Author
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Topic: new item magic/rare mods
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DarqPhoenix WarLord
  
Posts: 191 From: NY, USA Registered: Nov 2001 |
posted 12 February 2002 15:50
ok, i created a class specific ring for the sorc, its in the game, it drops, and it does pretty much what i want, but heres the prob, it has no magic or rare mods ever, i know why too, its not listed in the magic prefix or suffix txt's.. what i want to do tho is make class specific rings for all classes, and theres simply not enough room to add 7 item types to each mod i want on the rings... is there a way for me to keep these items class specific with plus to skills for their classes, and also make them have the same magic/rare mods as normal rings? right now the ring is in misc.txt, and its a completely new item class, i gess what i need to do is make it somesorta subclass... any help would be great------------------ quote: Those who seek power, gain destruction. Those who seek nothing, gain immortality.
The Obsidian Project, coming soon

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FeistyGirl Honorary Warlord
   
Posts: 729 From: a padded cell somewhere Registered: Feb 2001 |
posted 12 February 2002 17:50
IIRC, in itemtypes.txt you can set both the specific type for example "ashd" the pally shields and the general type "shld" shields. I don't remember exactly what columns you need to use but if you look I'm sure you can find them. Just enter "ring" in the column for a general item type. Then any affix that currently spawns on rings would be able to also spawn on your class rings.Another good way to do might be to add the class rings to automagic.txt... but I'm not sure if there's an automagic column in misc.txt  (sucks trying to give mod advice from memory ) ------------------ "I'm a miracle worker. If I work, it's a miracle."

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DarqPhoenix WarLord
  
Posts: 191 From: NY, USA Registered: Nov 2001 |
posted 12 February 2002 18:28
in item types there are the equiv columns, the original ring is set to misc in that column, i haven't tried setting my ring to "ring" yet tho, i'll give it a shot------------------ quote: Those who seek power, gain destruction. Those who seek nothing, gain immortality.
The Obsidian Project, coming soon

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DarqPhoenix WarLord
  
Posts: 191 From: NY, USA Registered: Nov 2001 |
posted 12 February 2002 18:36
lol, it worked, thnx for the tip, i probally wouldn't have even thought about using those columns for a long time ... tho the fact that there is no automagic in the misc txt does concern me... i think i'll try and move the ring to the armor page, see if that will work------------------ quote: Those who seek power, gain destruction. Those who seek nothing, gain immortality.
The Obsidian Project, coming soon

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Chineseman Honorary Warlord
   
Posts: 357 From: The Philippines Registered: Mar 2002 |
posted 12 February 2002 22:12
No, misc.txt doesn't have the automagic (suto prefix) columns. You could simply put an entry in itemtypes.txt's staffmod column to add skills. Want automagics on rings? I guess I'll try that out too. 

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justanothermodder Knight

Posts: 76 From: Somewhere, Il, USA Registered: Jul 2001 |
posted 12 February 2002 22:59
I created a little referance guide I think is pretty good.It can be found at http://home.earthlink.net/~dlieneke/itemtypenotes.txt. It basically gives what it is accepted in each column, the valid codes, and then gives the main types and subtypes. Have fun modding Edit: Yes you can set ring, ammy, jewels in armor or weapons.txt, just need to remember to turn off the approiate columns(min max dmg, min max def, etc.) in either file. [This message has been edited by justanothermodder (edited 12 February 2002).]

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DarqPhoenix WarLord
  
Posts: 191 From: NY, USA Registered: Nov 2001 |
posted 13 February 2002 10:58
ya i got it to work in the armor txt... reason i wanted automagic was to give it plus to life and mana i already had it set to give plus to skills in itemtypes------------------ quote: Those who seek power, gain destruction. Those who seek nothing, gain immortality.
The Obsidian Project, coming soon

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