Author
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Topic: Tutorials
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Tyben_Ryen Serf
Posts: 2 From: Oregon Registered: Jan 2002 |
posted 08 February 2002 11:16
Good Morning/Evening to you all,Well like many of the rest of you, I'm tired of being screwed over by blizzard cause I dont have access to BattleNet. So when I heard about Mods from so friends I jumped all over them. Well enough of my life story... My Question is this: I'm new to the mod making scene. I've read and recorded all of the tutorials that are posted on the PhrozenKeep web site, I was wondering if anyone had a tutorial on adding Cube Recipes and altering Item images in D2X. If so would you please let me know where or send them to me. Thanks TR

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FeistyGirl Honorary Warlord
   
Posts: 729 From: a padded cell somewhere Registered: Feb 2001 |
posted 08 February 2002 11:24
Well, first of all...Have you downloaded the needed tools from the Keep yet? Have you went through the newbie tutorials and are you comfortable with extracting, editing, and repacking the mpq files? That's the first (and most important) step. For altering item images you need dc6con and a graphics program that can save/load .pcx format. For adding cube recipes I'd recommend downloading one of the mod "plugins" on the Keep that adds / enables cube recipes and using it for reference. HTH  ------------------ "Instant human: just add coffee"

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 08 February 2002 13:13
Here is a cube tutorial for you that I made myself. Though I still have to add something to it, I'll do that later:How to make your own cube recipes: In this tutorial, I will be explaining the basics of cubemain.txt and some of the commands for it on how to make your own unique and complex cube recipes. Now, using D2Excel, open up your cubemain.txt file. The first column you will see is the “description” column. This column is not really necessary but if you want, you can type a description of your cube recipe, what you need to input and what it should output. This isn’t really that important but it gives the viewer an idea of what the cube recipe’s ingredients and output will be. The “completed” column states if the recipe is active, to activate it, put a 1 in the column, if not keep it blank or put a 0 in it. The “min diff” column I am unsure of it’s purpose but it is not important as no cube recipes currently in the game use that column. The “version” column states what version your cube recipe works in. If it’s for classic, put a 0, if it’s an expansion only recipe, put a 100. The “start day, stop day and weekday” columns I’m also unsure of their purpose but I doubt they have a purpose since no cube recipes really use those columns. In the “class” column, you can make your recipe class specific and only transmutable by a certain class. For example, if you want a barbarian to be the only one to be able to make a certain recipe, you type in the barbarian code which is in this case, “bar”. This will make your recipe only be transmutable by that class. The class codes are: Barbarian- bar Paladin- pal Sorceress- sor Amazon- ama Necromancer- nec Assassin- ass Druid- dru In the “numinputs” column, you will need to put in how many items the recipe requires you to input. If the recipe requires you to put in 4 gems and an armor, then you would put a 5 in that column. In the “input1" column through to “input7", you will need to type in what items you actually need to use as ingredients. Now, for the type of item itself, you need to find the item codes for that item. Those codes can be found in armor.txt, weapon.txt, misc.txt and itemtypes.txt. For example, if your recipe requires you to put in any sword, you use the item code “swor” which means swords in itemtypes.txt. If you want it to work for a specific sword only, then you search for the itemcode in weapons.txt. If you want the recipe to use any item, then you use the code “any.” Now, after you type in the itemcode, you need to put a comma and then specify the quality of that item. So, if you want to have one ingredient to be a magical sword, then you would type in “swor,mag” with quotes. The codes for this can be found in cubemod.txt file but I will post all the codes for the quality: Magical- mag Rare- rar Unique- unq Crafted- crf Normal- nor Upgrade- upg Amethyst- ame Ruby- rub Sapphire- sap Emerald- eme Diamond- dim Skull- sku Topaz- top After that is specified, you can add a third comma and add in even more codes. These ones are for other properties such as quantity of the item. So, let’s say you wanted one ingredient of your recipe to be three amethysts. For your input1 column, you will type in “ame,qty=3" with quotes. This will specify that you need three amethysts for this recipe. If you wanted your recipe to be 3 amethysts+1 magical sword as inputs, you will need to put this in your columns: Input1 column- “ame,qty=3" Input2 column- “swor,mag” Now, once you get your input columns filled in, we need to do the output which is the result that we get from the recipe. There are a few codes we can use in here and I will explain them and their purpose. The “usetype” code can be used so the resultant item is the one that was first put in. For example, if you have “swor,mag” as one of your inputs and your output is “usetype,mag”, then the result item base type will be whatever sword you put in. So, if you put in a magical war sword(with whatever else is in your other input columns), the result for that recipe will be another magical war sword. You can also use the item codes as codes for the output as well(for example, an magical amulet as output would be “amul,mag”). After specifying the item base type and quality, we can choose if we want it to have sockets. If we do, we can use the command(after a comma) like “sock=X” where X is a number. Another very useful code we can use is the “pre=X” and “suf=X” commands. These can also be used as inputs as well. These commands allow the (let’s talk about output for now) the output to be a certain prefix as well. X will be replaced with a number. To know what number your suffix or prefix is, you need to look in magicprefix.txt (if it’s a prefix) or magicsuffix.txt (if it’s a suffix) and look for the line number of that affix. Once you find the line number of the affix, add 1 to that number and that is the number that you type after the “pre=”. So, let’s say we wanted to make an output of any magic sword with an automatic cruel prefix and two sockets. What we do is look up the prefix in magicprefix.txt. In this case, the line number for cruel is 195. We add 1 to that so the number is 196. This is the number we type after the “pre.” So, this is what you will type to make an output of any magic sword with a prefix of cruel: Output column: “usetype,mag,sock=2,pre=196" Now, the other remaining columns...the three level columns are used to determine the output of the recipe’s ilvl. So, the lvl column refers to the qlvl, the plvl column refers to the clvl, and the ilvl column refers to the ilvl. The plvl and ilvl columns are usually multiplied together. For the Mod1- Mod5 columns, you can choose to give your recipe a preset attribute(similar to the pre= and suf= commands). However, in the Mod1-Mod5 columns, you only type in the attribute’s special code which can be found in properties.txt or in magicprefix.txt/magicsuffix.txt. For example, if you wanted to give your output item an attacker takes dmg of X attribute, you would type in the code “thorns” in the Mod1 column(without quotes). Then, in the “Mod chance” column, you can type in the percentage chance you have to get that attribute on a transmute. If it always appears, you leave the column blank, if you want the attribute to appear 50% of the time, you would put a 50 in that column, etc. In the “Mod param” column, this is for the attribute parameters. It’s usually used for attributes that have a time duration among other things. You can find out what attributes use parameters in the properties.txt file. If the attribute has no parameters, you can leave the parameter column blank For example, if you made an fixed mod of poison that lasts for 3 seconds, then in your “Mod 1" column, you would type in “dmg-pois” without quotes, then in the “Mod param” column, we would put in a 75(since each second is 25 frames, 3*25=75). Then, in the “Mod min” and “Mod max” columns, you can type in the max and min values of that attribute. Do this for any other fixed attributes you want in the other mod columns, then in the last “Term” column, put a 0 and you are finished. So, now that I gave you a tutorial, I will give you a sample of a certain recipe. For this recipe, we will use a magical sword with an amn, thul and vex rune to equal a magical sword with with two sockets, and the suffix of the glacier always appearing, the suffix of the lamprey appearing 33% of the time and the suffix of the vampire appearing 50% of the time. So, here are all the columns I would type in: Description column- magical sword+amn+thul+vex->magical sword with 2 sockets, with the suffixes of the glacier, of the lamprey and of the vampire. Enabled column- 1 Version column- 100 Numinputs column- 4 Input1 column- “swor,mag” Input2 column- r11 Input3 column- r10 Input4 column- r26 Output column- “usetype,mag,sock=2,suf=26" plvl and ilvl column- 50 Mod1- lifesteal Mod1 chance- 33 Mod1 min- 8 Mod1 max- 9 Mod2- manasteal Mod2 chance- 50 Mod2 min- 8 Mod2 max- 9 Term- 0 Any columns I did not refer to are blank.
------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Beaver Honorary Warlord
   
Posts: 1682 From: I live in a dam, down by the river.... Registered: Jan 2002 |
posted 08 February 2002 15:47
Apoc Demon, that was beautiful! I have been wanting something like this myself. Maybe it should be added to the tutorials section?.?.And FeistyGirl... A lady that plays D2 and mods.... wow... So, out of my own curiosity, how many other ladies are on the board? ------------------ "The only thing that interferes with my learning is my education." - Einstein

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FeistyGirl Honorary Warlord
   
Posts: 729 From: a padded cell somewhere Registered: Feb 2001 |
posted 08 February 2002 17:10
Yep, been trying (and sometimes succeeding!! ) to mod ever since Feb '01, had to take a break a couple of months after LoD hit the scene, but I'm back (just couldn't stay away). Yes I am a rarity among females, and I don't understand most of them either As far as other females, I can only speak for myself as I just returned to the boards today. There were a couple of others when I was here last year (katzz, are ya still out there??) but I have no idea now. SMILE , ~Jess~ [EDIT: I'm a Lord!!! Yay!!! ... shouldn't it be "Lady" though?? ] ------------------ "Instant human: just add coffee" [This message has been edited by FeistyGirl (edited 08 February 2002).]

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Axalon Honorary Warlord
   
Posts: 2243 From: New England, USA Registered: Dec 2001 |
posted 09 February 2002 00:38
Alright, Apocalypse ... finally, a cube recipe tutorial ... probably one of the most requested of things newcomers (and even some of the 'not-so-new' comers), have been constantly asking for ... Well Done I've been trying to write one of my own, but I've already filled up over 25 pages, and I still have more to add more to it! Well, that could be the 'Super Ultra Mega Cubemain Tutorial' assumming I ever finish it ... But you have done an excellent job of condensing what needs to be done ... an invaluable reference for all  ------------------ "To dream a life, or to live a dream ... only through desire shall the sleeper awaken."

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dectgap Knight

Posts: 66 From: Malmö, Sweden Registered: Dec 2001 |
posted 09 February 2002 08:53
Do you know what happens if you have a preset affix, but the "lvl", or "plvl" and "ilvl", along with the qlvl of the input item don't allow an alvl equal or greater than the alvl of the preset affix? Will the item get the affix(es) anyway, or will the item become Superior (if no other affixes are picked)?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 09 February 2002 10:17
"Do you know what happens if you have a preset affix, but the "lvl", or "plvl" and "ilvl", along with the qlvl of the input item don't allow an alvl equal or greater than the alvl of the preset affix? Will the item get the affix(es) anyway, or will the item become Superior (if no other affixes are picked)?"I have not tested this sorry. Unless anyone here wants to test it out? ------------------ God gave me a brain to use but I miserably failed to use it to my advantage

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 09 February 2002 11:48
As I understand it, if you make a recipe that has level limits and you don't qualify for the mods, they won't appear. If you want superior items, you have to explicitly call for them in the cube recipe. One calling form that works for me is shown in this example:"weap,mag,nos" + jew ---> "usetype,nor,hiq,sock=3" which takes a magical weapon without sockets and a jewel, and yields a superior weapon of the same type with three sockets. [This message has been edited by Myhrginoc (edited 09 February 2002).]

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 12 February 2002 11:58
Apocalypse Demon...have you added the last bit that you wanted to to your tutorial? If so, please e-mail to me and I will post it up at the Keep...might as well make yourself semi-famous...I've been meaning to write a cubemain tutorial for some time...glad someone else beat me to it, though.  Anyway, send it along when it's ready. ------------------ - 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 1.1 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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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 12 February 2002 13:33
Hey Jeff, I have to add in two other column meanings(like the min diff, weekday columns info) and a few grammar and spelling fixes and I'll send it to you. I also have a levels.txt tutorial, a hex editing gambling tutorial, how to make your own gems and other itemtypes tutorial and more just waiting for you.

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Applebuddy Serf
Posts: 18 From: Illinois Registered: Nov 2001 |
posted 12 February 2002 14:22
As always Apoc, thanks for the wonderful tutorial. This is the second (or third?) of yours that I have found very useful. Sounds like you could just write tutorials for the keep on all of your (obviously) impressive knowledge!Keep it up! ------------------ No, I am not drunk, I am sotally tober. Another beer Mr. Ossifer?

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 13 February 2002 13:03
Apocalypse Demon:Send along everything but the hex editing gambling tutorial when they are ready. I have that tutorial already and there are plans to get it up on the site...Phrozen took care of that in his site maintenance...but the tutorial might not show up until we unveil the slightly revamped Keep. But please, send everything else when you can. As you can see, I'm getting a little better about updating tutorials and guides recently.  ------------------ - 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 1.1 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 13 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 13 February 2002 15:17
Jbouley, I have updated my gambling hex editing tutorial so it's slightly different then the copy you have. I will send you my updated one later so don't upload the one you currently have(the one I have has the offsets for 1.09b and 1.09d as well as some fixed spelling and more explanations).

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jbouley Forum Admin.
    
Posts: 4907 From: Portland, Maine, USA Registered: Jan 2001 |
posted 13 February 2002 15:30
Cool...I'll forward it to Phrozen so he can update the relevant page as necessary. Looking forward to all of those buggers.  I may get a bit slow on posting tutorials soon, though...I have to pick up and move my life to Maine...so March 1 to March 6 will be really bad...and I'll probably still be recovering for a couple weeks thereafter, though I should be back on the forums by the 7th (but I doubt I'll make many...if any...appearances the five or six days I'm in the process of moving) ------------------ - 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 1.1 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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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 13 February 2002 22:24
I took a look inside cubemain v1.08. Min Diff column probably refers to minimum difficulty (it was called Min Difficulty in 1.08). Most cube recipes were 0 for Normal, but the advanced class-specific recipes were 1, probably Nightmare. I bet 2 is Hell. Worth trying out, and wow, a bunch more cube recipes  The start day, stop day and day of week were intended to look at your system clock and make some cube recipes dependent on what day you played the game. There was a brief period where the Deadly series of crafted items was week specific. There were four items in the series, and you could make the first item the first week of the month, the second item the second week, and so on. Then they released v1.09 and did away with a lot of cube concepts (and the Deadly series), but the columns are still there. Whether they do anything still is another story. I personally don't see what it does for gameplay to be that reality dependent but it would add variety. [This message has been edited by Myhrginoc (edited 13 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 13 February 2002 22:28
Thanks but Ruvanal already explained it to me at diabloii.net, I just need to add that to the tutorial and it will be ready. Thanks anyways.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 13 February 2002 22:30
No problem...that's parallel activities for you.

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