on gem. So, for the “weaponMod1Code,” we will need to make our own attribute. In this area, we will indicate and make what the gem would do if socketed in a weapon. I suggest looking in properties.txt to find out the different codes used for each attribute. For example, enhanced dmg code would be dmg%. Now, choose an attribute whatever it may be and in the “weaponMod1Min” put the minimum value for that attribute and put the max value for the attribute in the “weaponMod1Max” column. In “weaponMod2Code,” you could make an extra attribute for socketing it in a weapon. Don’t overuse though because the inventory popup will get screwed if you put really long mods on the gem. Now, under the “helmMod1Code” we will make an attribute code for what the gem will do if socketed in a helmet or armor. Choose the affix code and insert your minimum and maximum values in the appropriate columns. Do the same for “shieldMod1Code” column which tells the game what the gem will do if socketed in a shield. Now, do all this I stated for the chipped, flawed, standard, flawless and perfect Amber gems and save the file.

Now, we will need to open up misc.txt and go to the bottom of the file and add five lines, one for each type of gem(chipped, flawed, etc.). Now, this part will take long. In the “compactsave,” I suggest putting in a 1 in this column. In the “version” column put a 100 indicating it is an Expansion item. For “level,” type the ilvl of the item which is basically the minimum level the monster must be to drop this item. In the “levelreq” column, type the clvl requirement of the gem. In the “rarity” column, I would put a 8 for chipped, 9 for flawed, 10 for the normal, 11 for the flawless, and 12 for the perfect. If you want to make them rarer, increase the value and decrease it if you want the item to be more frequent. “spawnable” column should be 1 to make it spawnable. “Speed” is 0, “nodurability” is 1. The “cost” is the buying price of the item or half of what you would sell it for. Adjust it to whatever you want the price to be. “gamble cost” should be blank unless you are making your item gamblable. In the “code” column, use the same codes you used in the gems.txt file. So chipped would be gcz, flawed would be gfz, etc. Now, the “alternategfx”
****es me off and it is basically the item graphic. I’m not very good at this part so I just made it the same as the “code” column.???? “Component” is 16 for this, “invwidth” and “invheight” is 1 basically indicating how big the item will be. You could make it bigger by altering these values. “hasinv, gemsockets, gemapplytype” is 0. Now, “flippyfile,” I suggest using an already used one. Since an Amber should look yellowish, use the flippyfile for the topazes. Also, use the “invfile” of the topazes as well unless you want to make your own inventory graphics. I will go into making your own graphics in another tutorial but for now, we will use the invfile of the topazes. Make sure you use the invfile of the Chipped Topaz for the Chipped Amber, same with the rest. “uniqueinvfile” and “special” should be blank. “Transmogrify” should be 0, “TmogType” should be xxx, “TMogMin, TmogMax, useable, throwable” columns should be blank. “type” is basically the type of item it is and we will need to refer back to itemtypes.txt for the code. The code for Amber in general was gemz. Put this for all the different types of gems(chipped, flawed, etc). For “type2" I suggest just typing “gem0" for chipped, “gem1" for flawed, “gem2" for normal, “gem3" for flawless and “gem4" for perfect. For the “sound” column, put a 9 indicating when the item drops, it will make a gem sound. You can alter the sound here to whatever you want(armor sounds, sword sounds,etc). “Unique” and “transparent” is 0, “transtbl” is 5, then all the columns up to “missiletype” is 0. “Spellicon” is blank, “durwarning” which states when the symbol appears that states the item is low on durability is also 0, “qntwarning” is 0, gemoffset is 0. “BetterGem” I believe indicates if there is a next item in the chain and this is used for the gem shrines. So, for the chipped gem, put in the code for the flawed in the “BetterGem” column and for the flawed gem, put the code for the normal gem in the “BetterGem” etc. Ok, now, I assume that the npcs will not be selling this item so I suggest filling in all the columns from “CharsiMin” to “JamellaMagicLvl” exactly how it is filled up for all the runes and other gems. I will not indicate what to type since that is very tedious, just use what they use for the different runes and gems. Eventually, you will get to “Sourc Art” and “Game Art.” These should be blank. Now, “NightmareUpgrade” and “HellUpgrade” should say xxx and the columns “Transform, InvTrans, SkipName, mindam, maxdam, PermStoreItem, Nameable” should all be 0. Just to know, mindam and maxdam is the smite dmg of the item which is strange but that’s what it is. PermStoreItem is only used if the npcs are selling the item and will make the item always show up every time. Anyways, we are now finished with the txt files, save them.

Now, open up Baron Darkstorm’s Table Editor(tbled102) and open up your string.tbl which should have been extracted from your d2data.mpq file. Go to the bottom of the file and go to Edit and select Add Key. Type in “Chipped Amber” exactly how you typed it in the txt file. Now, on the right side of that name, type the name of how you want it to appear in the game. Now, go to Add Key and type in “Flawed Amber” and then type to the right the name you want it to appear in the game. Do this up to Perfect Amber. Now, you will also need to do this for the codes. So, you will also need to insert “gcz” and type in Chipped Amber to the right, then make a new entry, type “gfz” and type in Flawed Amber and so on up to “gpz” where you type in Perfect Amber to the right. Hopefully that made sense. Now, save that file, then take all the files that you modified(gems.txt, itemtypes.txt, patchstring.tbl, misc.txt) and reinsert these files back into the mpq file like I told you to do in my other tutorials.

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