Testing new base items
Moderator: Nizari
Testing new base items
How can I test new base items that I have added into game if the work correctly? I saw a method to force a unique/set item to drop from a monster but nothing for base items.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: Testing new base items
You can create a new treasureclass to test, just reference your new item code, link it to a monster and done.
Re: Testing new base items
You can try as well adding the item in shop.
As I look into the cave
The fog doth fill my eyes
Inside lies the answer
A cause for my demise
The fog doth fill my eyes
Inside lies the answer
A cause for my demise
Re: Testing new base items
You can also add some easy test cube recipes to test (smth like "mana potion -> your item" and etc)
Re: Testing new base items
Thank you everyone for your answers!
@Black_Eternity - I have never actually touched this kind of stuff in my mod yet, so I will try other ways which seem easier to do...
@Fawahar - I have some problems with forcing items to appear in shops, for example I have set all values to 1 for certain weapon at charsi (just like some items which she sells have) and it didn't work, so I'm kinda confused...
@P.J. - Haven't thought of that and this one seems easy to do, thanks!
@Black_Eternity - I have never actually touched this kind of stuff in my mod yet, so I will try other ways which seem easier to do...
@Fawahar - I have some problems with forcing items to appear in shops, for example I have set all values to 1 for certain weapon at charsi (just like some items which she sells have) and it didn't work, so I'm kinda confused...
@P.J. - Haven't thought of that and this one seems easy to do, thanks!
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: Testing new base items
For forcing an item in shop you should also set PermStoreItem to 1, and multibuy if you wish.
Re: Testing new base items
Cool, works now, thanks!
So the new weapon doesn't show the weapon class that is supposed to be next to the attack speed. It uses a new item type I created in ItemTypes.txt. How can I define the weapon class? PS I want it to be separate line of scythes that only necro can use.
So the new weapon doesn't show the weapon class that is supposed to be next to the attack speed. It uses a new item type I created in ItemTypes.txt. How can I define the weapon class? PS I want it to be separate line of scythes that only necro can use.
- HarvestWombs
- Arch-Angel
- Posts: 1019
- Joined: Wed May 25, 2011 11:50 pm
Re: Testing new base items
You'll need to reference which itemtype you want it to be in Equiv2 in itemtypes. So for a necro only polearm your equiv1 should be necr, and equiv2 should be pole (if that the class you want)
Re: Testing new base items
ohhh, it's quite obvious actually, now I fully understand how do item types work, thanks again Black_Eternity!