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Author Topic:   Questions about sets
AzzieZeLuckylessOne
Squire

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

posted 24 January 2002 03:43     Click Here to See the Profile for AzzieZeLuckylessOne   Click Here to Email AzzieZeLuckylessOne        Reply w/Quote   
Hello there it's me again. I'm gonna bore you again with my dumb questions that are this time about setmoding...
So, let's go!
1) I read somewhere that charms can't have more than two powers. But, can I make a set with charms in? If yes, may have to make them have only 2 powers? Or can I can give them more? Are the set powers counted as object powers?
2) Is it possible to make a set with more than 6 objects? (without dll editing )
3) Can I make a cube recipe that transform an object into is green counterpart?
4) Dunno if it'll have any interest, but can I integer non-green objects in sets?
5) Where can I find the transformcolor list?
And a last one not about sets...
I wan't to create a completely new category of magic objects, with new gfx, powers, uniques and sets (it will be tarot cards)... I know that is possible, coz a least one person did it in his mod (I can't remember your name sorry) with cabochons (a very good idea )... So, did someone know about a tutorial that I'ven't found or a topic on this subject?
Thx

PS: I've a last last question that I shouldn't ask on this forum, but I take advantage of this post
Is it possible (and in this case where) to find all the amazing monsters conversions that have been done?

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Surray
Squire

Posts: 33
From: your brain
Registered: Jan 2002

posted 24 January 2002 06:47     Click Here to See the Profile for Surray   Click Here to Email Surray        Reply w/Quote   
1) I dunno. Try it?
2) I dont think so
3) Yes, just set the output to usetype,set and you get the set counterpart.
4) I Think all items that you put in the setitems.txt become green automatically.
5) The transformcolor list can be found at the keeps resource section (called color guide)

cant help ya with the last 2 questions sorry
started modding 5 days ago

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Watcher
WarLord

Posts: 196
From: Who cares anyway?
Registered: Oct 2001

posted 24 January 2002 13:00     Click Here to See the Profile for Watcher   Click Here to Email Watcher        Reply w/Quote   
1: Yes, you can make a set charm, but it won't work, because having charms in the inventory doesn't count as wearing them.

New item type: This isn't a full explanation, just some tips.
You'll need to create a new kind of item in itemtypes.txt. Make sure to include it in the proper categories (most likely misc, but depends on what the cards should do).
The actual items are put in armor.txt, weapons.txt, or misc.txt (depends on what you want to do).
In magicprefix/suffix.txt, you can make new affixes that are only spawnable on these items (put their new type in the type columns).
Gfx will be done in another program and converted to dc6 by a program found here at the keep (for your information, an inventory cell is 28x28 pixels). The gfx reference is in armor/weapons/misc.txt
Set and unique items are put in the set/uniqueitems.txt files, by using their 3 letter code (entered in armor/weapons/misc.txt).
Hope this helps.

Watcher

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To fail is human. Complete breakdown requires a computer.

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AzzieZeLuckylessOne
Squire

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

posted 24 January 2002 14:25     Click Here to See the Profile for AzzieZeLuckylessOne   Click Here to Email AzzieZeLuckylessOne        Reply w/Quote   
Thinks that it'll help me a lot
For set charms, is there a way to make them equipped by having them in the equipement? (still without dll diting )

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"Ne sois pas si défaitiste, comme tant de jeunes démons. Beaucoup d'entre eux sont paresseux, ils se contentent de traîner, de se droguer, de se raconter des histoires, d'aller au plus facile sur le chemin de l'eternité. Tu n'es pas comme ça, toi. Tu es intelligent, astucieux, tu as des principes, de l'initiative. Secoues-toi un peu! Tu pourrais réellement avoir une chance."

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 24 January 2002 18:15     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
You could make them socketable, I guess. But it seems like unnecessary work, given that you can make a vast array of sets from existing wearables. If you want all sorts of extra powers, make sets with plenty of sockets, and get happy with rare jewels.


Slightly off topic: the item question I would love to know the answer to. Is there any way to define an item that a hireling can wear, that CANNOT be worn by any class of player? Preferably without DLL changing--I want to see how far I can go before leaving the mpq behind.

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FoxBat
Moderator

Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 24 January 2002 20:05     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Etherals aren't that far from being "merc-only" items... I wonder if there is some way to force this property on an item.

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Zhoulomcrist
Forum Admin.

Posts: 3239
From: USA
Registered: Jan 2001

posted 24 January 2002 21:48     Click Here to See the Profile for Zhoulomcrist        Reply w/Quote   
Possibly, although likely, some code editing would be needed to force an item to function on only the hireling classes and only when the item is spawned as an ethereal item. I can see definite usefullness in that though being that their durability would remain unharmed on a hireling.

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Diablo was vaporized by Zhoulomcrist's redeemer

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Classic Diablo II: ZhoulomCrypt Project Administrator

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Watcher
WarLord

Posts: 196
From: Who cares anyway?
Registered: Oct 2001

posted 25 January 2002 05:21     Click Here to See the Profile for Watcher   Click Here to Email Watcher        Reply w/Quote   
@Myhrginoc: Um, no, inserting something into a socket doesn't count as wearing it, even if you're wearing the item it is put into. Too bad.

Watcher

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To fail is human. Complete breakdown requires a computer.

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RicFaith
Moderator

Posts: 2735
From: Singapore
Registered: Aug 2001

posted 25 January 2002 06:35     Click Here to See the Profile for RicFaith   Click Here to Email RicFaith        Reply w/Quote   Visit RicFaith's Homepage!
well you could make a whole new set of armors/weapons etc. that have a durability of 1. this will in the very least scare the player into only giving it to hirelings. *griN* quite forcefully too.

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

~BG Mod~

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The-Squirrel
Squire

Posts: 33
From:
Registered: Jan 2002

posted 25 January 2002 15:44     Click Here to See the Profile for The-Squirrel        Reply w/Quote   
RoFl !!!

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The Squirrel ...

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 25 January 2002 18:21     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
God, that would certainly scare ME into hireling-only use! I was trying to avoid all the new definitions though, heh heh...and "wasting" the TLCs. If it bugs me enough though, I'll do it On the other hand, that might be a way to get cursed-durability objects too...make a whole series of base analogs with same names in string tables but different TLCs...hmmmm...muwahahaha...what would happen if an item of dur=1 popped out as ethereal?

I didn't see ethereal as one of the assignable properties in Properties.txt. I know it can be tagged in cube recipes, but that defeats my purpose for found objects.

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justanothermodder
Knight

Posts: 76
From: Somewhere, Il, USA
Registered: Jul 2001

posted 26 January 2002 03:21     Click Here to See the Profile for justanothermodder   Click Here to Email justanothermodder        Reply w/Quote   
Another real fun idea is to make a new item type(s)and set the repair code to 0, in itemtype.txt (not sure if this works).

Then set the durability to 1 in the armour or weapon.txt.

Could be another way of making ubertype items that has low durailty (your own etheral item if you may).

Just thought I would throw this idea out and see if someone has tried it yet.

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