ItemType Table
Description: by JBouley
Categories: File Guides (1.00-1.06x)
The 'type' I'm
referring to is the Type column, which appears in only three files
to my knowledge: misc.txt, weapons.txt, and armor.txt.
1 - unknown
2 - shield
3 - armor
4 - gold
5 - arrows
6 - bolts
7 - ear
8 - unknown
9 - potion
10 - ring
11 - elixir
12 - amulet
13 - unknown
14 - unknown
15 - boots
16 - gloves
17 - unknown
18 - tome (town portal or identify)
19 - belts
20 - gem
21 - torch
22 - scroll (town portal or identify)
23 - unknown
24 - scepter
25 - wand
26 - staff
27 - bow
28 - axe
29 - club
30 - sword
31 - hammer
32 - dagger
33 - javelin
34 - polearm
35 - crossbow
36 - mace
37 - helmet
38 - throwing potion
39 - quest item
40 - organ/body part
41 - key
42 - throwing knife
43 - throwing axe
Examples on how you can use these numbers in your own mod:
1) If you read the 'socketing armor' tutorial, you'll
see that using the helm's Type code is key to making the process
work.
2) If you gave a longsword (or any other weapon) the Type code
for a staff, that weapon would appear a lot of the time with sorc
skill bonuses (you can do similar stuff for the pally and necro
with the scepter and wand Type codes). Drawback is that the weapon
then ends up with the capabilities of the weapon that normally has
that type code. For example, a sword with a scepter type code
becomes scepter class weapon.
3) You could give the key Type code to something else (say, a
monster organ), and it would become able to open chest.
Link to this article: Select all
[url=https://www.d2mods.info/forum/kb/viewarticle?a=424&sid=df65899cf2ca613c6346eb5ed3fa3350]Knowledge Base - ItemType Table[/url]