Misc.txt

Misc.txt

Description: by Kingpin & Ric Faith, restyled by Ogodei

Categories: File Guides (1.10 - 1.14)


OVERVIEW

Armor.txt ,Misc.txt and Weapons.txt have many identical columns. That's because in fact these 3 text files are, in truth, three parts of a single big 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 the in-game items. Incidently, that means you can add columns to any one of these 3 files. For instance if you add the columns Transmogrify,TMogType, 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

Armor.txt is used in pair with:
AutoMagic.txt
Belt.txt
Composit.txt
ItemTypes.txt
Missiles.txt
Sound.txt

And is used by :

CharStats.txt
CompCode.txt
CubeMain.txt
SetItems.txt
UniqueItems.txt

COLUMN DESCRIPTIONS :

name: Reference only, its a comment field.

szFlavorText: unknown if used

compactsave: Boolean which ranges from 0 to 1. This is used to get a smaller filesize but 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 often used by items that don't need any stats stored like Healing potions, gems.

version: If you set it to 0, then your misc item will only be available in Classic. A value of 100, instead, makes it available in Expansion.

level: base item level.
Example: a monster with a mlvl of 20 cannot drop a lvl30 item.


levelreq: the minimum level the players need to have to use that item

rarity: Rarity, if set to 0 , excludes the item(s) to be dropped
from the armor racks. If set to something bigger than 0 , then it sets the rarity for this item to
drop from any armor rack. The higher, the rarer.
NOTE: You need at least 1 armor with rarity 0 or 1, otherwise the game will crash when you use an armor rack,
simply because it won't find any armor available
.


spawnable: if set to 0 , this field tells the game that the item
cannot be found for sale when you interact with NPC's. Setting it to 1 has the opposite effect.

speed: If set to a positive value, then it slows down your character when worn. Negative
values, instead, will render the character faster.

durability - nodurability - durwarning: Durability sets the base durability, and ranges from
0 to 255(if set higher or lower than these two caps, you'll have a
rollover). NoDurability means the item has not any durability. DurWarning displays the warning icon on the right part of your
screen when the Durability of the item hits the amount set here.

gamble cost:: Overrides the default Gamble Cost, but it only works for Rings and Amulets

[ code: This is a 3 or 4 alphanumeric code which identifies the item for certain purposes.

alternategfx : it's the code of the DCC used by the Player animation while equipping the item.

namestr: It is the name string of the item.
NOTE: If this string is NOT present in a TBL, it will be considered directly as the name of the item, but if this
code IS present in a TBL then it'll be that TBL record that will be used as the name of the item instead. Also, keep in mind that
if you want a string name with at least 1 space, then you'll have to create a record in a TBL.


component: Layer of the Player Animation used by the item, taken from Composit.txt
The Composit table is indexed as follows:

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1.Head	HD
2.Torso	TR
3.Legs	LG
4.RightArm	RA
5.LeftArm	LA
6.RightHand	RH
7.LeftHand	LH
8.Shield	SH
9.Special1	S1   (shoulder #1)
10.Special2	S2 (shoulder #2)
11-Special3	S3
12-Special4	S4
13.Special5	S5
14.Special6	S6
15.Special7	S7
16.Special8	S8
invwidth- invheight: width and heght of the item, in terms of 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)

hasinv- gemsockets - gemapplytype : These three columns are used as socketing parameters.
- hasinv states if the item has an "inventory", meaning it's able to store gems or runes within. ( 1 : yes ; 0 : no).
- gemsockets determines the potential maximum amount of sockets, capped to width * height. In addition, there are three fields in ItemTypes.txt that limit the number of sockets, based on the level of the monster that drops the item. These columns are MaxSock1, MaxSock25 and MaxSock40.
- gemapplytype determines which kind of effect the gem will apply to the item it's inserted within:

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   0 = weapon
   1 = armor / helm
   2 = shield
If you use other values, your item won't be able to have sockets.

flippyfile - invfile - uniqueinvfile: These four columns contains DC6 filenames to use for various cases:
- flippyfile is the animation used when the item drops on the ground,
- invfile is the item image when it's in your inventory
- uniqueinvfile is used by the unique version of the item in your inventory
All of these files are located in Data\Global\Items\

special: Not used, Comment field.


Transmogrify: It states whether the item can be turned into another one by right-click or not.

TMogType: It states 3 character code which respresents the item that this item becomes when right clicked (see Transmogrify)

TMogMin - TMogMax: Minimum/Maximum quantity appearing of the item in Transmogrify

useable: It specifies whether the item can be used via right-click. ( 1 : yes ; 0 : no). This is a column often used in Misc.txt for potions and scrolls
NOTE : The game knows what to with the item by its code. Unless you're doing dll editing, don't expect an item to do something
just because you have set this column to 1.


throwable: A value of 1 renders this item throwable. 0 disables throwing.

type: It tells the first Item base type taken from ItemTypes.txt

type2: It tells the secondItem base type taken from ItemTypes.txt

dropsound - dropsfxframe - usesound : these three columns are related to the item sound. The code is taken from the field "Sound" in Sounds.txt.
- dropsound is used when the item drops on the ground.
- dropsfxframe is the point (measured in frames) after which the sound from 'dropsound' plays.
- usesound is the sound played when the item is used or moved through the inventory.

unique : If this column is set to 1 , then the item can only spawn as unique.

transparent - transtbl : Unknown. Apparently has no effect in game. TransTbl could be related to the item's blending mode.

lightradius: Not used.



belt: numberic Id from belts.txt (defines number of potion slots). It states whether the item can or cannot be put inside the belt cells. ( 1 : yes ; 0 : no).
NOTE: Since Misc.txt and Armor.txt are part of the same file, it seems that the game looks for the type of the item first, and *then* decide how to understand the value in this column.

autobelt: Whether or not the item appears in your belt when picked up

stackable: A value of 0 means that the item cannot be stacked, while 1 means it can be stacked.


stackable - minstack - maxstack - qntwarning: These four columns handle the possibilty, for the item, to be stacked.
stackable decides if the item can be stacked or not. ( 1 : yes ; 0 : no).
minstack : Minimum quantity of the stack when the item is spawned.
maxstack : Maximum quantity of the stack when the item is spawned.
qntwarning : Quantity from which the warning message appears.

spawnstack: It tells how large is the stack when the item spawns.

quest - questdiffcheck : these two columns are related to quests:
- quest handles some hardcoded ID's for quest items. Quest items are counted as Uniques and cannot be sold to NPC's.
- questdiffcheck indicates that the item has a difficulty check. When set to 1, this item will only work in the difficulty in which it's been found.

missiletype: Missile gfx to load when the item is thrown, taken from Missiles.txt

spellicon: It tells which spellicon should be used, when you use the item (eg. the throwing-icon for jav's )

pSpell: Pspell is an index from a hardcoded table which allows several different effects for items that are meant to be used in game. All temporary potions can use pSpell = 6. This is a parameter for the function that handles the temporary items.

state - cstate1 - cstate2: This parameter is for getting an Overlay effect. this is only a visual effect.
NOTE: state and cstate1 needs to be the same stat id from States.txt
NOTE 2: cstate1 is used to get a state from States.txt . It is really important that you remember which state you have chosen when you're using stat1, otherwise you will get a known bug (which is actually a misunderstanding in regards of how temporary items work).

len: This parameter is used to set the timer for the temporal items. This cannot be 0.

stat 1 - stat3 - calc1 - calc3:
- stat X tells which stat to add to the player who's using the item (this is used in conjuction with cState X)
- calc X specifies the value of the stat.

stat1: This tells what stat to add to the player. This stat is entered in cstate1 stat id.

spelldesc: it ranges from 0 to 3

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0 = don't use any description or calculation. 
1 = use spelldescrtr only 
2 = use spelldescrtr and spelldesccalc.


spelldescstr: This gives a description to your temporal item. It may come in handy to give players a short description about what to expect when using the item.

spelldesccalc: This shows the total effect of all your items for this stats based on stat1-3.

gemoffset: unknown

nameable : Used by the reward of Anya's quest and tells if the item can be personalized or not. ( 1 : yes ; 0 : no).

BetterGem: Used only by Gems. It indicates which gem code is the next in class when it's upgraded by a shrine or cube. You need to write "non" for non-gems or items you don't want to be upgraded this way, or else you just fill this field with the 3-4 letter code.

bitfield1: Bitfield used primarily for various things, most remarkably the item material.

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1 = Leather item
3 = Metal item, which allows the creation of iron golem
vendorMin - vendorMax - vendorMagicMin - vendorMagicMax - vendorMagicLvl: These columns control what the different Vendors can sells.
"Vendors" are

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Charsi
Gheed
Akara
Fara
Lysander  
Drognan
Hratli
Alkor
Ormus
Elzix
Asheara
Cain
Halbu
Jamella
Larzuk
Malah
Drehya (Anya)

vendorMin - vendorMax act as minimum \ maximum amount of items of this type the vendor can sell. Do not increase these values too much or you will risk to crash the game if it spawns too many items.

vendorMagicMin - vendorMagicMax have the same purposes as the ones above, but for the magical items

vendorMagicLvl controls the mLvl of the affixes an item can get.

PermStoreItem : This field is originally absent in Armor.txt, but you ought to add it as it's used to make Permanent items, so that vendors will always sell them. ( 1 : yes ; 0 : no).

Source Art - Game Art: Not used.

Transform - InvTrans : These fields let you mess around with colors.
- Transform states the colormap to use for the player's gfx
- InvTrans states the colormap to use for the inventory's gfx
You need to use the Code from Colors.txt

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Transform Color	Code
White	whit
Light Grey	lgry
Dark Grey	dgry
Black	blac
Light Blue	lblu
Dark Blue	dblu
Crystal Blue	cblu
Light Red	lred
Dark Red	dred
Crystal Red	cred
Light Green	lgrn
Dark Green	dgrn
Crystal Green	cgrn
Light Yellow	lyel
Dark Yellow	dyel
Light Gold	lgld
Dark Gold	dgld
Light Purple	lpur
Dark Purple	dpur
Orange	oran
Bright White	bwht
SkipName : For items like the viper amulet, It makes the game skips the Base name in the item description.

NightmareUpgrade - HellUpgrade : These columns handle the code of the item the Vendor will sell instead of this item in Nightmare / Hell. Set these to 'xxx' for not having any change

mindam - maxdam: Minimum and Maximum damage that this item provide. If used on a shield or on a pair of boots, the damage in question will be either Smite or Kick damage.

multibuy = A value of 0 means that Multibuy is not used, while 1 allows to Multibuy this item, which means that when you buy this item via right click + shift , you will instantly fill your belt.

*eol: End of Line
(Formatting by Lord_Drekas, restyling by Ogodei)

Link to this article: Select all

[url=https://www.d2mods.info/forum/kb/viewarticle?a=317&sid=9d3475714891298e4733be79e2876119]Knowledge Base - Misc.txt[/url]