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Author Topic:   Prefix/Suffix: spawnable vs rare
FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 09 February 2002 19:55     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
If I put a 0 in spawnable and a 1 in rare, will that affix spawn on rares only, or not at all?

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Technetium
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posted 09 February 2002 20:08     Click Here to See the Profile for Technetium   Click Here to Email Technetium        Reply w/Quote   Visit Technetium's Homepage!
I would like to know what "spawnable" means. I have looked through and found plenty of modifiers/items that are listed as 0 for spawnable, and yet they still are dropped in the game.

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Ruvanal
Knight

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Registered: Feb 2002

posted 09 February 2002 21:38     Click Here to See the Profile for Ruvanal        Reply w/Quote   
Spawnable will determine if itis even used or not. If the value is 0 it will not appear on items.

To Technetium, please give a reference to an affix that has a 0 in spawnable and still appears in the game (by Excel row number please).

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Kobu
Lord

Posts: 105
From: Tokyo
Registered: Dec 2001

posted 09 February 2002 21:42     Click Here to See the Profile for Kobu   Click Here to Email Kobu        Reply w/Quote   
It won't spawn at all. Experimenting with mod, I'm very sure about this.

------------------
Bleak Times are here.

[This message has been edited by Kobu (edited 09 February 2002).]

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Technetium
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posted 09 February 2002 21:57     Click Here to See the Profile for Technetium   Click Here to Email Technetium        Reply w/Quote   Visit Technetium's Homepage!
hm, I must have been thinking of something else, nevermind my earlier comment.

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Ruvanal
Knight

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Registered: Feb 2002

posted 09 February 2002 22:51     Click Here to See the Profile for Ruvanal        Reply w/Quote   
I checked the resources section here and found that there was not break down for the prefix/suffix tables as I thought there would be. Since someone asked me about this a couple of weeks ago I though I would list out part of my reply to them here also.

For the first few columns.
version controls which version of the game the affix will work in. 0=for pre expansion items that are imported into the game when a character is imported. 1=is for D2C games or Lod games. 100= is for LoD games only.

spawnable will the affix be able to appear on items in the game or not. 1=yes, 0=no.

rare can the affix appear on rare or crafted items. 1=yes, 0=no.

level minimum alvl for the affix to appear on an item.
maxlevel maximum alvl that the affix will appear on an item.
levelreq minimum required level to use the item if this affix appear on the item. Other affixes or the item itself may raise the value.

classspecific what class can gain benefit from the affix (other classes can equip the item but are not able to use the affix).

class specifies a class and that class will use the level requirement in the next column instead of the normal level requirement for that affix.
classlevelreq The minimum required level to use of the affix by the class specified in the previous column. This overrides the value in levelreq for the indicated class.

frequency relative chance of that prefix spawning on item. To calculate the chance total up all the frequency numbers that can appear on the item (based on item type, alvl for the item, allowed groups) and this will be the total_frequency. Then the chance that the affix will appear will be frequency/total_frequency. This is handled separately for prefixes and suffixes.

group this is used to limit some of the affixes from appearing together. This is why you cannot get prefixes for +2 sorc skills and +3 lightning tab on the same item (both are group 125). When an item is generated the item cannot have more than one affix from the same group on it. Prefixes and suffixes share the same pool of group numbers. There currently is no overlap in group numbers between the prefix and suffix pool.

Skipping over the mods themselves.
itype1-7 these are the item types that the affix can appear on.
etypes1-3 these are the item types that are excluded from the affix appearing on.
Example 'Cruel' can appear on weapons but not on staffs, wands or orbs.

divide, multiply, add are used for calculating the price of an item (I do not have the formula). There are only a few listed in the affix table due to most of the values being pulled from the itemstatcost.txt file. The few that are listed are due to their not fitting the normal pattern of attributes (res-all is a mixture of the various resists).


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FoxBat
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Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 10 February 2002 08:39     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Thanks for the info!

Im guessing Ruvanal that you have some idea of what data structure is being used for the frequency column. Would it accepts values of say up to 400?

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Ruvanal
Knight

Posts: 59
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Registered: Feb 2002

posted 10 February 2002 12:16     Click Here to See the Profile for Ruvanal        Reply w/Quote   
I am not sure of the data structure, but it is probably a dword. I have used up to 900 for a single frequency during testing without a problem. But the total_frequency was still only around 1500.

Considering that the same procedure is used for hireling action chances and the TC drop probabilities, it should be able to handle fairly large numbers. The act 3 mercs get the Ice Armor using a chance value of 1000 and the TC system easily handles total_prob of around 5000 for some of the TCs.

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