Txt File Limits

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Txt File Limits

Post by Myhrginoc » Sun Feb 06, 2005 10:16 am

There have been a number of posts on this, but they always fall below the horizon sooner or later. I thought I would create this sticky, if anybody knows new or changed limits this list can be updated. The previous threads I found were here and here.) And Kraj pointed out this thread as well.

armor.txt - 1024 rows * (armor stands are limited)
misc txt - most likely 32768 rows
weapons.txt - 1024 rows * (weapons racks are limited)
These three files are a single file internally, their sum total of records must never exceed 65536 (and to be safe 32768)

automagic.txt - at least 4096 (Currently have 2905 in my Mod - Talon)
itemstatcost.txt - 512 rows
gems.txt - 256 rows
itemtypes.txt - 65536 rows
levels.txt - 133 rows * // 1024 rows with afj's extended levels plugin
lvlprest.txt - 1091 rows // 32767 in v1.11+ (and afj's extended levels plugin in v1.10)
magicprefix.txt - 2048 rows
magicsuffix.txt - 2048 rows
missiles.txt - most likely 32768 rows

monprop.txt - probably 32768 not 1024 rows
monstats.txt - 32768 rows (if you encounter problems, check your chains!)
monstats2.txt - probably 32768 not 1024 rows


objects.txt - 574 rows * // 32768 rows with afj's extended objects solution
objType.txt - 574 rows * // 32768 rows with afj's extended objects solution
rareprefix - 256 rows
raresuffix - 256 rows
runes.txt - 4096 rows
setitems.txt - 32768 rows
sets.txt - 4096 rows (32768 in file load)
skills.txt - 32768 rows (512 rows if skills on items or edit ItemStatCost)
skilldesc.txt - 32768 rows (512 rows if skills on items or edit ItemStatCost)
states.txt - 256 rows
superuniques.txt - 512 rows (code rather restricted, real functional limit lower)
uniqueitems - 4096 rows

* cannot be expanded without code editing
Last edited by Myhrginoc on Tue Nov 20, 2007 5:47 am, edited 4 times in total.
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Post by Brother Laz » Tue Feb 08, 2005 11:31 am

...overlays.txt and missiles.txt...?
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Re: Txt File Limits

Post by kingpin » Tue Feb 08, 2005 11:36 am

Overlays.txt probably 65535 or 32767 (I'm using +300 rows currently so, it's at least not limited to 256 :) )

Missiles.txt 65535 or 32767

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Post by Joel » Tue Feb 08, 2005 11:36 am

overlay seems to have a 32767 limits, same for missiles.
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Re: Txt File Limits

Post by Volf » Tue Feb 08, 2005 11:59 am

Not exactly a txt file but maby worth mentioning
animdata seems to be limited to 5000 lines, this might be just a tool limit in animdata_edit but still prevents us from packing a file with more than 5000 rows

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Re: Txt File Limits

Post by Doombreed-x » Tue Feb 08, 2005 8:34 pm

cubemain.txt? Please don't say it's 512.... or lower :cry:

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Post by Kraj » Tue Feb 08, 2005 10:25 pm

I swear I had a thread that compiled all the known text file limits, but I can't find it. I'll keep looking. In the meantime, I don't think anyone has found a limit to cubemain yet, either logical or real. The MoAII alpha has more than 46,000 working recipies - IIRC Zy-El has more than that.

EDIT: A-Ha! Foudn it:

viewtopic.php?t=28105&postdays=0&postorder=asc&start=0

As far as I know this thread has every limit known so far. I don't think I was updating the list I created as people posted so you may need to check through both pages of the thread.
Last edited by Kraj on Tue Feb 08, 2005 10:28 pm, edited 1 time in total.

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Re: Txt File Limits

Post by Doombreed-x » Tue Feb 08, 2005 11:37 pm

Awesomepants, thanks! I was suddenly worried when I hit the 512 mark and was getting some errors with recipes.

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Re: Txt File Limits

Post by Myhrginoc » Wed Feb 09, 2005 7:45 am

Zy-El was up near 150,000 cube recipes...but of course that was v1.09x.
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Re: Txt File Limits

Post by Paul Siramy » Wed Feb 09, 2005 10:14 am

Volf";p="211243" wrote:Not exactly a txt file but maby worth mentioning
animdata seems to be limited to 5000 lines, this might be just a tool limit in animdata_edit but still prevents us from packing a file with more than 5000 rows
It is indeed a tool limit.
animdata_edit.c" wrote:#define MAX_RECORDS 5000
The original AnimData.d2 contain 3559 entries. At the time I created the tool, I tought 5000 was wel enough. Not the first time I implement limits in a tool only to discover some months later that my users ask for more :mrgreen: I'll rewrite the tool, normally today. I'll try to remove the limits, and to sort the result by filenames while I'm on it.

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Post by Brother Laz » Wed Feb 09, 2005 12:04 pm

Paul Siramy" wrote:I tought 5000 was wel enough. Not the first time I implement limits in a tool only to discover some months later that my users ask for more
Heh, wasn't 640k of memory enough for anybody...? ;)

......

I'm still seeing phantom limits in certain txt files - new lines being ignored after a certain point, which is not a power of 2. Am I seeing things, or is there something else like say 256 new missiles, or 1024 missiles minus the hardcoded ones, or...?

I'm positive there is 'something' out there, until there is a scientific explanation. :mrgreen:
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Re: Txt File Limits

Post by kingpin » Wed Feb 09, 2005 2:50 pm

I'm still seeing phantom limits in certain txt files - new lines being ignored after a certain point, which is not a power of 2. Am I seeing things, or is there something else like say 256 new missiles, or 1024 missiles minus the hardcoded ones, or...?
One thing to remember is that both skills/skilldesc and missiles needs unique names. If you have duplicated name it will use wrong rows (duplicated row is just ignored and it uses previous row or something's like that).

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Post by Char » Wed Feb 09, 2005 3:12 pm

maybe it is that in files where rows can refer to each other, the row referred to may not be further away than some limit...?

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Post by Brother Laz » Wed Feb 09, 2005 7:45 pm

Do duplicate names matter in nonlinked files, such as missiles.txt and states.txt?
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Re: Txt File Limits

Post by kingpin » Wed Feb 09, 2005 7:51 pm

Do duplicate names matter in nonlinked files, such as missiles.txt and states.txt?
All columns that are readed as Index requires unique_name. Missiles.txt are one of those, states.txt are another one :)

You just need to think, how would the game know I'm on row #100? :)

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Post by Myhrginoc » Thu Feb 10, 2005 5:38 am

Brother Laz" wrote:Heh, wasn't 640k of memory enough for anybody...? ;)
I learned my first assembly dialect on a PDP8 with 32KB, these people with MB and GB of RAM don't know the meaning of programs with small footprint.

:mrgreen:

(I don't want to go back either...)
I'm still seeing phantom limits in certain txt files - new lines being ignored after a certain point, which is not a power of 2. Am I seeing things, or is there something else like say 256 new missiles, or 1024 missiles minus the hardcoded ones, or...?

I'm positive there is 'something' out there, until there is a scientific explanation. :mrgreen:
Some people see these phantom limits, some don't, and they don't ever seem to be in the same row. That certainly implies questionable content, rather than special record pointers. Nonetheless, there are true limits which don't appear in the data loading code: weapon racks and armor stands allow much less than weapons.txt and armor.txt can hold, there is no reason a 32-bit monster index can't exceed 1023 without an imposed limit, and what about nine bits for ItemStatCost IDs?
kingpin" wrote:You just need to think, how would the game know I'm on row #100? :)
d2common.10600 and friends? The game does a lot of business using record index numbers.
Last edited by Myhrginoc on Thu Feb 10, 2005 5:42 am, edited 1 time in total.
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Post by Kraj » Tue Apr 26, 2005 10:43 pm

Question - in one of the linked posts SVR says:

"The Set/Unique ID is 12 bits so your limit is 4096 there."

I'm wondering if this could be discussed in more detail. Are we talking a hard limit of 4096 uniques or is there a way to fudge that? I'm looking to create a special series of cube recipies that output a unique based on a variety of inputs for all 514 vanilla base items. So I'm looking to be able to generate a lot (50,000 or more) of uniques. Can I get anywhere near that? What about the limit of 32,767 meantioned in another thread?

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Re: Txt File Limits

Post by kingpin » Wed Apr 27, 2005 8:12 am

I'm wondering if this could be discussed in more detail. Are we talking a hard limit of 4096 uniques or is there a way to fudge that? I'm looking to create a special series of cube recipies that output a unique based on a variety of inputs for all 514 vanilla base items. So I'm looking to be able to generate a lot (50,000 or more) of uniques. Can I get anywhere near that? What about the limit of 32,767 meantioned in another thread?
This is probably one of the easiest limits to remove. Othervise I could add a new textfile to handle it.

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Re: Txt File Limits

Post by talonrage » Tue May 10, 2005 7:56 pm

I read somewhere that in v1.09 , that Gambling.txt limit was around 400-500 (not sure which). Does this still apply for v1.10 or has it been increased?

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Post by Xenast » Wed May 18, 2005 6:37 pm

Hmm, unless I missed it, automagic.txt is not there. If there is a known limit on that file I'd be interested in knowing it.

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Re: Txt File Limits

Post by Nefarius » Sun May 29, 2005 7:25 am

Dunno if this is worth adding to the list (its not an actual file limit, but more a logical limit)

The total number of possible unique 3-letter item codes is 16777216 (considering you could technically use all 256 chars in a char set)

The total number of possible alpha-numeric combos is 238328 (taking into account that it is case sensitive)
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Re: Txt File Limits

Post by kingpin » Sun May 29, 2005 9:26 am

The total number of possible unique 3-letter item codes is 16777216 (considering you could technically use all 256 chars in a char set)
There are itemCodes that cannot be used at all also, e98 and e99 cannot be used of some reason.

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Re: Txt File Limits

Post by Nefarius » Sun May 29, 2005 10:02 am

Nice to know. Are there others or are these the only ones?
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Re: Txt File Limits

Post by kingpin » Sun May 29, 2005 10:40 am

Nice to know. Are there others or are these the only ones?
Those are the only I have come across so far, have used all tokens between a00 to m00 and those 2 have been the only that haven't worked.

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Post by Brother Laz » Wed Jun 29, 2005 12:20 pm

~ tcex.txt?

Also, the page Kraj linked to has disappeared into a black hole. :(
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