the Phrozen Forums
  General Mod Making
  Magic Arrows

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:   Magic Arrows
Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 16 January 2002 15:48     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Allo all, been a while since I posted here, but i had a question. Ive been trying to make magical arrows. Ive done a search and it didnt yield any info that was past what i have tried. I just want to create some quiver only affixes for arrows and bolts. I did manage do get them magical once, but no normal ones would be sold and i want magic arrows to be somewhat rare, and i would rather have them dropped than cubed. Any help would be greatly apreciated

IP Logged

jbouley
Forum Admin.

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

posted 18 January 2002 00:31     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
A modder named Medisinner Man did a lot of posting about magical and socketed arrows/quivers/etc. if I recall...a few months ago, maybe? Use "Search" and hunt for his name.

You could probably "clone" the quiver in misc.txt and make a new Item Type for it in itemtypes.txt. That way, the original quivers would spawn as usual.

Then you could simply make vendors sell the new quivers too, and add it to treasureclassex.txt if you want monsters to drop it.

------------------
- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download Version 1.1 of Sanctuary in Chaos or at this mirror site

- Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

IP Logged

RicFaith
Moderator

Posts: 2735
From: Singapore
Registered: Aug 2001

posted 19 January 2002 17:25     Click Here to See the Profile for RicFaith   Click Here to Email RicFaith        Reply w/Quote   Visit RicFaith's Homepage!
quote:
Originally posted by Krazoth:
Allo all, been a while since I posted here, but i had a question. Ive been trying to make magical arrows. Ive done a search and it didnt yield any info that was past what i have tried. I just want to create some quiver only affixes for arrows and bolts. I did manage do get them magical once, but no normal ones would be sold and i want magic arrows to be somewhat rare, and i would rather have them dropped than cubed. Any help would be greatly apreciated

hiya~, we've got upgraded/magical/rare arrows and bolts in BG Mod. I'll explain a bit.

we have arrows (normal d2 stuff), arrows +1 and arrows +2 (basically empowered versions)
let me explain the arrows +1

what you need to edit:
misc.txt
magicprefix/suffix.txt
itemtypes.txt
treasureclassex.txt

----

let's start with misc.

you should copy the line for the normal arrows and paste it right at the end.
then edit the following:
version = 100 (if you intend to use LoD)
code = aq1 (any code will do, but it's clearer for arrows +1)
type = bwq1 (any code will do, again it's clearer for arrows +1)

depending on whether you intend for the arrows to spawn randomly or buyable or both, edit the seller lists and permstoreitem.

----

magicsuffix.txt was the one I added stuff for, you can edit both prefix and suffix if you wish. Basically what you need to do is add your 4code (for me it's bwq1) to any of the affixes that you wish to spawn on your magic arrows.

say, you could allow Burning Arrows from prefix, or Arrows of Storms from suffix.

----

itemtypes.txt is essential

again copy the line for arrows (bowq) to the bottom. then make these changes:

Itemtype = (this can be anything, it's a naming column for reference)
Code = bwq1 (or whatever you chose for a 4code)
Magic = 1
Rare = 1 (if you intend to allow rares, else 0)
Normal = 0

that's it for itemtypes.

----

tcex is where you set the drops. I did a lot of changes here, but basically the line you need to edit is Ammo i think. Just add a possibility that your aq1 (or whatever 3code) drops.

[quote]
note: if you allowed rares, then you may need to have a separate drop line for the magical arrows.
if so, read this, otherwise skip it:
in the Ammo line, add:
Item3 = Magic Arrow
Prob3 = (you'll have to distribute your Probabilities for all the arrow drops anyway)

ABOVE (make sure it's above, anywhere above will do, but ABOVE) the Ammo drop line, create a new line (or copy) and make it look like this:

Treasure Class = Magic Arrow
Picks = 1
Unique/Set = <blank>
Rare = chance for rare (1024 is a 100% or so it seems)
Magic = chance for magic (1024 is a 100% or so it seems)
(of course if both are 1024, then it's a 50-50 chance)
Nodrop = <blank> or 0
Item1 = aq1
Prob1 = 1
Better = 0
Term = 0

this will end up setting a possibility to drop a rare instead of magic.
[quote]

the game will put this edited Ammo drop everywhere else necessary anyway.

----

yup that's abt it. is it too confusing?

------------------
~ La Vie est comme l'aspirateur, elle suce... ~

~BG Mod~

IP Logged

Apocalypse Demon
Moderator

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

posted 19 January 2002 17:28     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Cool, never thought of magical arrows. This could also be done with rare, set and unique arrows right? Cool.

------------------
God gave me a brain to use but I miserably failed to use it to my advantage

IP Logged

Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 20 January 2002 08:21     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Thanks very much, all that info helped me find my stinking points, which were the permstore item and the tcex, for some reason i thought they would drop from, the normal arrow table. One of the cooler things i was going to try was to make an exploding arrow, ex: one that casts a low lv fireball or bolt 100% of the time when it hits. Of course it would be hard to find. I probably wont be doing rare arrows cause they may be too overpowering. One last note: has anyone tried putting an inferno style spell as a %chance on a weapon or such. Thought i read something that they may crash but was curious if that was the case. Thanks again

------------------
"I have a plan so clever you could stick a tail on it and call it a weasel!"

IP Logged

RicFaith
Moderator

Posts: 2735
From: Singapore
Registered: Aug 2001

posted 20 January 2002 08:53     Click Here to See the Profile for RicFaith   Click Here to Email RicFaith        Reply w/Quote   Visit RicFaith's Homepage!
hmm. I've not tried, but I fancy these are likely to happen:

1) The Damage would be very off whack - either too much (not likely) or too little to be of any use (highly possibly).
2) It won't fire - coz you need to click and hold to fire, and it's a time-duration-dmg equation
3) It could give an error - perhaps like the stinking sequence.cpp one I'm getting now.

possibly all 3? That's my guess.

------------------
~ La Vie est comme l'aspirateur, elle suce... ~

~BG Mod~

IP Logged

Arcticwarp
Serf

Posts: 19
From:
Registered: Oct 2001

posted 23 January 2002 20:43     Click Here to See the Profile for Arcticwarp   Click Here to Email Arcticwarp        Reply w/Quote   
Unique arrows would certainly be interesting... but tricky to balance without making them useless. My arrows and bolts have a small pool of not-very-powerful prefixes and suffixes, and on each drop there's a 1/25 chance of getting a magic version, and if so, a 1/8 chance of it being rare. So 1 in 400 ammo drops will give you a rare quiver of the weapon type you use. I think the best arrow stats you can have so far are +4 to attack rating per level, +4 to normal damage, 10% chance of deadly strike, +140 poison damage over 7 seconds, +25-45 fire damage per hit, +1-100 lightning damage per hit, and +12-20 cold damage per hit with an 8 second duration, which is actually 2 since it'll only drop on Hell. Of course, this requires unbelievable luck on a six drop rare as well as a character level of at least 70 to use. Most magical arrows will do something minor like +1 damage and +1 AR/lvl (arrow +1), or 1-6 lightning damage (shock arrow), until the player levels up a ways. I *might* add affixes at high levels that grant veeeery slow regeneration, but maybe not. I want these to be kind of like charms in their rarity, but used up quickly.

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