cubmain craft or runeword random class prop
Moderator: Nizari
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- Posts: 33
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cubmain craft or runeword random class prop
hey guys i have a little problem with cubemain
I want recipe that keeps the blue item bonus and adds 1 random class or in rune word +1 random class ...but I dont know the code for random class
any ideas? thanks in advance
I want recipe that keeps the blue item bonus and adds 1 random class or in rune word +1 random class ...but I dont know the code for random class
any ideas? thanks in advance
Re: cubmain craft or runeword random class prop
Check your properties.txt.
If using 1.10 (which i doubt) you'll need to add it.
Theres a topic somewhere (use search).
If using 1.10 (which i doubt) you'll need to add it.
Theres a topic somewhere (use search).
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- Posts: 33
- Joined: Tue Jan 24, 2012 11:02 pm
Re: cubmain craft or runeword random class prop
Black_Eternity" wrote:Check your properties.txt.
If using 1.10 (which i doubt) you'll need to add it.
Theres a topic somewhere (use search).
Okay I found the prop I needed but i can't understand how it works ... example on torch param randclasskills min 0 max 6 which in the case means 3 random class skills . What I need to type to make it have 1 or 2 random class ?
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Re: cubmain craft or runeword random class prop
Open propeties.txt and delete 3 from val1 column
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- Posts: 33
- Joined: Tue Jan 24, 2012 11:02 pm
Re: cubmain craft or runeword random class prop
Okay thanks for the help now I'm trying to make a recipe with output random rune from 22-31 . Any suggestions?
Re: cubmain craft or runeword random class prop
I think the easiest way to accomplish this would be:
create new item and give it an automagic with a new stat set from 1-9
In cubemain.txt use the cube op column to check for stat on item.
In this case we will use Op 15
you will need 9 recipes for each value:
cube op (15) val (1) Input1 (new item item) Input2(regent) Output(rune22)
cube op (15) val (2) Input1 (new item item) Input2(regent) Output(rune23)
so on and so forth....
I'm doing this off the top of my head so there may be a few mistakes, but this is the general purpose.
create new item and give it an automagic with a new stat set from 1-9
In cubemain.txt use the cube op column to check for stat on item.
In this case we will use Op 15
you will need 9 recipes for each value:
cube op (15) val (1) Input1 (new item item) Input2(regent) Output(rune22)
cube op (15) val (2) Input1 (new item item) Input2(regent) Output(rune23)
so on and so forth....
I'm doing this off the top of my head so there may be a few mistakes, but this is the general purpose.
Re: cubmain craft or runeword random class prop
BlackEternity's Method work but is mostly useful when u creating a item which should spawn more then one itemtype.
If you want to have a item to always output a highrune you could go into misc.txt, change the itype2 of all highrunes to something like "hrun" and in cubemain.txt make the output to the new itype2 "hrun".
In ItemTypes.txt copy the row "Runes" and rename it to "High Runes", change the code to "hrun" and you should be done.
If you want to have a item to always output a highrune you could go into misc.txt, change the itype2 of all highrunes to something like "hrun" and in cubemain.txt make the output to the new itype2 "hrun".
In ItemTypes.txt copy the row "Runes" and rename it to "High Runes", change the code to "hrun" and you should be done.
Re: cubmain craft or runeword random class prop
Dont know why that never occurred to me, but is a much better viable option. Added to list of things to know.J'P" wrote:BlackEternity's Method work but is mostly useful when u creating a item which should spawn more then one itemtype.
If you want to have a item to always output a highrune you could go into misc.txt, change the itype2 of all highrunes to something like "hrun" and in cubemain.txt make the output to the new itype2 "hrun".
In ItemTypes.txt copy the row "Runes" and rename it to "High Runes", change the code to "hrun" and you should be done.
Re: cubmain craft or runeword random class prop
Yeah, its unlikely. Just digured it out when i tried your method for a random output.
Instead of making a line for every rune i said:
"random stat > 0" = hrun
"random stat > 10" = mrun
"random stat > 20" = PGM
"random stat > 40" = ....
this made my recipe in like 10 lines instead of 100...
Instead of making a line for every rune i said:
"random stat > 0" = hrun
"random stat > 10" = mrun
"random stat > 20" = PGM
"random stat > 40" = ....
this made my recipe in like 10 lines instead of 100...
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- Posts: 33
- Joined: Tue Jan 24, 2012 11:02 pm
Re: cubmain craft or runeword random class prop
I haven't tried yet currently I'm trying to do uniq jewel 1 random skill class only (1 ice blast sors only) any I ideas how to do it . Craft recipe will be good too.
Regards.
Regards.
Re: cubmain craft or runeword random class prop
Create a Unique Jewel and give it 1 propertie:
Prop = skill-rand
par = 1 (or amount of skills you want to grant)
min = lowest ID (from Skills.txt)
max =highest ID (from Skills.txt)
For Amazon it would be min = 6, max = 35.
For Sorceress it would be min = 36, max = 65 and so on.
This method only works if you have the skills in line and didn't moved them around in skills.txt.
Prop = skill-rand
par = 1 (or amount of skills you want to grant)
min = lowest ID (from Skills.txt)
max =highest ID (from Skills.txt)
For Amazon it would be min = 6, max = 35.
For Sorceress it would be min = 36, max = 65 and so on.
This method only works if you have the skills in line and didn't moved them around in skills.txt.