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Author Topic:   Itemtypes Referance File
justanothermodder
Knight

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

posted 06 February 2002 20:24     Click Here to See the Profile for justanothermodder   Click Here to Email justanothermodder        Reply w/Quote   
I have tried to xplain what each of the columns in the Itemtypes.txt file do.

You may need to read thourgh http://www.planetdiablo.com/phrozenkeep/pktut-treasureclass.htm for a basic understanding of the 2nd part of the file, in which I break the types down into all of the subtypes and list the codes for each type.

This is my first attempt at a referance file so please report any errors or things that might be unclear and I will fix it.

If the admin think this is OK in its current form they may post it in the referance/tutorial section.

Forgot the link to the file:
http://home.earthlink.net/~dlieneke/itemtypenotes.txt

Thanks to all of the people on the forum for their help in making this file.

[This message has been edited by justanothermodder (edited 06 February 2002).]

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Ruvanal
Knight

Posts: 59
From:
Registered: Feb 2002

posted 07 February 2002 13:52     Click Here to See the Profile for Ruvanal        Reply w/Quote   
MaxSock1, MaxSock25 and MaxSock40 are refering to the hidden ilvl of an item not the difficulty level they are aquired on. The number is the minimum ilvl needed to use that column for determining the maximum number of sockets that can spawn on that item type. This will then be compared to the gemsockets columns in armor.txt, misc.txt or weapons.txt and the game will then use the lower of the 2 to determine the number of sockets allowed on an item.

TreasureClass will generate a series of TCs at startup in the form of xxxx3-xxxx90 where xxxx is the itemtype code. Unless these new TCs are included in the drop trees of Treasureclassex.txt then they will do nothing.
Rarity is the probability value that will be given to items of this type when they are autogenerated into the TreasureClass groups as indicated by the itemtypes flagged in the TreasureClass column.
For more on these two columns read Jarulfs article on TreasureClasses. http://www.planetdiablo.com/phrozenkeep/pktut-treasureclass.htm

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justanothermodder
Knight

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

posted 07 February 2002 19:16     Click Here to See the Profile for justanothermodder   Click Here to Email justanothermodder        Reply w/Quote   
quote:
Originally posted by Ruvanal:
MaxSock1, MaxSock25 and MaxSock40 are refering to the hidden ilvl of an item not the difficulty level they are aquired on. The number is the minimum ilvl needed to use that column for determining the maximum number of sockets that can spawn on that item type. This will then be compared to the gemsockets columns in armor.txt, misc.txt or weapons.txt and the game will then use the lower of the 2 to determine the number of sockets allowed on an item.

Noted and fixed

quote:
Originally posted by Ruvanal:
TreasureClass will generate a series of TCs at startup in the form of xxxx3-xxxx90 where xxxx is the itemtype code. Unless these new TCs are included in the drop trees of Treasureclassex.txt then they will do nothing.
Rarity is the probability value that will be given to items of this type when they are autogenerated into the TreasureClass groups as indicated by the itemtypes flagged in the TreasureClass column.
For more on these two columns read Jarulfs article on TreasureClasses. http://www.planetdiablo.com/phrozenkeep/pktut-treasureclass.htm

Noted and quoted Jarulf

When I tested this idea I could not get the item to drop as a treasure class type (bow,weap,armo).

ex. create an item with code = xxxx lvl 1 and treasure class to 1

Then after reading Jarulf's post you would think that xxxx3,xxxx6,xxxx9 and so on would be leagal treasure classes

Upon my testing I could not get item xxxx to drop, though it's item code (xxx) did

Just trying to explain why I didn't explain more on this column

------------------
Go Rams

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 07 February 2002 21:43     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
Did you go into TreasureClassEx and add your "unlisted" (Jarulf's term) drops to the drop tree? The 150 codes (unmodded) are referenced in the drop tree even though there are no defining lines for them...so your new codes have to be included just like bow18 or armo87. That's assuming you have an entirely new item type, since ANY weapon or armor will be included in the five existing types where TreasureClass = 1.

A side note about your ItemTypes guide (which is very nice, btw). You can create a general class to group already-listed classes. I made a "jewelry" class to group amulets and rings, then went through the various files and replaced "ring + amul" listings with my new combo type. That was so I could define a second ring type (can now have two rings in a set). So you should be able to add groupings anywhere you want to make new properties affecting several types at once. But I am not sure what would happen if you group things defined in more than one file, such as weapons and armor together.

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justanothermodder
Knight

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

posted 07 February 2002 22:14     Click Here to See the Profile for justanothermodder   Click Here to Email justanothermodder        Reply w/Quote   
quote:
Originally posted by Myhrginoc:
Did you go into TreasureClassEx and add your "unlisted" (Jarulf's term) drops to the drop tree? The 150 codes (unmodded) are referenced in the drop tree even though there are no defining lines for them...so your new codes have to be included just like bow18 or armo87. That's assuming you have an entirely new item type, since ANY weapon or armor will be included in the five existing types where TreasureClass = 1..

Yes, I had forced the famous quill rats (Picks = -4, No drop = 0) to drop xxxx3,xxxx6,xxxx9, + a rin to see if it worked (No Go)
Then changed to xxx,rin and it worked fine.

quote:
Originally posted by Myhrginoc:
But I am not sure what would happen if you group things defined in more than one file, such as weapons and armor together

Armor and Weapons codes on the same type of item seemes to lock up Diablo on exit

I will play more with this idea this weekend to see if I can figure it out.

More tests:

sock treasure classes work (above exp line)
abow doesn't work (below exp line)

So I took and made a new class above the exapansion line.

Guess what, now the new treasure class (xxxx) drops in the the treasurclassex file

So tonights conclusion shall be:
--------------------------------------
In order to use the treasure class column it needs to be above the expansion line.
--------------------------------------

Looks like I need to mod a mod to see what bad affects this has on the game.

I have found the line where it seems that the treasureclass column no longer works

It is #89 the Amazon Javalons.
Thus columns 3 to 89 will generate treasure classes and 90+ will not

[This message has been edited by justanothermodder (edited 08 February 2002).]

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justanothermodder
Knight

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

posted 08 February 2002 04:04     Click Here to See the Profile for justanothermodder   Click Here to Email justanothermodder        Reply w/Quote   
Got tired of editing the last post.

No more tests tongight, must sleep.

Just wanted to point out a few things that I will be adding in the next update.

Gems column: If a create a subtype of an item that has a 1 in this column than the subtype needs a 1.

DO NOT and I repeat DO NOT add lines to the begining or middle of the file or change the first to lines - Crash Heaven

If you want to create treasure classes you can change the three rows with Not Used in the Itemtype column (15,18, and 24). You can probaly get away with changing the herb row (9.) If you change the type name you would have to change the herb(row 96) type in misc.txt to misc to avoid errors.

If any one has anything to add or knows is wrong please post.

Thax and hope this helps you modders

document updated

edited previous post to show the correct line numbers

document updated 3:30 pm 2-8-2002

[This message has been edited by justanothermodder (edited 08 February 2002).]

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 08 February 2002 23:13     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
quote:
Originally posted by justanothermodder:
Armor and Weapons codes on the same type of item seemes to lock up Diablo on exit

That is consistent with the behavior we see in cubemain.txt. I have had a number of recipes crash the game if trying to use one line for both weapons and armor. But if I make a recipe for all weapons and another for all armor...bingo!

Good thing we have 3900+ more lines available in cubemain...

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