quote:
Originally posted by Krazoth:
Allo all, been a while since I posted here, but i had a question. Ive been trying to make magical arrows. Ive done a search and it didnt yield any info that was past what i have tried. I just want to create some quiver only affixes for arrows and bolts. I did manage do get them magical once, but no normal ones would be sold and i want magic arrows to be somewhat rare, and i would rather have them dropped than cubed. Any help would be greatly apreciated
hiya~, we've got upgraded/magical/rare arrows and bolts in BG Mod. I'll explain a bit.
we have arrows (normal d2 stuff), arrows +1 and arrows +2 (basically empowered versions)
let me explain the arrows +1
what you need to edit:
misc.txt
magicprefix/suffix.txt
itemtypes.txt
treasureclassex.txt
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let's start with misc.
you should copy the line for the normal arrows and paste it right at the end.
then edit the following:
version = 100 (if you intend to use LoD)
code = aq1 (any code will do, but it's clearer for arrows +1)
type = bwq1 (any code will do, again it's clearer for arrows +1)
depending on whether you intend for the arrows to spawn randomly or buyable or both, edit the seller lists and permstoreitem.
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magicsuffix.txt was the one I added stuff for, you can edit both prefix and suffix if you wish. Basically what you need to do is add your 4code (for me it's bwq1) to any of the affixes that you wish to spawn on your magic arrows.
say, you could allow Burning Arrows from prefix, or Arrows of Storms from suffix.
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itemtypes.txt is essential
again copy the line for arrows (bowq) to the bottom. then make these changes:
Itemtype = (this can be anything, it's a naming column for reference)
Code = bwq1 (or whatever you chose for a 4code)
Magic = 1
Rare = 1 (if you intend to allow rares, else 0)
Normal = 0
that's it for itemtypes.
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tcex is where you set the drops. I did a lot of changes here, but basically the line you need to edit is Ammo i think. Just add a possibility that your aq1 (or whatever 3code) drops.
[quote]
note: if you allowed rares, then you may need to have a separate drop line for the magical arrows.
if so, read this, otherwise skip it:
in the Ammo line, add:
Item3 = Magic Arrow
Prob3 = (you'll have to distribute your Probabilities for all the arrow drops anyway)
ABOVE (make sure it's above, anywhere above will do, but ABOVE) the Ammo drop line, create a new line (or copy) and make it look like this:
Treasure Class = Magic Arrow
Picks = 1
Unique/Set = <blank>
Rare = chance for rare (1024 is a 100% or so it seems)
Magic = chance for magic (1024 is a 100% or so it seems)
(of course if both are 1024, then it's a 50-50 chance)
Nodrop = <blank> or 0
Item1 = aq1
Prob1 = 1
Better = 0
Term = 0
this will end up setting a possibility to drop a rare instead of magic.
[quote]
the game will put this edited Ammo drop everywhere else necessary anyway.
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yup that's abt it. is it too confusing?
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~BG Mod~