[1.10] Tutorial - Having Monsters Drop more then 6 Items

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[1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by pmpch » Mon Dec 29, 2003 5:18 pm

This tutorial is based on Creating Items from & Destroying Corpse by mouse. Special thanx to adamantine and kingpin.

LEVEL: Intermediate

GOAL
See for yourself, how a tiny quillrat drops 12 items (items having two times its size :mrgreen:)

TOOLS
- D2Excel or any other working .txt table editing tool

FILES
- misc.txt
- UniqueItems.txt
- monEquip.txt
- skills.txt
- monstats.txt
- treasureClassEx.txt


PROCEDURE
Open misc.txt, find the 'Amulet' entry and copy it to the end of the file. Name it Amulet2 and give it the code 'amu2'. Save & Quit.


Load up UniqueItems.txt. Make a new entry at the end for the code 'amu2'. It doesn't matter how the index is called, since only monsters can wear this item. Hence no stringtable editing is required.
Set 'nolimit', 'level' and 'levelreq' to 1. As for now we will give the item only one property, which will grant an additional 6 items, to a total of 12 items. (You can add more entries for more items, later on)

Code: Select all

prop1          par1        min1    max1
death-skill    [color=#0000FF]QuillDrop[/color]   100     1
Don't forget *eol = 0. Save & Quit.


Open monEquip.txt. Be careful here. Insert a new row before the *end* do not remove tag. Use the following. Make it look like this:

Code: Select all

monster               oninit    level    item1    loc1     mod1    ...    eol
...
quillrat1                1        0       amu2    neck      7              0
*end* do not remove                                                        0
You will recognize the new type 'amu2'. The 7 tells the game to use the unique version. Ok, we're done here.


Bring up skills.txt. Copy the 'Hydra' line to the end of the file. Call it QuillDrop. Give it the next free ID, clear 'charclass' and 'skilldesc'. Adjust the following rows accordingly:

Code: Select all

summon      pettype     petmax   summode
[color=#FFAA00]tcquill1[/color]    none                 DT
Remove all the cast, sound, overlay stuff, mana costs, synergy bonus, passivecalcs, summodes. Now, the most important thing is ItemTarget. Set this to 1. Also remove LineOfSight (Although, I'm not sure if this is necessary.) That's it. Save & Exit.


Next, open monstats.txt. Search for the quillrat1 row and set inventory = 1 (which enables any items we assigned in monequip.txt).
After that, find and copy the 'bonewall' entry to the end of the file. Call it tcquill1, and adjust the hcIdx. Give it the Trap-Poison AI. Now go to the very last columns, where the treasureclass entries are located. Enter TCs of your choice here. For simplification I'll be using the same entries as quillrat1 in this tutorial:

Code: Select all

TreasureClass1      TreasureClass2      TreasureClass3 
Quill 1             Act 1 Champ A       Act 1 Unique A 

TreasureClass1(N)   TreasureClass2(N)   TreasureClass3(N)
Quill 1 (N)         Act 1 (N) Champ A   Act 1 (N) Unique A

TreasureClass1(H)   TreasureClass2(H)   TreasureClass3(H)
Quill 1 (H)         Act 1 (H) Champ A   Act 1 (H) Unique A
Save the file, and open treasureClassEx.txt. To quickly see some results, adjust the 'Quill 1' row like this:

Code: Select all

Treasure Class    Picks  NoDrop
Quill 1             6      0
Save/Close all files. Load D2 and go squish some quillrats. :mrgreen:


pmpch



Edits:
1. Visibility
2. Error, summode = DT
3. Error, inventory = 1
Last edited by pmpch on Thu Apr 22, 2004 1:25 am, edited 15 times in total.
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by Volf » Mon Dec 29, 2003 6:16 pm

Nice tutorial

Just a tought wouldnt it be possible with minor changes to this idea to make hirelings and characters drop items from atc when killed?

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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by kingpin » Mon Dec 29, 2003 7:15 pm

Indeed a nice tutorial.

The princip would be the same for hirelings/minions/your self.

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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by pmpch » Thu Apr 22, 2004 1:21 pm

I have fixed some major typos and added missing stuff. I hope this works now. Thanks to Sduibek and talonrage for their feedback.
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

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Post by Joel » Fri Apr 23, 2004 7:38 am

better also to add the QuillDrop TC to every difficulty Treasureclass column or only normal one will drop your items.
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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by pmpch » Fri Apr 23, 2004 8:07 pm

True, but testing the drop in Normal is usually sufficient. The tutorial is only proof of concept ^^
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

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Post by luoriming » Sun Apr 25, 2004 8:39 am

That's very great!!!!!!!!!!!
if I knew this before,I should not have waste my time in defining so much tcs and new monsters to drop the things I want.

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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by PoC » Sat Jun 18, 2005 6:50 pm

1. Good idea & thanks for the tut
2. Does not work for Baal :!: because of :?:
3. >ou dont have to create more than 1 item to drop more than 6 additional items - just make a tc with like 50 items and it will spawn 50 items + mon drop =]

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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by Squelch » Sat Jun 18, 2005 7:56 pm

Nice. Anyway to make it only drop more items with more players present?

Example:

Players 1 spawn: 6 drops
Players 2 spawn: 12 drops
Etc.

Edit1: *just realized how old this was*

Edit2: *edits because he isn't sure if he should take this question to a new thread and need an answer, and edits turn it "unread"*

Edit3: Whoops double edit. :oops: Least it wasn't a double post.

Edit4: And if it helps, that would be for bosses and such, that do not have a no drop chance. I do not wish to nerf the drops on lower player settings by implementing a no drop chance.

Because even in a group that shares drops (rare), some items are generic and useful for multiple classes, and as a result people playing get less drops in a group than soloing, causing everyone to solo. And the mod is intended to be better in a party, so I am working to fix this imbalance.
Last edited by Squelch on Mon Jun 20, 2005 7:02 pm, edited 4 times in total.

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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by Nefarius » Sat Jun 18, 2005 7:57 pm

This thread is more then a year old... Please avoid resurrection ancient topics.

EDIT: Yes you can post that question in a new topic.
Last edited by Nefarius on Tue Jun 21, 2005 3:12 pm, edited 1 time in total.
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Re: [1.10] Tutorial - Having Monsters Drop more then 6 Items

Post by Nostalgic_Modder » Sun May 12, 2019 7:19 am

The knowledge base tutorial for this is just a link to this post. Could the powers that be place this tutorial in knowledge base.
Thank you.

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