Author
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Topic: Need a little help plz
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Physco57703 Serf
Posts: 18 From: Rapid City, South Dakota, USA Registered: Dec 2001 |
posted 20 December 2001 20:09
ok i've made a new armor and i want to it to give to random skills for a certain char, but when i make the changes for it i keep getting the same skill. how do i have it randomly pick skills for the char?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 20 December 2001 20:18
Okay, make a new entry in itemtypes.txt and make your armor type there. Fill it in as normally would be but for the Equiv2 column, put in the character code name(assn, barb, pala, necr, drui, sorc, amaz). For the "staffmods" column, put in the character code that you want it to give random +skills to(use the character codes in properties.txt). If you want to make your armor class specific as well, go to the "Class" column and type in the code of the character. Everything else in there should be filled out normally...------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 20:31
Apocalypse Demon, i think adding rows in here will make the game crash, how ever last time i edited this was pretty long ago.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 20 December 2001 20:50
No it doesn't crash, I made my own type of armor called bone plates and gave it three versions in armor.txt for the normal, exceptional and the elite version(skull armor, grim plate, rotten plate). Doesn't crash if you ask me as long as you identify the armor as "tors" or "armo." ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 20:54
did you add new rows or used the unused ones? it belw up when i added new base types last time with new rows
------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 20 December 2001 20:58
Well, I have some new gems there opals, samarai swords and bone armors and new added rows in itemtypes.txt. Is it supposed to crash? The reason I made them in itemtypes.txt is because I want the samarai swords and bone armors to get certain affix bonuses that other swords and armors cannot get(magical and rare ones). So, just adding the itemtype code in the magicprefix.txt/suffix.txt should work and the game shouldn't crash(isn't crashing mine.)------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 20 December 2001 21:00
hmmm maybe they made this editable in v1.09 since i got a error from a internal table that there are to many rows. ill try it myself.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Physco57703 Serf
Posts: 18 From: Rapid City, South Dakota, USA Registered: Dec 2001 |
posted 20 December 2001 22:01
ok i did what you said but i totaly messed it up because the armor didn't get anything changed. (i couldn't find the propties.txt you said) what txt files do i need to work on to get the armor to work. start form scratch plz because i keep forgetting what to do at the begging(i had a friend help me and i didn't pay too much to what he was doing) so i don't even know how to get the armor to add +anything and be class specific. all i've done so far is make the armor is the armor.txt.(and yes i've read the tutorials but don't understand them that good)

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 20 December 2001 22:08
Reread my post:"Fill it in as normally would be but for the Equiv2 column, put in the character code name(assn, barb, pala, necr, drui, sorc, amaz). For the "staffmods" column, put in the character code that you want it to give random +skills to(use the character codes in properties.txt). If you want to make your armor class specific as well, go to the "Class" column and type in the code of the character." It's pretty self explanatory. For example, if you want your armor to give you skills to a paladin, you would put the code pal in the "staffmods" column. To make the item class specific, like I said, if you want your armor to be paladin class specific, put pal in the "Class" column. ------------------ 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 20 December 2001 22:30
I've added 20 or 30 new itemtypes so I can vouch for the file's moddability.However, make sure you don't leave important fields blank. If I recall, the last column has to have a 0 in it like in all the other rows. If it doesn't, *crash* ------------------ - 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 1.0 of Sanctuary in Chaos - 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 20 December 2001).]

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Physco57703 Serf
Posts: 18 From: Rapid City, South Dakota, USA Registered: Dec 2001 |
posted 20 December 2001 22:42
ok still having the problem. i copied the barb helm line and changed the itemtype to cloth armor and the code(should it be the one in armor.txt which is 0cl or what?) and the rest i changed to fit what an armor would be. but nothing happens the armor still just appears as a normal armor. what am i doing worng?

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 21 December 2001 09:41
Hard to tell exactly what you are doing. You should be creating a new itemtype for the new armor in itemtypes.txt and then create a new armor in armor.txt that has the new itemtype in the Type column.I'm afraid I don't have time to review your file in the next couple days...but if you want to sent me what you did I'll try too look in over as soon as I can. Look at items in the game that grant skills and see what was done both in armor.txt or weapons.txt (as appropriate) and in the itemtypes.txt file as well. That should help guide you in understanding what the various columns mean....plus re-reading the earlier posts in this thread to help you focus on the proper columns. ------------------ - 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 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 10:31
it works, i added 20+ new items types for all my new base items (about 300). thx for telling me Apocalypse Demon, i would have been still stuck in thinking u cant do it.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 21 December 2001 10:40
As long as we're on the subject of items types...I have an issue I'd like advice on....but it seems silly to start a whole new thread.I have several types of weapons in my mod that spawn with a couple heavy-duty powers (knockback, ignore AC, etc.) and always have several sockets, but otherwise are not intended to be magical, rare, or anything else. The concept is that these are "mechanist" weapons...almost technological...that are to be customized by using the best combination of gems for your character, play strategy and intentions. So, to keep them from spawning as magical, I gave them an itemtype that spawns as normal only, and I gave them their "powers" through use of automagic.txt rather than using prefixes. The system works great except for one little thing. These items are sword, hammer and staff...but they don't appear as being in either of the three classes (of course) because I use a whole new itemtype. Can anyone give me some advice on how to continue to have them spawn only as "normal" items (never magic or rare) yet allow the game to consider them part of the sword, staff or hammer classes so that barb weapons masteries can still apply to them? ------------------ - 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 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 10:57
copy the new item type row in itemtypes give every one a new code, give them a new class name (in this case hammer, sword and staff change the type in weapons.txt for each to the matching and that would do it,i just added socketable class specific ears that can be used instead of amulets, and added one for each class in the same way. ------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 21 December 2001 11:24
Yes, but my problem is this:Wouldn't Equiv have to be swor, staf and hamm? If so, would setting the columns to "normal item only" actually do the job...or will the magic prefix and magic suffix files read it as being like any other sword, staff or hammer and apply affixes to it regardless of my wishes? Just wondering...maybe I'm overthinking this...and maybe I'm remembering my past failures with itemtypes wrong. But for some reason, it seemed like my only hope was to make it clear to the game that these aren't to be treated like other swords, staves and hammers. ------------------ - 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 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 12:03
there are 3 columns one called normal, one called rare and one called magic, if normal is set to 1 then it will only be normal, if magic is set to 1 then it can only be magic and normal, if rare is set to one it can be rare, magic and normal etc. it should work. and actually testing is the best way to discover------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 12:11
ok i tested it, it works, so you can do it without fear, i changed body armor, boots and a few other items to "normal" (but make sure the other columns (magic, rare) are set to 0!!!) and set normal to 1 and they spawned ONLY as normal and sockted items. (actually the same )only caution you should take is, remove any of the items you change from your chars b4 since it will corrupt the save file ------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon! [This message has been edited by NefariusDX (edited 21 December 2001).]

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 21 December 2001 13:34
Well, the problem is that I seem to recall testing it in the past and having problems with the new item types having swor, staf and hamm Equiv entries and the game promptly treating them like any other sword, staff or hammer and applying magic tags (obviously, I don't want to prevent the original items types from having affixes, just the new ones).But perhaps I messed something up in earlier testing. I will work on this some more...I don't plan on making people throw away existing stuff before playing my mod so I'll simply have to clone my mechanist weapons and eliminate the old ones from the vendor screens...assuming this works at all. Thanks for the help...I hope my earlier failures were simply me making some minor error out of lack of knowledge of the file at that time. ------------------ - 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 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Physco57703 Serf
Posts: 18 From: Rapid City, South Dakota, USA Registered: Dec 2001 |
posted 21 December 2001 13:45
ok for the itemtype.txt i copied the cloak line(76) and changed the itemtype to cloth amrom, and the assn's to barb's. but under code does it have to be something new?(i put 0cla) so now i have that done. In armor.txt i copy the quilted armor line and changed the name to Cloth Armor and the code(to 0cl) and invfile to 0cl and the type to 0cla and then make akara sell it but nothing changes to it, it just appears as a normal armor. Now you know what i'm doing so plz tell me what i'm doing worng.

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 13:57
set the "rarity" column in itemtypes to 1 this controls how often there is a builtin +skills on it.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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Physco57703 Serf
Posts: 18 From: Rapid City, South Dakota, USA Registered: Dec 2001 |
posted 21 December 2001 14:05
ok it is set to 1 but still nothing, its not class specific or anything just a normal armor what am i doing worng

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 21 December 2001 14:06
Well, there are several things to consider here.First off, when you create the new item type in ItemTypes.txt, yes, it must have a new name. So, let's say you clone a line (I would suggest cloning the existing armor line instead, the item type being armo I believe...after all, you know the armor line works...always clone lines you know work...cloaks were never activiated and something in the values in those columns might be throwing you off)...then you go in, change the name from armo to something appropriate and ununsed, like bar1. Put armo in the Equiv 1 column, though, so that the game still treats the row like armor even though it is a new itemtype. Go the staffmods column and put in bar so that the skills it adds are for barbarian skills. If you want it to be socketable, put the number of sockets you want in the three socketing columns. Now you should be done with that file. Go to armor.txt, clone an existing armor that approximates the look (the in-game look, that is) and/or values that you want. You will need to give that armor an itemcode (column R) not used by any other item (we're talking the item code right not, NOT the itemtype...don't get confused). It has to be three characters, and I suggest something that's clearly not used elsewhere, like ^b1 for your normal version (perhaps ^b2 and ^b3 for the exceptional and elite versions if you make them). Now, go to the gemsockets column and give it the same number of sockets you put in itemtypes.txt. Next, you must apply the new itemTYPE to this newly created item. That's the "Type" column...put your new itemtype (bar1) in there. Do whatever else you need to in this file with regard to stats, cost, who sells it, the level of the item, etc. Now, as for your graphics not working, did you create a new picture? If so, did you convert it to .dc6 format and insert it into your patch into the correct path...the path used by other inventory graphics? Let's say you did, and the name of your gfx file is (as you suggest in your post), 0cl.dc6. In the invfile column, you would put the name of your graphic, minus the extension. But if you never created a graphic or didn't pack in into the right place in the patch, it won't show up. Read the graphics tutorial here at the Keep. Alternately, you could just pick an invfile entry used by some other alread-existing item, or use one of the unique inventory graphics from the unique invfile column etc. Finally, you need to add any itemcodes (again, I mean the Code, NOT the type) to string.tbl or expansionstring.tbl (your choice). Use the table editor avaiable here at the Keep. It's Baron Darkstorm's. Open up the .tbl file, hit the "+" button at the top, enter your item code (in our example, it's ^b1 for the normal version of this armor) and hit return. Then you can enter what name will appear on the gameplay screen, whatever you want (Barbarian Wrappings, War Cloth, whatever). That's about all I can think of. if you're completely lost, that means you should probably go back to the tutorials and should probably visit the Resources section to read up on what some of the columns in the files you're dealing with do. Hope that helps. 
------------------ - 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 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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Physco57703 Serf
Posts: 18 From: Rapid City, South Dakota, USA Registered: Dec 2001 |
posted 21 December 2001 14:54
ok i did what you said. it should be able to be bought in the shop but its not there. what went worng?

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NefariusDX Honorary Warlord
   
Posts: 1392 From: The Hadal Abyss of Eternal Oblivion Registered: Jun 2001 |
posted 21 December 2001 14:58
1 note: if the item level is above the lvl of the vendor then it will NOT be spawned so set the item level to 0 and set the spawnable column to 1 next make sure it appears in a vendors inventory, lets use lysander since he dosent sell any thing except potions, put like 1 in min and 20 in max for lysander also do this for magicmin magicmax and set magic level to 1 and if you followed this without a mistake it should appear in the inv.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2 ------------------ XyRAXv21.00B Coming Soon!

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