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Technetium
Squire

Posts: 46
From:
Registered: Feb 2002

posted 09 February 2002 20:11     Click Here to See the Profile for Technetium   Click Here to Email Technetium        Reply w/Quote   Visit Technetium's Homepage!
I was setting all my prefix and suffix modifiers so that they could all spawn on rare items. Then I realized that a lot of them are modifiers for charms. Is that all I have to do to make it start spawning rare charms?

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Kobu
Lord

Posts: 105
From: Tokyo
Registered: Dec 2001

posted 10 February 2002 02:10     Click Here to See the Profile for Kobu   Click Here to Email Kobu        Reply w/Quote   
You have to put a 1 in the rare column in itemtypes.txt for charms and also add charms to rareprefix.txt and raresuffix.txt.

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Bleak Times are here.

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Technetium
Squire

Posts: 46
From:
Registered: Feb 2002

posted 10 February 2002 21:38     Click Here to See the Profile for Technetium   Click Here to Email Technetium        Reply w/Quote   Visit Technetium's Homepage!
The patch_d2.mpq file I am using, which is the most recent 1.09, does not have the files rareprefix.txt and raresuffix.txt. It just has magicprefix.txt and magicsuffix.txt, and there are columns in those files that allow each modifier to be spawnable on rares. That was what I had changed. I did, however, find the change you mentioned in itemtypes.txt, and I made that change. Should it work now?

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 10 February 2002 21:47     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
patch_d2.mpq has only those files Blizzard changes after the release. You need to check d2data.mpq and d2exp.mpq (and maybe some of the others, for effects) if you don't see the files you are looking for in patch_d2.mpq.

Regardless of where you found them, modded files >do< go in patch_d2.mpq---you can really expand that file! For example, Sanctuary in Chaos mod has a patch_d2.mpq that is nearly 10MB with all the files Jeff had to bring in from the release mpqs. (And it's a fine mod indeed, Jeff!)

[This message has been edited by Myhrginoc (edited 10 February 2002).]

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Technetium
Squire

Posts: 46
From:
Registered: Feb 2002

posted 10 February 2002 21:53     Click Here to See the Profile for Technetium   Click Here to Email Technetium        Reply w/Quote   Visit Technetium's Homepage!
Ahhh... that would explain much confusion on my part, and not only in this thread. I had thought previously that only the patch_d2.mpq was editable, because it was the only one mentioned in the "idiot's tutorial" on Phrozen Keep... Thanks for clearing that up. :-)

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Technetium
Squire

Posts: 46
From:
Registered: Feb 2002

posted 10 February 2002 21:57     Click Here to See the Profile for Technetium   Click Here to Email Technetium        Reply w/Quote   Visit Technetium's Homepage!
Whoops, one other little question... If the things in your first reply are all I have to do, then what effect is there of setting the "rare" column in magicprefix.txt and magicsuffix.txt to 1 for all the modifiers listed that can spawn on charms? Or do I have to do all 3 things to make it work (your two suggestions plus the above)?

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 10 February 2002 22:05     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
Changing magicprefix/magicsuffix says what affixes can be rare---not just for charms. Changing rareprefix/raresuffix says what rare names will work with charms. Similar but not quite the same function. And changing itemtypes is necessary so charms CAN be rare, of course.

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