Spawning A Random Item From A Recipe (by Acromantic Aria)

Spawning A Random Item From A Recipe (by Acromantic Aria)

Description: This tutorial will tell you how to create a series of two-item recipes that spawn different results with the same inputs.

Categories: Tutorials (1.1x) - Cube Recipes


Special thanks to: Joel for his post on op codes in cubemain.txt





This tutorial will tell you how to create a series of two-item recipes
that spawn different results with the same inputs. Specifically, I’m
going to describe how to use the same two items in a recipe to spawn
one of four possible items:




-a minor healing potion


-a magic amulet


-a rare amulet


-an El rune.





This is the method I used to create the Mystery Chests from the
Nezeramontias mod. We will need to create at least one new item for
this tutorial.





Files you’ll need to edit:


Itemtypes.txt


Misc.txt


ItemStatCost.txt


Properties.txt


MagicSuffix.txt (or MagicPrefix.txt)



Cubemain.txt





Other things you’ll need to know:

How to add strings to the game (for new items), and how to import
images (in case you want your new mystery spawner to have its own
inventory pic).




First open ItemTypes.txt. We need to create a new entry for our
“Mystery Chest”. Go to the bottom of the file and add a name in the
ItemType field (like Mystery Chest). In the code column, enter a unique
four letter code not used anywhere else (I used msct).
Leave Equiv1 and Equiv2 BodyLoc1, BodyLoc2, Shoots, and Quiver blank.
For all the numbered columns, set Magic to 1, Rare to 1 and Rarity to
3. Set all other numbered fields to 0. We’re done with this file, but
remember your ItemType for later.





Open misc.txt.

We need to create a new entry here. Copy the amulet row in misc.txt
(row 14), and paste it at the bottom of the file. Make the following
changes:



-Change the entry under the code column to something unique. In my mod, I used m001.


-Go to the type1 column and change the name from amul to the Item Type you made earlier (I made msct, so I’ll enter that here).





Additional changes you may want:

-If you want these to be sold in shops, you’ll need to reference
them for some shop keeper. Let’s do an example. Go to the GheedMin and
GheedMax columns and enter a number for each column (the first entry
should be <= to the second). This will make Gheed carry some of our
new item in his shop. Be aware that Gheed sells many other things in
his shop, so he may not always have this new item in stock. You can
remove items from his shop if you want these new ones to always appear.
To do that, you’ll need to open armor.txt, weapons.txt, and misc.txt
(currently open) and remove any other numbers in those files under
GheedMin, GheedMax, GheedMagicMin, and GheedMagicMax.


-Right now the game will call our new item “amulet.” You might want to
change the namestr column to some unique entry (you’ll need to add a
string to the game that uses your new code).

-The game will also currently use the inventory file of an amulet. This
is controlled by the invfile column. If you know something about
importing new images, you can change your new amulet to something
different.

-If you change the inventory graphic, you might also want to
change the entries under dropsound, and usesound so your item doen’t
sound like an amulet when you moke it around in your inventory.

-If you want to sell this item, then later you should edit the
cost entry. How much you change it should depend on what possible
outputs the recipes we’ll make later can produce.








With our new item created, open ItemStatCost.txt. Go to the end of the file and add a new entry. Make these additions:


Enter item_mystery_chest
under the Stat column. In the ID column, enter the number that comes
after the one from the row above. Enter 0 in the add and multiply
columns. Enter 1024 in the Divide column. Now enter a number under the
Send Bits and Save Bits columns. What you enter in these fields will
determine how many bits are used to represent this new stat. A 1 would
mean the stat could spawn with one value (a 1). A 2 would allow three
different values (1, 2, 3). 3 bits would allow the stat to spawn with
the values 1 through 7. What you choose here is important, because
we’re going to need a unique value for each recipe we create. If our
recipes can only have 4 possible outputs then 3 bits would be
sufficient, but we wouldn’t have much room to add recipes later. So
choose something a bit larger (I used 10 which allows the values 1-1023
but you may want to use something even higher if you really want to
create a large number of these recipes). Whatever you choose, enter
that number in both Send Bits and Save bits. Enter 0 in Save Add. You
can put values in 1.09 Save Bits and 1.09 Save Add if you like, but it
shouldn’t matter. Leave all other fields blamk.




Note: Normally, we want our entry for Send Bits to be a little
higher than the one in Save Bits. However, in this case, our new stat
only spawns on a single item, so it’s ok to make both entries the same.





Open Properties.txt. Go to the end of the file and add a new name under the code field. I used mystery-chest. Enter the following entries for the rest of this row:


-Enter 1 in the *done entry.


-Enter 1 in the func1 entry.


-Enter item_mystery_chest in stat1.



-Enter 0 for the *eol entry.




Open MagicSuffix.txt. Go to the end of the file. We’re going to add
4 new entries. Before you do this, you’ll need to add a new string to
string.tbl for the new Magic Prefix we’re creating. When you create a
new reference string, make sure that the string that display’s in the
game will be empty. For example, if you add your new prefix using
Enquettar, your new entry could be:





a 'of Mystery Chests' ' '





After creating your new prefix, enter the Name in the Name field (of Mystery Chests if you followed my example). Enter the following entries:



-Set version to 100.


-Set spawnable, level, and and levelreq to 1.


-Set frequency to 10.


-Set group to some number not used anywhere else in the file (or in Magic Prefix).


-Enter mystery-chest in the mod1code field.


-Set mod1min and mod1max to 1.


-Enter the name you created in Item Types.txt earlier in the itype1 field (msct if following my example) .



-Set divide, multiply and add to 0.





Now copy this row and paste it to the next three rows in your file. Make the following changes to each row.

-Set frequency to 3 in the second row, 1 in the third and 3 in the
forth (I’ll talk about this more after we make the recipes).

-Set the mod1min and mod1max entries to 2 in the second row, 3 in the third, and 4 in the forth.








Finally, open cubemain.txt. Go to the end of the file. Enter a new name
under description (like Mystery chest Unlock). Make the following
entries:


-Enter 1 in the enabled field.



-Enter 100 for version.


-Enter 2 for numinputs.

-Enter the code you created in misc.txt for your mystery chest in
input 1 (m001 if following my example). Alternatively, you could put
the Item Type code here (msct).

-Enter the code for the second item in the recipe in input 2.
Since we haven’t talked about making a second item much, let’s just use
an identify scroll for now. So enter its code (isc).


-Enter hp1 (code for a minor healing potion) in output 1.


-Enter 0 in *eol.





Now go back to the op field.


-enter 18 in the op entry.


-for the param field, enter the ID number of the item_mystery_chest stat you created in ItemStatCost.txt.


-Enter 1 in value.





Here is a post by Joel describing what these entries we just made in cubemain.txt mean:


https://d2mods.info/forum/viewtopic.php?t=16632






In our case, this recipe will only work if the value of item_mystery_chest
in the first input (our new mystery chest item) is 1. We never entered
anything under the description fields in ItemStatCost.txt, so that stat
is invisible on the chest.


Now copy our recipe and paste it to the next three rows. Make the following changes:


-Under the value field, enter 2 for the second recipe, 3 for the third, and 4 for the forth.


-In the output field, enter amu,mag for the second recipe, amu,rar for the third, and r01 for the forth.



-For the second and third recipes, enter 100 for the ilvl field.





Now our mystery chest will spawn a minor healing potion if its item_mystery_chest stat is 1, a magic amulet if it’s 2, a rare amulet if it’s 3, and an El rune if it’s 4.




We can control how likely a certain item will spawn using the
frequency field in MagicSuffix.txt. Notice we set these to 10 for the
first entry (our healing potion), 3 for the second and forth (a magic
amulet and an El rune), and 1 for the third (our Rare amulet). The
higher the value you put in frequency, the more likely that stat will
spawn on the mystery chest, and the more likely the item that results
from that stat will spawn from the recipe.




Known issues: Using the described method, you should be able to get
any of the Act 1 merchants to sell your new mystery item. However,
Diablo 2 is not very friendly about spawning new items in shops later
in the game, so you likely won’t see your new item spawn in shops in
later Acts or difficulties. If you know how to edit treasure drops in
TreasureClassEx.txt, you may want to have these items drop from
monsters.

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[url=https://d2mods.info/forum/kb/viewarticle?a=262&sid=53121c9918d7d8cd640d7b6adc7fc6f5]Knowledge Base - Spawning A Random Item From A Recipe (by Acromantic Aria)[/url]