Problems with CubeMain Recipe

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EugeFrost
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Problems with CubeMain Recipe

Post by EugeFrost » Fri Jul 28, 2017 9:32 pm

Hello everyone! Lets see is someone will help me.
Im a pretty new at modding d2, so for now all what i was doing is changing some skills, recipes, monster properties, and stuff like that. But today i started to create some new recipes, specially the ones that will let players add sockets to anything.
From the even start i was just watching how the existing socketing recipes works, and i tried to repeat it, with small modification of the recipe. Everything worked fine, before i tried to create my own recipe from 0.

The recipes looks like that:
Description: "3 r01 + any normal weapon = same weapon with sockets"
Enabled: 1
Version: 100
NumImputs: 4
Input1: "weap,nor"
Input2:"r01,qty=3"
Output: useitem
Mod1: sock
Mod1min: 1
Mod1max: 6
Eol: 0

The rest of recipes looks similar, exept the rune input (the "mag" items require r04, "rare" - r07, etc)

What happens ingame: I put all the ingredients inside the cube, press the button, and im obtaining exacly the same item, withous sockets. So, my question is: why?

P.S. the only think that i managed to work fine, was the weapons, but i only obtained 2 sockets there, and it was the only time it worked. Boots, Armor, Helms, etc refuses to work. Please help!

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Fri Jul 28, 2017 9:45 pm

One more question that just appeared. Is there any way (except hardcoding) to obtain more that 1 output from a cube recipe? Cause i was not be able to figure that out.

Tried to make this kind of recipe:
Description....Enabled...Version....NumInputs..Input1.....Output
"r02 = 3 r01".......1.......100............. 1.........r02......."r01,qty=3"

Aaand it didnt worked properly. Only obtained 1 el rune after using this recipe ingame

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SpiKe.
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Re: Problems with CubeMain Recipe

Post by SpiKe. » Fri Jul 28, 2017 11:02 pm

Maximum sockets of an item are controled by the item level. Better create an item with ilvl 99 and try if it can get the max sockets.
For Gloves/Boots you have to enable sockets but u probably already did. Can u show me what your input is in these lines?

Cubemain.txt have 3 output fields. Output / Output b / Output c.
Without Code Edit you can't get more then 1 Item from each output but u can put Items in output b/c to get a maximum of 3 items per roll.

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Sat Jul 29, 2017 5:26 pm

Thanks, dude, you helped me a lot. I just forget to modify the maximum amount of sockets inside the armor.txt and weapons.txt. So now i can say that the problem is solved. Thanks for your help ;)

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Sun Jul 30, 2017 7:42 pm

Well, it seems that i am missing something. Still cant get the rings, amulets, boots, belts and gloves to be socketeable. You said that i need to "enable socketing", how can i do this?

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Re: Problems with CubeMain Recipe

Post by SpiKe. » Sun Jul 30, 2017 8:07 pm

In Armor.txt, Weapons.txt and Misc.txt is a column which controls the sockets (gemsockets).

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Sun Jul 30, 2017 8:31 pm

J'P" wrote:In Armor.txt, Weapons.txt and Misc.txt is a column which controls the sockets (gemsockets).
Yes, it is there, and i alredy modified it. But i got nothing. The items are still unsocketeable

Example: amulet from misc.txt

* Hasinv: 1
* gemsockets: 1

* Inside the game: "using the created recipe" (and yes, i alredy checked the recipe, it should work) - same amulet BUT WITHOUS socket (EXACLY the same)

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Re: Problems with CubeMain Recipe

Post by SpiKe. » Sun Jul 30, 2017 8:49 pm

In Itemtypes.txt there are also 3 columns MaxSock1/MaxSock25/MaxSock40 which may need to be altered.

You could also find it here: https://d2mods.info/index.php?ind=revie ... w&iden=317

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Sun Jul 30, 2017 9:10 pm

J'P" wrote:In Itemtypes.txt there are also 3 columns MaxSock1/MaxSock25/MaxSock40 which may need to be altered.
Aaaaand we done here! Problem is solved! Thanks you very much for your patience!

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Wed Aug 02, 2017 6:43 pm

Hm, i just realized that, yes, i can have sockets on items like gloves and boots, but i cant insert gems inside of them. Thanks to that im not sure what causes that, ill apreciate any help.

P.S. I can insert gems to ring and amulets, but cant do the same for belts/boots/gloves. Any advise?

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Re: Problems with CubeMain Recipe

Post by SpiKe. » Wed Aug 02, 2017 8:08 pm

Do they have "hasinv" set to 1?

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EugeFrost
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Re: Problems with CubeMain Recipe

Post by EugeFrost » Sat Aug 05, 2017 12:30 pm

J'P" wrote:Do they have "hasinv" set to 1?
Im so dumb, i think i need to sleep more. For some reason, when i was editing the "armor.txt", in column "hasinv" i put nearly all the values at 1. The exeption was some boots and gloves, and i wonder why i skipped them.

Hovewer, now the problem is solved, everything works fine right now. Thanks you for your help

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