Misc.txt File Guide
OVERVIEW
Armor.txt, Misc.txt and Weapons.txt have many identical columns. That's because in fact these 3 text files are part of 1 bigger file : when the game reads these 3 tables, it merges them all, one after another, into one and unique table.These 3 text files contain all the base items of the game : normal / exceptional / elite
versions of items like armor, helm, gaunt, shield, weapon, gems, potion, key, scroll ...Incidently, that means you can add columns to any one of these 3 files. For instance if you add the columns , TransmogrifyTMogType,
TMogMin and TMogMax to
Armor.txt and use them for an Helm, then this Helm will be able to be Transmute into another item, something that doesn't look possible at first glance since the 4 columns are not originally in Armor.txt.Note : to add columns in a .txt, don't use D2Excel, as this program can't do the job. Instead, use MS Excel or another spreadsheet that can import and export tab-delimited .txt files.
RELATED .TXT FilES
This file is using:
* AutoMagic.TxT
* Belt.txt
* Composit.txt
* ItemTypes.txt
* Missiles.txt
* Sound.txt
This file is used by :
* CharStats.txt
* CompCode.txt
* CubeMain.txt
* SetItems.txt
* UniqueItems.txt
COLUMN DESCRIPTIONS :
________________________________________________________________________
name: Reference only, its a comment field.
______________________________________________________________________________
*name: Reference only, its a comment field.
______________________________________________________________________________
szFlavorText: unknown if used
______________________________________________________________________________
compactsave: 1=use ompactsave 0=don't use compactsave. This is used to get a smaller filesize. This will not save
any stats to the item, this means it will not save any quantity, automagic, affixes, damage, armor, durability e.tc.
(This is used by items that don't need any stats stored like Healing potions, gems).
______________________________________________________________________________
version: 0=Classic D2, 100=Expansion (A item set to 100 here cannot
be generated in classic d2).
______________________________________________________________________________
level: base item level (aka a monster with a mlvl of 20 cannot drop a lvl30 armor for eg, used by the "armo#" preset TCs)
______________________________________________________________________________
levelreq: the minimum level you need to have to use that item
______________________________________________________________________________
rarity: 0 = Exclude this item from armor rack, 1 and higher sets the rarity for this item to be droped from an armor rack.(There need to be atleast one armor with rarity 1 othervise the game will crash when you use an armor rack).
______________________________________________________________________________
spawnable: 1=can be sold by NPCs, 0=can never be sold by NPCs (even if you make them sell it thru the vendor columns)
______________________________________________________________________________
speed: Possitive value = slower run, negative value = faster run.
______________________________________________________________________________
nodurability: 1=indestructible, 0=use durability
______________________________________________________________________________
gamble cost: only used by Amulets/Rings.
______________________________________________________________________________
Code : is not needed to be added to string table anymore. This is a 3 letter/number code that need to be unique and not used by other items.
______________________________________________________________________________
alternategfx: This is the code of the DCC to use for a Player Animation. [For instance, the Gothic Shield (code=gts) has kit in its alternategfx column. That means that if a Barbarian equip himself whith that shield, in his A1 (Attack 1) mode animation his SH (Shield) layer component will use the DCC BASHKITA11HS.DCC, and NOT the
file BASHGTSA11HS.DCC nor the file BASHBUCA11HS.DCC.
______________________________________________________________________________
name str: If namestr code is not added to a string table it will use that name in the field.If you want a string name with space you need to add it to your string table.
______________________________________________________________________________
component: This tells what layer it should use from composit.txt to show the item on the character. (composit.txt are 16
lines that range from 0 (HD) to 15 (S8) and 16 means "no player animation").
______________________________________________________________________________
invwidth: width in inventory cells
______________________________________________________________________________
invheight: height in inventory cells
______________________________________________________________________________
hasinv: 1 can be socketed,0 cannot be socketed (You need to set MaxSock 1/25/40 in itemtypes.txt to at least 1 to have sockets in the item)
________________________________________________________________________
gemsockets: maximum number of sockets
______________________________________________________________________________
gemapplytype: gem effecs 0=weapon, 1=armor/helm, 2=shield (If you add a higher value it wouldn't add the socket)
______________________________________________________________________________
fflippyfile: flip gfx (dropping gfx)
______________________________________________________________________________
invfile: inventory gfx
______________________________________________________________________________
uniqueinvfile: unique inventory gfx
______________________________________________________________________________
special:special: Not used, Comment field.
______________________________________________________________________________
Transmogrify: Whether or not the item can be right clicked and be changed into another item
______________________________________________________________________________
TMogType: The 3 character code which respresents the item that this item becomes when right clicked (see Transmogrify)
______________________________________________________________________________
TMogMin: Min quantity appearing of the item in Transmogrify
______________________________________________________________________________
TMogMax: Min quantity appearing of the item in Transmogrify
______________________________________________________________________________
useable: 0=you cannot rightclick, 1=you can rightclick on this item
______________________________________________________________________________
throwable: can this item be thrown 1=yes, 0=no
______________________________________________________________________________
type: first base type (code from itemtypes.txt)
______________________________________________________________________________
type2: second base type (code from itemtypes.txt)
______________________________________________________________________________
dropsound: tells what sound you use when the item is dropped. The name it uses is from Sound column in sounds.txt
______________________________________________________________________________
dropsfxframe: Number of frames the sound will use when dropped.
_____________________________________________________________________________
usesound: tells what sound you use when the item is used. The name it uses is from Sound column in sounds.txt.
______________________________________________________________________________
unique: 1 = always unique, 0 = not always unique (This is used by questitems to have the item as always unique)
______________________________________________________________________________
transparent: unknown function
______________________________________________________________________________
transtbl: unknown function (But are always using 5)
______________________________________________________________________________
lightradius: Not used.
______________________________________________________________________________
belt: numberic Id from belts.txt (defines number of potion slots)
______________________________________________________________________________
autobelt: Whether or not the item appears in your belt when picked up
______________________________________________________________________________
stackable: can this item be stacked 1=yes, 0=no
______________________________________________________________________________
minstack: min ammount of quantity
______________________________________________________________________________
maxstack: max ammount quantity
______________________________________________________________________________
spawnstack: when randomly spawned, how many in a stack
______________________________________________________________________________
quest: sets if this item is a ques titem
______________________________________________________________________________
questdiffcheck: sets in what difficulty this item is a quest item.
______________________________________________________________________________
missiletype: missile to shoot if you throw this item (id from missiles.txt)
______________________________________________________________________________
spellicon: Which spellicon should be used, when you use the item (eg. the throwing-icon for jav's )
______________________________________________________________________________
pSpell: All temporary potions can use pSpell = 6. This is a parameter for the function that handles the temporary items.
______________________________________________________________________________
state: this parameter is for Overlay effect. this is only visualeffect. (state and cstate1 needs to be the same stat id from states.txt)
______________________________________________________________________________
cstate1: this parameter is used to get a stat from states.txt. It's really important that you remember what stat you have choose when you are going to use stat1. Othervise you will get the known bug, or what it actually is a missunderstanding of how temporary items works.
______________________________________________________________________________
cstate2: this is a second parameter. See cstate1 for more information. But you can add two different states to an item.
______________________________________________________________________________
len: This parameter is used to set the time for the temporal items. This cannot be 0.
______________________________________________________________________________
stat1: This tells what stat to add to the player. This stat is entered in cstate1 stat id.
______________________________________________________________________________
calc1: This is what value you want to add.
______________________________________________________________________________
stat2: This tells what stat to add to the player.
This stat is entered in cstate2 stat id.
______________________________________________________________________________
calc1: This is what value you want to add.
_____________________________________________________________________________
calc2: This is what value you want to add.
_____________________________________________________________________________
stat3: This tells what stat to add to the player.
]_____________________________________________________________________________
calc3: This is what value you want to add.
______________________________________________________________________________
spelldesc:
0 = don't use any description or calculation.
1 = use spelldescrtr only
2 = use spelldescrtr and spelldesccalc.
]_____________________________________________________________________________
spelldescstr: This gives an description to your temporal item what it does.
]_____________________________________________________________________________
spelldesccalc: This shows the total effect of all your items for this stats based on stat1-3.
______________________________________________________________________________
durwarning: the dur warning icon to display when the item is about to break
______________________________________________________________________________
_
qntwarning: quantity warning icon to display if you wasted most of the stack
______________________________________________________________________________
gemoffset: unknown
_______________________________________________________________________________
nameable: 1=can be personalized, 0=cannot be
_______________________________________________________________________________
BetterGem: (Gems only) What gem code is the next step up when it's upgraded by a shrine or cube (non=none,else follow "code")
______________________________________________________________________________
bitfield1: set to 1 for leather items, to 3 for metal ones.
______________________________________________________________________________
Vendor Columns: (replace Vendor with the vendor name aka CharsiMin etc)
______________________________________________________________________________
VendorsMin: minimum amount of items of this type the vendor can sell
______________________________________________________________________________
VendorsMax: maximum amount of items of this type the vendor can sell
______________________________________________________________________________
VendorsMagicMin: minimum amount of magic items of this type the vendor can sell
______________________________________________________________________________
VendorsMagicMax: maximum amount of magic items of this type the vendor can sell
______________________________________________________________________________
vendorsMagicLvl: Max magic level an item can get from the affixes.
______________________________________________________________________________
Source Art: unknown
______________________________________________________________________________
Game Art: unknown
______________________________________________________________________________
Transform and invTrans : Index telling which colormap .dat to use for this item
(like 1=data\global\items\palette\grey.dat, 8=data\global\items\palette\invgreybrown.dat).
This is telling what are the pixels that will change colors
(only transform brown pixels to dark green ? transform all pxiels to dark green ?). For details, check http://d2mods.xfernet.com/colormaps.php
Transform is for the Animation of the player, while InvTrans is for the
Inventory gfx
_______________________________________________________________________________[u[/u]
SkipName: for items like the viper amulet (which dosent say viperamulet two times) (skips the base name)
______________________________________________________________________________
NightmareUpgrade: item code of the item the vendor will sell instead
of this item on NM (xxx=no change)
______________________________________________________________________________
HellUpgrade: item code of the item the vendor will sell instead of this item on HELL (xxx=no change)
______________________________________________________________________________
mindam: smite damage for shields/kick damage for boots
______________________________________________________________________________
maxdam: smite damage for shields/kick damage for boots (maximum)
______________________________________________________________________________
PermStoreItem: Boolean will item always be sold by sellers? Item cannot be depletedmultibuy - 0 = Multibuy is not used, 1 = Multibuy is used, when you right click and buying a potion. It will fill up
your belt.
.
______________________________________________________________________________
nameable: 1=can be personalized, 0=cannot be personalized
______________________________________________________________________________
*eol: End of Line
(Formatting by Lord_Drekas)
OVERVIEW
Armor.txt, Misc.txt and Weapons.txt have many identical columns. That's because in fact these 3 text files are part of 1 bigger file : when the game reads these 3 tables, it merges them all, one after another, into one and unique table.These 3 text files contain all the base items of the game : normal / exceptional / elite
versions of items like armor, helm, gaunt, shield, weapon, gems, potion, key, scroll ...Incidently, that means you can add columns to any one of these 3 files. For instance if you add the columns , TransmogrifyTMogType,
TMogMin and TMogMax to
Armor.txt and use them for an Helm, then this Helm will be able to be Transmute into another item, something that doesn't look possible at first glance since the 4 columns are not originally in Armor.txt.Note : to add columns in a .txt, don't use D2Excel, as this program can't do the job. Instead, use MS Excel or another spreadsheet that can import and export tab-delimited .txt files.
RELATED .TXT FilES
This file is using:
* AutoMagic.TxT
* Belt.txt
* Composit.txt
* ItemTypes.txt
* Missiles.txt
* Sound.txt
This file is used by :
* CharStats.txt
* CompCode.txt
* CubeMain.txt
* SetItems.txt
* UniqueItems.txt
COLUMN DESCRIPTIONS :
________________________________________________________________________
name: Reference only, its a comment field.
______________________________________________________________________________
*name: Reference only, its a comment field.
______________________________________________________________________________
szFlavorText: unknown if used
______________________________________________________________________________
compactsave: 1=use ompactsave 0=don't use compactsave. This is used to get a smaller filesize. This will not save
any stats to the item, this means it will not save any quantity, automagic, affixes, damage, armor, durability e.tc.
(This is used by items that don't need any stats stored like Healing potions, gems).
______________________________________________________________________________
version: 0=Classic D2, 100=Expansion (A item set to 100 here cannot
be generated in classic d2).
______________________________________________________________________________
level: base item level (aka a monster with a mlvl of 20 cannot drop a lvl30 armor for eg, used by the "armo#" preset TCs)
______________________________________________________________________________
levelreq: the minimum level you need to have to use that item
______________________________________________________________________________
rarity: 0 = Exclude this item from armor rack, 1 and higher sets the rarity for this item to be droped from an armor rack.(There need to be atleast one armor with rarity 1 othervise the game will crash when you use an armor rack).
______________________________________________________________________________
spawnable: 1=can be sold by NPCs, 0=can never be sold by NPCs (even if you make them sell it thru the vendor columns)
______________________________________________________________________________
speed: Possitive value = slower run, negative value = faster run.
______________________________________________________________________________
nodurability: 1=indestructible, 0=use durability
______________________________________________________________________________
gamble cost: only used by Amulets/Rings.
______________________________________________________________________________
Code : is not needed to be added to string table anymore. This is a 3 letter/number code that need to be unique and not used by other items.
______________________________________________________________________________
alternategfx: This is the code of the DCC to use for a Player Animation. [For instance, the Gothic Shield (code=gts) has kit in its alternategfx column. That means that if a Barbarian equip himself whith that shield, in his A1 (Attack 1) mode animation his SH (Shield) layer component will use the DCC BASHKITA11HS.DCC, and NOT the
file BASHGTSA11HS.DCC nor the file BASHBUCA11HS.DCC.
______________________________________________________________________________
name str: If namestr code is not added to a string table it will use that name in the field.If you want a string name with space you need to add it to your string table.
______________________________________________________________________________
component: This tells what layer it should use from composit.txt to show the item on the character. (composit.txt are 16
lines that range from 0 (HD) to 15 (S8) and 16 means "no player animation").
______________________________________________________________________________
invwidth: width in inventory cells
______________________________________________________________________________
invheight: height in inventory cells
______________________________________________________________________________
hasinv: 1 can be socketed,0 cannot be socketed (You need to set MaxSock 1/25/40 in itemtypes.txt to at least 1 to have sockets in the item)
________________________________________________________________________
gemsockets: maximum number of sockets
______________________________________________________________________________
gemapplytype: gem effecs 0=weapon, 1=armor/helm, 2=shield (If you add a higher value it wouldn't add the socket)
______________________________________________________________________________
fflippyfile: flip gfx (dropping gfx)
______________________________________________________________________________
invfile: inventory gfx
______________________________________________________________________________
uniqueinvfile: unique inventory gfx
______________________________________________________________________________
special:special: Not used, Comment field.
______________________________________________________________________________
Transmogrify: Whether or not the item can be right clicked and be changed into another item
______________________________________________________________________________
TMogType: The 3 character code which respresents the item that this item becomes when right clicked (see Transmogrify)
______________________________________________________________________________
TMogMin: Min quantity appearing of the item in Transmogrify
______________________________________________________________________________
TMogMax: Min quantity appearing of the item in Transmogrify
______________________________________________________________________________
useable: 0=you cannot rightclick, 1=you can rightclick on this item
______________________________________________________________________________
throwable: can this item be thrown 1=yes, 0=no
______________________________________________________________________________
type: first base type (code from itemtypes.txt)
______________________________________________________________________________
type2: second base type (code from itemtypes.txt)
______________________________________________________________________________
dropsound: tells what sound you use when the item is dropped. The name it uses is from Sound column in sounds.txt
______________________________________________________________________________
dropsfxframe: Number of frames the sound will use when dropped.
_____________________________________________________________________________
usesound: tells what sound you use when the item is used. The name it uses is from Sound column in sounds.txt.
______________________________________________________________________________
unique: 1 = always unique, 0 = not always unique (This is used by questitems to have the item as always unique)
______________________________________________________________________________
transparent: unknown function
______________________________________________________________________________
transtbl: unknown function (But are always using 5)
______________________________________________________________________________
lightradius: Not used.
______________________________________________________________________________
belt: numberic Id from belts.txt (defines number of potion slots)
______________________________________________________________________________
autobelt: Whether or not the item appears in your belt when picked up
______________________________________________________________________________
stackable: can this item be stacked 1=yes, 0=no
______________________________________________________________________________
minstack: min ammount of quantity
______________________________________________________________________________
maxstack: max ammount quantity
______________________________________________________________________________
spawnstack: when randomly spawned, how many in a stack
______________________________________________________________________________
quest: sets if this item is a ques titem
______________________________________________________________________________
questdiffcheck: sets in what difficulty this item is a quest item.
______________________________________________________________________________
missiletype: missile to shoot if you throw this item (id from missiles.txt)
______________________________________________________________________________
spellicon: Which spellicon should be used, when you use the item (eg. the throwing-icon for jav's )
______________________________________________________________________________
pSpell: All temporary potions can use pSpell = 6. This is a parameter for the function that handles the temporary items.
______________________________________________________________________________
state: this parameter is for Overlay effect. this is only visualeffect. (state and cstate1 needs to be the same stat id from states.txt)
______________________________________________________________________________
cstate1: this parameter is used to get a stat from states.txt. It's really important that you remember what stat you have choose when you are going to use stat1. Othervise you will get the known bug, or what it actually is a missunderstanding of how temporary items works.
______________________________________________________________________________
cstate2: this is a second parameter. See cstate1 for more information. But you can add two different states to an item.
______________________________________________________________________________
len: This parameter is used to set the time for the temporal items. This cannot be 0.
______________________________________________________________________________
stat1: This tells what stat to add to the player. This stat is entered in cstate1 stat id.
______________________________________________________________________________
calc1: This is what value you want to add.
______________________________________________________________________________
stat2: This tells what stat to add to the player.
This stat is entered in cstate2 stat id.
______________________________________________________________________________
calc1: This is what value you want to add.
_____________________________________________________________________________
calc2: This is what value you want to add.
_____________________________________________________________________________
stat3: This tells what stat to add to the player.
]_____________________________________________________________________________
calc3: This is what value you want to add.
______________________________________________________________________________
spelldesc:
0 = don't use any description or calculation.
1 = use spelldescrtr only
2 = use spelldescrtr and spelldesccalc.
]_____________________________________________________________________________
spelldescstr: This gives an description to your temporal item what it does.
]_____________________________________________________________________________
spelldesccalc: This shows the total effect of all your items for this stats based on stat1-3.
______________________________________________________________________________
durwarning: the dur warning icon to display when the item is about to break
______________________________________________________________________________
_
qntwarning: quantity warning icon to display if you wasted most of the stack
______________________________________________________________________________
gemoffset: unknown
_______________________________________________________________________________
nameable: 1=can be personalized, 0=cannot be
_______________________________________________________________________________
BetterGem: (Gems only) What gem code is the next step up when it's upgraded by a shrine or cube (non=none,else follow "code")
______________________________________________________________________________
bitfield1: set to 1 for leather items, to 3 for metal ones.
______________________________________________________________________________
Vendor Columns: (replace Vendor with the vendor name aka CharsiMin etc)
______________________________________________________________________________
VendorsMin: minimum amount of items of this type the vendor can sell
______________________________________________________________________________
VendorsMax: maximum amount of items of this type the vendor can sell
______________________________________________________________________________
VendorsMagicMin: minimum amount of magic items of this type the vendor can sell
______________________________________________________________________________
VendorsMagicMax: maximum amount of magic items of this type the vendor can sell
______________________________________________________________________________
vendorsMagicLvl: Max magic level an item can get from the affixes.
______________________________________________________________________________
Source Art: unknown
______________________________________________________________________________
Game Art: unknown
______________________________________________________________________________
Transform and invTrans : Index telling which colormap .dat to use for this item
(like 1=data\global\items\palette\grey.dat, 8=data\global\items\palette\invgreybrown.dat).
This is telling what are the pixels that will change colors
(only transform brown pixels to dark green ? transform all pxiels to dark green ?). For details, check http://d2mods.xfernet.com/colormaps.php
Transform is for the Animation of the player, while InvTrans is for the
Inventory gfx
_______________________________________________________________________________[u[/u]
SkipName: for items like the viper amulet (which dosent say viperamulet two times) (skips the base name)
______________________________________________________________________________
NightmareUpgrade: item code of the item the vendor will sell instead
of this item on NM (xxx=no change)
______________________________________________________________________________
HellUpgrade: item code of the item the vendor will sell instead of this item on HELL (xxx=no change)
______________________________________________________________________________
mindam: smite damage for shields/kick damage for boots
______________________________________________________________________________
maxdam: smite damage for shields/kick damage for boots (maximum)
______________________________________________________________________________
PermStoreItem: Boolean will item always be sold by sellers? Item cannot be depletedmultibuy - 0 = Multibuy is not used, 1 = Multibuy is used, when you right click and buying a potion. It will fill up
your belt.
.
______________________________________________________________________________
nameable: 1=can be personalized, 0=cannot be personalized
______________________________________________________________________________
*eol: End of Line
(Formatting by Lord_Drekas)
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