Inventory.txt File Guide
Description: by SiLenTx
Categories: File Guides (1.09x)
===================
Rows (References)
===================
Amazon = Inventory (640x480 Resolution
Sorceress = Inventory (640x480 Resolution)
Necromancer = Inventory (640x480 Resolution)
Paladin = Inventory (640x480 Resolution)
Barbarian = Inventory (640x480 Resolution)
Monster = Vendor's Buy/Sell Dialog (640x480 Resolution)
Trade Page 1 = Upper Multi-Player Trade Window (640x480 Resolution)
Trade Page 2 = Lower Multi-Player Trade Window (640x480 Resolution)
Bank Page 1 = Stash (640x480 Resolution); Classic Diablo II
Transmogrify Box Page 1 = Horadric Cube (640x480 Resolution)
Guild Vault Page 1 = Unused Guild Vault (640x480 Resolution)
Trophy Case Page 1 = Unused Trophy Case (640x480 Resolution)
Expansion = Expansion (duh!)
Big Bank Page 1 = Stash (640x480 Resolution); Diablo II: Lord of Destruction
Hireling = Hireling Dialog (640x480 Resolution)
Druid = Inventory (640x480 Resolution)
Assassin = Inventory (640x480 Resolution)
Amazon2 = Inventory (800x600 Resolution)
Sorceress2 = Inventory (800x600 Resolution)
Necromancer2 = Inventory (800x600 Resolution)
Paladin2 = Inventory (800x600 Resolution)
Barbarian2 = Inventory (800x600 Resolution)
Monster2 = Vendor Buy/Sell Dialog (800x600 Resolution)
Trade Page 1-2 = Upper Multi-Player Trade Window (800x600 Resolution)
Trade Page 2-2 = Lower Multi-Player Trade Window (800x600 Resolution)
Bank Page2 = Stash (800x600 Resolution); Classic Diablo II
Transmogrify Box2 = Horadric Cube (800x600 Resolution)
Guild Vault Page2 = Unused Guild Vault (800x600 Resolution)
Trophy Case Page2 = Unused Trophy Case (800x600 Resolution)
Big Bank Page2 = Stash (800x600 Resolution); Diablo II: Lord of Destruction
Hireling2 = Hireling Dialog (800x600 Resolution)
Druid2 = Inventory (800x600 Resolution)
Assassin2 = Inventory (800x600 Resolution)
==============
Columns
==============
References:
------------------------------
Class = Inventory Pages to deal with (Reference Only)
InvLeft = Horizontal Coordinate or x - coordinate location of the left side's
graphic alignment on the screen (Reference Only)
InvRight = Horizontal Coordinate or x - coordinate location of the right side's
graphic alignment on the screen (Reference Only)
InvTop = Vertical Coordinate or y - coordinate location of the top side's
graphic alignment on the screen (Reference Only)
InvBottom = Vertical Coordinate or y - coordinate location of the bottom side's
graphic alignment on the screen (Reference Only)
Inventory Setups:
-------------------------------
GridRows = Number of boxes in each row.
GridCols = Number of boxes in each column.
GridLeft = Horizontal Coordinate or x - coordinate location of the Inventory's
Left Grid.
GridRight = Horizontal Coordinate or x - coordinate location of the Inventory's
Right Grid.
GridTop = Vertical Coordinate or y - coordinate location of the Inventory's
Top Grid.
GridBottom = Vertical Coordinate or y - coordinate location of the Inventory's
Bottom Grid.
GridBoxWidth = Width dimension (in pixels) for each boxes; default is 29x29 so,
the value is always 29
GridBoxHeight = height dimension (in pixels) for each boxes; default is 29x29
so, the value is always 29
Item Slots:
-------------------------------
rArmLeft = Horizontal Coordinate or x - coordinate location of the Right Arm's
Left grid; Right Weapon/Shield Slot
rArmRight = Horizontal Coordinate or x - coordinate location of the Right Arm's
Right grid; Right Weapon/Shield Slot
rArmTop = Vertical Coordinate or y - coordinate location of the Right Arm's Top
grid; Right Weapon/Shield Slot
rArmBottom = Vertical Coordinate or y - coordinate location of the Right Arm's
Bottom grid; Right Weapon/Shield Slot
rArmWidth = Width dimension (in pixels) for Right Weapon/Shield Slot
rArmHeight = Height dimension (in pixels) for Right Weapon/Shield Slot
TorsoLeft = Horizontal Coordinate or x - coordinate location of the Torso's Left
grid; Armor Slot
TorsoRight = Horizontal Coordinate or x - coordinate location of the Torso's
Right grid; Armor Slot
TorsoTop = Vertical Coordinate or y - coordinate location of the Torso's Top
grid; Armor Slot
TorsoBottom = Vertical Coordinate or y - coordinate location of the Torso's
Bottom grid; Armor Slot
TorsoWidth = Width dimension (in pixels) for Armor's Slot
TorsoHeight = Height dimension (in pixels) for Armor's Slot
lArmLeft = Horizontal Coordinate or x - coordinate location of the Left Arm's
Left grid; Left Weapon/Shield Slot
lArmRight = Horizontal Coordinate or x - coordinate location of the Left Arm's
Right grid; Left Weapon/Shield Slot
lArmTop = Vertical Coordinate or y - coordinate location of the Left Arm's Top
grid; Left Weapon/Shield Slot
lArmBottom = Vertical Coordinate or y - coordinate location of the Left Arm's
Bottom grid; Left Weapon/Shield Slot
lArmWidth = Width dimension (in pixels) for Left Weapon/Shield Slot
lArmHeight = Height dimension (in pixels) for Left Weapon/Shield Slot
HeadLeft = Horizontal Coordinate or x - coordinate location of the Head's Left
grid; Helm Slot
HeadRight = Horizontal Coordinate or x - coordinate location of the Head's Right
grid; Helm Slot
HeadTop = Vertical Coordinate or y - coordinate location of the Head's Top grid;
Helm Slot
HeadBottom = Vertical Coordinate or y - coordinate location of the Head's Bottom
grid; Helm Slot
HeadWidth = Width dimension (in pixels) for Helm's Slot
HeadHeight = Height dimension (in pixels) for Helm's Slot
NeckLeft = Horizontal Coordinate or x - coordinate location of the Neck's Left
grid; Amulet Slot
NeckRight = Horizontal Coordinate or x - coordinate location of the Neck's Right
grid; Amulet Slot
NeckTop = Vertical Coordinate or y - coordinate location of the Neck's Top grid;
Amulet Slot
NeckBottom = Vertical Coordinate or y - coordinate location of the Neck's Bottom
grid; Amulet Slot
NeckWidth = Width dimension (in pixels) for Amulet's Slot
NeckHeight = Height dimension (in pixels) for Amulet's Slot
rHandLeft = Horizontal Coordinate or x - coordinate location of the Right Hand's
Left grid; Right Ring Slot
rHandRight = Horizontal Coordinate or x - coordinate location of the Right
Hand's Right grid; Right Ring Slot
rHandTop = Vertical Coordinate or y - coordinate location of the Right Hand's
Top grid; Right Ring Slot
rHandBottom = Vertical Coordinate or y - coordinate location of the Right Hand's
Bottom grid; Right Ring Slot
rHandWidth = Width dimension (in pixels) for Right Ring's Slot
rHandHeight = Height dimension (in pixels) for Right Ring's Slot
lHandLeft = Horizontal Coordinate or x - coordinate location of the Left Hand's
Left grid; Left Ring Slot
lHandRight = Horizontal Coordinate or x - coordinate location of the Left Hand's
Right grid; Left Ring Slot
lHandTop = Vertical Coordinate or y - coordinate location of the Left Hand's Top
grid; Left Right Slot
lHandBottom = Vertical Coordinate or y - coordinate location of the Left Hand's
Bottom grid; Left Ring Slot
lHandWidth = Width dimension (in pixels) for Left Ring's Slot
lHandHeight = Height dimension (in pixels) for Left Ring's Slot
BeltLeft = Horizontal Coordinate or x - coordinate location of the Belt's Left
grid; Belt Slot
BeltRight = Horizontal Coordinate or x - coordinate location of the Belt's Right
grid; Belt Slot
BeltTop = Vertical Coordinate or y - coordinate location of the Belt's Top grid;
Belt Slot
BeltBottom = Vertical Coordinate or y - coordinate location of the Belt's Bottom
grid; Belt Slot
BeltWidth = Width dimension (in pixels) for Belt's Slot
BeltHeight = Height dimension (in pixels) for Belt's Slot
FeetLeft = Horizontal Coordinate or x - coordinate location of the Feet's Left
grid; Boots Slot
FeetRight = Horizontal Coordinate or x - coordinate location of the Feet's Right
grid; Boots Slot
FeetTop = Vertical Coordinate or y - coordinate location of the Feet's Top grid;
Boots Slot
FeetBottom = Vertical Coordinate or y - coordinate location of the Feet's Bottom
grid; Boots Slot
FeetWidth = Width dimension (in pixels) for Boot's Slot
FeetHeight = Height dimension (in pixels) for Boot's Slot
GlovesLeft = Horizontal Coordinate or x - coordinate location of the Glove's
Left grid; Gloves Slot
GlovesRight = Horizontal Coordinate or x - coordinate location of the Glove's
Right grid; Gloves Slot
GlovesTop = Vertical Coordinate or y - coordinate location of the Glove's Top
grid; Gloves Slot
GlovesBottom = Vertical Coordinate or y - coordinate location of the Glove's
Bottom grid; Gloves Slot
GlovesWidth = Width dimension (in pixels) for Glove's Slot
GlovesHeight = Height dimension (in pixels) for Glove's Slot
==================
Column Information
==================
References:
============
Hint: From the word itself...
Inventory Setups:
=================
The Inventory setup columns consists of pixel dimensions and grid locations
where we can trace the exact locations of all inventories. In unmodded LoD
Inventory.txt, the setup was only 10x4 for character Inventories that's why we
have the values 10 and 4 in GridRows and GridCols columns respectively. In
GridBoxWidth and GridBoxHeight, we have a value of 29 for both because that is
the default smallest item that we can put in our inventory right? But take a
look at GridTop and GridBottom for an Amazon2 Row. I assume that we are
currently in 800x600 resolution so we have:
Class | GridRows | GridCols | GridLeft | GridRight | GridTop | GridBottom | GridBoxWidth | GridBoxHeight |
Amazon2 | 10 | 4 | 419 | 706 | 315
|
428
|
29 | 29 |
If you can imagine it, The
GridTop is the distance from the uppermost. The GridTop location can ranged
from 0 to 600 and can be shown in the graphical representation below.
|0
|
|
|315 -------------
| |
| |
| inventory
| |
| |
|428 -------------
|
|
|
|600
V
Take a look at GridTop and GridBottom that ranges from 315
to 428 for our 10x4 inventory setup. If we were to subtract them (428-315), we
will get 113. We have 4 rows in our inventory so, 113/4 = 28.25 (Height
dimension of each box in pixels). It is supposed to be 29 right? Yes but we can
manipulate this thing based on your desired setup. And besides we will make a
graphics for it and thus, allowances like 0.75 pixels on each box for graphic
lines will result in a realistic appearance once we're already through with
invchar6.dc6. If you want to add 1 row up, then subtract 29 from 315 to get 286
for GridTop and put 5 for GridCols and so on.
The GridLeft and GridRight works the same, however the coordinates will
represent as this one:
400
419
706 800
------------------------------------------------------>
| <----inventory------->
|
Yes, it starts in 400 because the other half is for CharStats
Screen, TradeStash, Transmogrify etc. I know you can imagine it so I better not
continue on mentioning them all. If you were to subtract 419 from 706 (706-419),
you'll get 287. In this case, divide it by 10 (287/10) because of 10x4 setup,
you'll get 28.7 (Width dimension of each box in pixels). Again, 0.3 pixels
doesn't matter that much as long as it fits for your converted Invchar6.dc6.
Item Slots:
============
If you properly understand the setups and x/y coordinates that I've mentioned
above then, it is now easy for you to change or relocate the item slots based on
your own or dreamed inventory setup.
Happy Modding!
Special Credits:
==================
Zhoulomcrist, Phalzyr, Fusman and Paul
Siramy
For more info about
Link to this article: Select all
Increasing the Inventory/Stash and Cube Size, Please read the tutorial made by
Nefarius
here
[url=https://www.d2mods.info/forum/kb/viewarticle?a=230&sid=b6f8eaf6e55421810537c8f96c465dea]Knowledge Base - Inventory.txt File Guide[/url]