Author
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Topic: cube question (again, lol)
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Fuzzbox Squire

Posts: 42 From: uk Registered: Sep 2001 |
posted 16 December 2001 10:41
i tried searching for the post that had the valid modifiers for input and output but for some reason it can't seem to find it, it was "relatively" recent (recent for this forum, would be gone on say d2.net a long time ago)my question is this: i'm in the process of making a mod based around the PSX game "Vagrant Story". in this there were "workshops" which allowed you to combine pieces of armour and weapons to make new, slightly more powerful versions, and also to create better "materials". there were 7 materials in the game: Wood, Leather, Bronze, Iron, Hagane, Silver, and Damascus. what i've done is remove ALL prefixes and ALL suffixes, and added new ones to the end of each file (no blank rows). currently i have all the material prefixes, and am thinking of ideas for suffixes. however, VS has no vendors as such, only monsters can drop items (or can be found in chests), and the highest level material pieces are VERY rare from monsters (maybe colossus blade/thresher rare for a D2 equivalent) what i would like to do would be able to make say, a "silver" pair of boots combine with a "hagane" pair of boots to create a "damascus" pair of boots, but i'm unsure as to whether the "pre=#" mod works for INPUT columns. Also, if i put "usetype,pre=#" as output, what column does it take the "usetype" from? is it as simple as just input1? one final question, not cube related, is it possible to make vendors NOT sell items that have certain prefixes (i.e. my damascus weapons/armour) but have them still drop from monsters/chests, and be created in the cube? thanks in advance, Fuzzbox

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 December 2001 12:35
Cool ideas, but I never tried using the "pre=" code for inputs and outputs. I've been searching for code file to but no evail.  ------------------ 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 16 December 2001 19:43
cubemain.txt isnt so hard to learn it took me a few mins to undertsand the base.------------------ Your Soul is MINE! ------------------ Nefarius daemonicum dominantum inimicus est ------------------ Modding since v1.02!!! ------------------ XyRAXv21.00B Comming SoOn

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 December 2001 19:49
I'm talking about the pre= code, the rest of the codes and recipe making is easy(I have made about 100 more cube recipes in my mod).  ------------------ 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 16 December 2001 19:55
i changed arround most of the quest recipes, made it almost impossible to get to cow lvl (or Oblivion as it will be called)the pre= uses the number or the group number of a prefix suf= uses the number or group number of a suffix. ------------------ Your Soul is MINE! ------------------ Nefarius daemonicum dominantum inimicus est ------------------ Modding since v1.02!!! ------------------ XyRAXv21.00B Comming SoOn

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 16 December 2001 23:11
Cool, I'll try those sometime.  ------------------ 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 16 December 2001 23:21
im sure that some affixes wont work, like +all skills since you cant put it on runes/gems to what i know.------------------ Ňëƒąřİű§ Official Modding since v1.02!!! ------------------ XyRAXv21.00B Coming Soon!

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