Uniqueitems.txt File Guide

Uniqueitems.txt File Guide

Description: by JBouley

Categories: File Guides (1.09x)


name

The name of the unique. Must match exactly with what you enter as the
string/key into the string.tbl, expansionstring.tbl OR patchstring.tbl
file.



version

0 = classic D2

100 = expansion

Doesn't seem to matter which number you use if you're playing LoD, but
if you're modding classic D2, you should probably keep all the numbers
in this column at 0.



completed

0 = No


1 = Yes

Advised that you put it to 1 for any unfinished uniques in the file that you finish, and for any new uniques you add.



beta

0 = No

1 = Yes

Presumably means the item was in the beta test version of the original
D2 game. Column seems not to matter much...just for reference. Use a 1
or a 0 as you prefer.



rarity

Seems to have something to do with the relative chances of the game
spawning a unique if there is more than one unique using the same base
item type. I personally don't understand how this is calculated, but
another modder has explained it in Addendum 1 at the end of this file
guide (see below).




Level

The level of the unique. Affects whether a monster can drop it. A 10th
level monster, for example, cannot drop a 50th level unique item.



LevelReq

The level the player must be to equip and use the item.



code

The three-character item code of the base item for this unique. These
item codes are found in armor.txt, misc.txt and weapons.txt.



type


The name of the item...corresponds to the item code described above. If
code is lsd, the type should be Long Sword. And so on. This column
actually seems to be for reference purposes only. Blizzard programmers
misspelled several item names in this columns, such as Hydry Edge and
Pollaxe, yet it doesn't seem to have an adverse effect. Probably best
to spell it right, though, to be on the safe side.



cost mult

See Addendum 2 at the end of this file guide



cost add

See Addendum 2 at the end of this file guide.



transform

0 = No


1 = Yes

Does the unique version of item change to a different color than the
color of the normal version of the item (in the character's hand or on
his/her body)?



invtransform

0 = No

1 = Yes

Does the color of the inventory graphic for this item change for the
unique version of the item, compared to the normal item? (In other
words, is the inventory graphic tinted a special color). This has
nothing to do with choosing a special graphic for the unique version of
the base item. To do THAT (set a special graphic for the unique that
doesn't look at all like the normal item), you need to deal with the
uniqueinvfile columns in the armor.txt and weapons.txt files. Note: If
you do have a special graphic set for the unique version, you have two
choices. Either color the new graphic you create so that it is similar
to the color you choose for 'transform' (if you want the in-game item
to have a special color on your character), or make it a fairly neutral
weapon or armor color and use this 'invtransform' column to tint it so
that it will be in line with 'transform.'



transformcolor

Sets the color used for the transform and/or invtransform entries
above. Generally, it makes no sense at all to have invtransform set to
1 and transform set to 0...because why would the inventory graphic be
colored and the item on your character NOT be? However, for the reasons
noted in the invtransform entry above, it DOES make sense to have
invtransform be 0 and transform be 1 in many cases. The list of colors
is found in colors.txt, and that will guide you as to the number you
put in this column. The ID numbers for colors start at 0 for white (at
the top of colors.txt) and go to 20 for bright white (at the end of the
colors.txt file). NOTE: Bright white is not a good color for inventory
graphics. It is too bright in most cases. Use white or light gray
instead...or use bright white and make sure the invtransform column is
zero so that the change will only affect the item in the character's
hand and not the graphic in the inventory.




ItemMod1Code

The code for the first magical modifier on the item. A list of these
magic codes can be found in Phrozen Keep's Resource area. They can also
be found in the file Properties.txt.



ItemMod1Param

The parameter number used by some of the magic modifier codes (not all
of them use this column). For example, if you used charged as a mod,
the param column is used to specify the ID number (from skills.txt) of
the skill to be placed on the item. Refer to the Phrozen Keep resource
guide on magic codes for more details.



ItemMod1Min

The minimum value of the magic modifier, such as minimum AC bonus
granted, minimum damage, etc. Some mods are simpler integer values
(such as damage) and others are percentages (such as resists, faster
run/walk, etc.). Refer to the Phrozen Keep resource guide on magic
codes for more details.



ItemMod1Max


The maximum value. See ItemMod1Min above for additional details. NOTE:
Don't ever let the maximum be smaller than the minimum. And remember
that if negative values are used, pay attention to which is the smaller
value...don't just look at which is the larger numeral. For example, if
you had a stat that could be range anywhere between -1 and -10, then
-10 would be the MIN and -1 would be the MAX. That is because -10 is
the smaller value. But many people (myself included when I first
started working with this file) would make the mistake of putting -10
as the max and -1 as the min (just looking at the numeral and
forgetting about the negative sign), which crashes the game.



ItemMod2Code

Predictably, this is used for the second magic modifer you put on the
item. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod2Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod2Min

Same rules apply as were noted in the entry for ItemMod1Min.




ItemMod2Max

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod3Code

This third mod on the item starts here, if you have more than two. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod3Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod3Min


Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod3Max

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod4Code

Fourth mod, if you want more than three on the item. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod4Param

Same rules apply as were noted in the entry for ItemMod1Param.




ItemMod4Min

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod4Max

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod5Code

The fifth power on the item, if you give it more than five mods. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod5Param


Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod5Min

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod5Max

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod6Code

This begins the sixth mod of the item, if you want six or more. Same rules apply as noted in the entry for ItemMod1Code.




ItemMod6Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod6Min

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod6Max

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod7Code


The item's seventh power, if you want that many mods on it. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod7Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod7Min

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod7Max

Same rules apply as were noted in the entry for ItemMod1Min.




ItemMod8Code

Mod number eight, if you give the item more than seven powers. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod8Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod8Min

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod8Max


Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod9Code

No surprise here: This is the ninth mods, if you want to go with that
many. Same rules apply as noted in the entry for ItemMod1Code.



ItemMod9Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod9Min

Same rules apply as were noted in the entry for ItemMod1Min.




ItemMod9Max

Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod10Code

Lo and behold, the tenth mod for the item, if you want to go for the
full amount of mods allowed by the uniqueitems.txt file. Same rules
apply as noted in the entry for ItemMod1Code. NOTE: While it is NOT
possible to give more than 10 mods to a unique item through the use of
this file, you can add powers to a unique that you possess on your
character, if you create a recipe in cubemain.txt. See any available
tutorials, file guides or Phrozen Keep forum posting on that file for
more information. But, in short, if your output in cubemain make use of
useitem (NOT usetype) and powers are listed in the Mod columns for
cubemain.txt, the item can be given powers above and beyond the ten in
this file, without losing the other powers and without losing its
status and name as a unique item.



ItemMod10Param

Same rules apply as were noted in the entry for ItemMod1Param.



ItemMod10Min


Same rules apply as were noted in the entry for ItemMod1Min.



ItemMod10Max

Same rules apply as were noted in the entry for ItemMod1Min.



End

The terminator column. Always have a 0 in this column unless you like crashes.




ADDENDUM 1 by Ruvanal

'Explaining the rarity column in uniqueitems.txt'



Here is an explanation of the rarity numbers in the
uniqueitems.txt and setitems.txt files. It may apply in some other
similar cases that I cannot think of right now too. This is one that
many do not seem to know enough about and it can have a larger impact
on the modded games than the standard game itself (more duplicate base
items).



When the game spawns a unique or set item that can have more than one possible outcome, the game will use this procedure:



Total up the rarity of all items that have a
required ilvl equal or less than the ilvl of the being generated. It
will then randomly select one of the items from the list based on their
rarity values.




This makes the chance for any particular item to be
rarity/total_rarity. If there are no items that can be spawned at that
ilvl then the game will downgrade the item by the following:
Set -> magical with x2 durability

Unique -> rare with x3 durability



If the game selects a unique that has already
spawned, then it will be downgraded also. There is no filtering of the
already spawned items. This most often comes into play with rings and
amulets as these 2 base items have the most alternate possibilities.



Here is a list of the 1.09 rings and amulets (set
and unique). The Item Level is the minimum ilvl need to spawn that
item. The rarity is the relative rarity of the item. The total rarity
is the total of the rarities up to that particular ilvl. To find the
total rarity look for the highest Item Level that does not go above the
ilvl you checking against and use that to calculate the chances in the
formula rarity/total_rarity.


























Set Rings
Item Level
Rarity
Total Rarity
Cathan's Seal
15
7
7
Angelic Halo
17
3
10











































































Set Amulets
Item Level
Rarity
Total Rarity
Civerb's Icon
13
7
7
Cathan's Sigil
15
7
14
Angelic Wings
17
7
21
Vidala's Snare
19
7
28
Arcanna's Sign
20
1
29
Iratha's Collar
21
7
36
Tal Rasha's Adj.
26
1
37
Tancred's Weird
27
7
44
Telling of Beads
39
1
45























































Unique Rings
Item Level
Rarity
Total Rarity
Nagelring
10
15
15
Manald Heal
20
15
30
Stone of Jordan
39
1
31
Dwarf Star
53
10
51
Ravenfrost
53
10
51
Bul Katho's W.B.
66
1
52


















































































Unique Amulets
Item Level
Rarity
Total Rarity
Nokozan Relic
14
20
20
Eye of Etlich
20
5
25
Mahim-Oak Curio
34
10
35
Saracen's Chance
55
5
40
Crescent Moon
58
5
50
The Cat's Eye
58
5
50
Atma's Scarab
60
5
55
Highlord's Wrath
73
5
65
The Rising Sun
73
5
65
Mara's Kaleid.
80
5
70






ADDENDUM 2 by Isolde

'Explaining the two cost columns'




The column 'cost mult' will add cost * N/1024 to the item price (buy/sell/repair) at some point during the cost calculation.



The column 'cost add' will add directly to the item price at the same point.



A bunch of other things are factored after these,
so the above might not be much help in really pinning down the prices,
but it's a start. The cost mult and cost add values have NO effect on
the gamble price.

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[url=https://d2mods.info/forum/kb/viewarticle?a=249&sid=7b00bcdfccf94845564d6d0b2025cc59]Knowledge Base - Uniqueitems.txt File Guide[/url]