Author
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Topic: about adding new uniques
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Technetium Squire

Posts: 46 From: Registered: Feb 2002 |
posted 09 February 2002 12:52
All right, I have a basic idea on how to add new uniques based on looking at other uniques in the uniqueitems.txt. I have two questions, really. Does anyone know of a reference I can use for the columns "code" and "type"? I've noticed sometimes the type column is spelled slightly different from the way it appears in the game. I'm just looking for a big list of codes and types. Can anyone help with this? Thanks.

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BMW Lord
 
Posts: 148 From: Singapore Registered: Feb 2001 |
posted 09 February 2002 13:36
"code" refers to the item code in armor.txt, weapons.txt or misc.txt. "type" is the name of the item type(armour, weapon, jewelry or charm) as it appears in the first row of armor.txt, weapons.txt or misc.txt.Use these 3 files as references for your "codes" and "types" to use. [This message has been edited by BMW (edited 09 February 2002).]

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 09 February 2002 15:47
If your trying to implement the "unused" uniques, extract uniqueitems.txt from your d2exp.mpq. In there you will find the unused uniques with codes and base items (the codes are actually referring to which base item type)BTW currently I am working on a very similar "patch the holes" mod for an unofficial realm, you may want to see it when it's done (it's 50% now) [This message has been edited by FoxBat (edited 09 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 09 February 2002 16:09
"BTW currently I am working on a very similar "patch the holes" mod for an unofficial realm, you may want to see it when it's done (it's 50% now)"Hey, I was working on that too. Or was, now I'm just working on my main mod. But I was going to activate all the uniques and fix all inbalances with items, skills, etc. ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Technetium Squire

Posts: 46 From: Registered: Feb 2002 |
posted 09 February 2002 16:17
Thanks, that was really helpful. I wonder why the uniqueitems.txt in the patch deleted the information that said which items each unused unique was originally intended to go to.Something else that would be really useful is documentation explaining what all the prefix and suffix modifiers mean... I've seen something called "stupidity" as a modifier, for example, but I have no idea what that does in the game. Thanks again.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 09 February 2002 16:22
The stupidity modifier is the modifier blinds target.------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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FeistyGirl Honorary Warlord
   
Posts: 729 From: a padded cell somewhere Registered: Feb 2001 |
posted 09 February 2002 16:56
http://www.planetdiablo.com/phrozenkeep/magic-code-master-list.htm Magical Codes Master List (do a search to find the code you need ) ------------------ "Ohnosecond: that miniscule fraction of time in which you realize you've just made a BIG mistake."

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Technetium Squire

Posts: 46 From: Registered: Feb 2002 |
posted 09 February 2002 22:01
Thanks, that was a very helpful link. Now, another question. I am not adding new lines for my uniques, just filling in information for all the names that were never finished, and then setting them to complete. Do I still have to add stuff to patchstring.tbl or does it already know the names of these unfinished uniques, since they were in the file before I started editing?

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 10 February 2002 14:45
Look through expansionstring.tbl and see if you see any keys for the missing uniques. If not there, you probably have to add your own.

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Technetium Squire

Posts: 46 From: Registered: Feb 2002 |
posted 10 February 2002 21:42
The only .TBL files in my patch_d2.mpq, the latest 1.09, are the different patchstring.tbl files for different languages.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 10 February 2002 22:01
Any time you are looking for a file that isn't in patch_d2.mpq, look in the release mpqs. Blizzard only binds up the files they changed since the release into the patches, or they would be hundreds of megabytes large.The only difference between a mod and a patch is who made it. 

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Technetium Squire

Posts: 46 From: Registered: Feb 2002 |
posted 10 February 2002 22:09
Yeah... Thanks again for clearing that up (in the other thread too).

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