| Weapons.txt File Guide Weapons.txt This guide is based on Ric Faith 1.09x guide. 9/7 fileguide completed. 9/7. Added my discovery on how component column works. 9/7. Added explanation for alternativegfx column (thanx Paul) and it still works in 1.10 name: Reference only, its a comment field. type: first base type (code from itemtypes.txt) type2: second base type (code from itemtypes.txt) 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. namestr: 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. version: 0=Classic D2, 100=Expansion (A item set to 100 here cannot be generated in classic d2). compactsave: 1=use compactsave 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). 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) mindam: Minimum one-handed damage the weapon can cause maxdam: Maximum one-handed damage the weapon can cause 1or2handed: Boolean (1=yes,0=no) for whether weapon can be carried in 1 or 2 hands by Barbarian 2handed: 1 = this is a two handen weapon, 0 = this is a one handed weapon 2handmindam: Minimum two-handed damage the weapon cause 2handmaxdam: Maximum two-handed damage the weapon cause minmisdam: Minimum ranged damage the weapon can cause maxmisdam: Maximum ranged damage the weapon can cause rangeadder: Adds additional range for melee weapon attacks (bare hand's range = 1) speed: Possitive value = slower run, negative value = faster run. StrBonus: %age of Str taken into account for Bonus damage DexBonus: %age of Dex taken into account for Bonus damage reqstr: Required Strength 0-65535 (If you set a higher value than 65535 or less than 0 you will have a rollover) reqdex: Required Dexterity 0-65535 (If you set a higher value than 65535 or less than 0 you will have a rollover) durability: base durability (255 is maximum, higher value will make a rollover, so if you set Durability to 257 it will set it to durability 1 of 1) nodurability: 1=indestructible, 0=use durability 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 cost: base cost gamble cost: not used, reference only. magic lvl: additional magic level when finding the item aka: If you gamble at lvl10 you can get lvl20 affixes if this is set to 10 for eg auto prefix: Group # from automagic.txt (base affixes, like built in hp/resistances) OpenBetaGfx: no use (reference to what alternategfx it was using in the d2 beta) normcode: normal item code (it's used by game/cube upgrade code) ubercode: exceptional item code (it's used by game/cube upgrade code) ultracode: elite item code (it's used by game/cube upgrade code) wclass: 1 handed weapon class, determines what style of attack to use (eg. 1hs, 1ht, hth) 2handedwclass: 2 handed weapon class, determines what style of attack to use 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"). hit class: what type of effects are displayed/heard when enemy is struck with weapon invwidth: width in inventory cells invheight: height in inventory cells 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 flippyfile: flip gfx (dropping gfx) invfile: inventory gfx uniqueinvfile: unique inventory gfx setinvfile: set inventory gfx hasinv: 1 can be socketed, 0 cannot be socketed (You need to set MaxSock1/25/40 in itemtypes.txt to atleast 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) special: Not used, Comment field. useable: 0=you cannot rightclick, 1=you can rightclick on this item 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. usesound: tells what sound you use when the item is use. 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) quivered: is this item a stack of ammo 1=yes, 0=no lightradius: Not used. belt: numberic Id from belts.txt (defines number of potion slots) quest: for quest items (quest ID) questdiffcheck: sets in what difficulty this item is a questitem. missiletype: missile to shoot if you throw this item (id from missiles.txt) 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 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 SkipName: for items like the viper amulet (which dosent say viper amulet 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) nameable: 1=can be personalized, 0=cannot be personalized PermStoreItem: Boolean will item always be sold by sellers? Item cannot be depleted Annex A - Calculation of affixes available for item - by Ruvanal This is from 1.09x (have no idea if anything here has been changed) Terms alvl = affix level. For an item this is the level that is used to compare to the level and max level as found in the prefix and suffix tables. When referring to a prefix/suffix it is the value listed in the level column. ilvl = internal level (also referred to sometimes as the item level; better yet item creation level). This value is set at the time of an items creation. For monster drops the ilvl=mlvl. (BTW ilvl matches up with the terminology of the 1.07/1.08 cubemain.txt---'itemlevel pct a') mlvl = monster level. clvl = character level. qlvl = quality level. This value is found in the level column of armor.txt, weapons.txt and misc.txt. This is the value that is used to create the weapXX and armoXX treasure classes. magic_lvl = magic level bonus on some items. Currently the only ones that have this are wands (normal and exceptional, but not the elite ones), staves, orbs (all with a value of 1) and circlets (circlet=3, Coronet=8, Tiara=13, Diadem=1. When an item is generated that has affixes the alvl is calculated* from ilvl and qlvl as follows If (ilvl>99) then {ilvl=99} if (qlvl>ilvl) then {ilvl=qlvl} ;** see note below if (magic_lvl>0) then {alvl=ilvl+magic_lvl} else { if (ilvl<(99-qlvl/2)) then {alvl=ilvl-qlvl/2} else {alvl=2*ilvl-99} } If (alvl>99) then {alvl=99} *all calculations use integers so there are no fractions at any step. ** this new ilvl value is only used for the duration of this calculation. The ilvl value that is stored in the items data file will remain unchanged. |
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