Misc.txt File Guide OVERVIEW Armor.txt , Misc.txt and Weapons.txt have many identical columns. That's because in fact these 3 text files are part of 1 bigger file : when the game reads these 3 tables, it merges them all, one after another, into one and unique table.These 3 text files contain all the base items of the game : normal / exceptional / elite versions of items like armor, helm, gaunt, shield, weapon, gems, potion, key, scroll ...Incidently, that means you can add columns to any one of these 3 files. For instance if you add the columns , Transmogrify TMogType , TMogMin and TMogMax to Armor.txt and use them for an Helm, then this Helm will be able to be Transmute into another item, something that doesn't look possible at first glance since the 4 columns are not originally in Armor.txt.Note : to add columns in a .txt, don't use D2Excel, as this program can't do the job. Instead, use MS Excel or another spreadsheet that can import and export tab-delimited .txt files. RELATED .TXT FilES This file is using: * AutoMagic.TxT * Belt.txt * Composit.txt * ItemTypes.txt * Missiles.txt * Sound.txt This file is used by : * CharStats.txt * CompCode.txt * CubeMain.txt * SetItems.txt * UniqueItems.txt COLUMN DESCRIPTIONS : ________________________________________________________________________ name: Reference only, its a comment field. ______________________________________________________________________________ *name: Reference only, its a comment field. ______________________________________________________________________________ szFlavorText : unknown if used ______________________________________________________________________________ compactsave : 1 =use ompactsave 0 =don't use compactsave. This is used to get a smaller filesize. This will not save any stats to the item, this means it will not save any quantity, automagic, affixes, damage, armor, durability e.tc. (This is used by items that don't need any stats stored like Healing potions, gems). ______________________________________________________________________________ version: 0 =Classic D2, 100 =Expansion (A item set to 100 here cannot be generated in classic d2). ______________________________________________________________________________ level: base item level (aka a monster with a mlvl of 20 cannot drop a lvl30 armor for eg, used by the "armo#" preset TCs) ______________________________________________________________________________ levelreq: the minimum level you need to have to use that item ______________________________________________________________________________ rarity : 0 = Exclude this item from armor rack, 1 and higher sets the rarity for this item to be droped from an armor rack.(There need to be atleast one armor with rarity 1 othervise the game will crash when you use an armor rack). ______________________________________________________________________________ spawnable: 1 =can be sold by NPCs, 0 =can never be sold by NPCs (even if you make them sell it thru the vendor columns) ______________________________________________________________________________ speed: Possitive value = slower run, negative value = faster run. ______________________________________________________________________________ nodurability: 1 =indestructible, 0 =use durability ______________________________________________________________________________ gamble cost: only used by Amulets/Rings. ______________________________________________________________________________ Code : is not needed to be added to string table anymore. This is a 3 letter/number code that need to be unique and not used by other items. ______________________________________________________________________________ alternategfx: This is the code of the DCC to use for a Player Animation. [For instance, the Gothic Shield (code=gts) has kit in its alternategfx column. That means that if a Barbarian equip himself whith that shield, in his A1 (Attack 1) mode animation his SH (Shield) layer component will use the DCC BASHKITA11HS.DCC, and NOT the file BASHGTSA11HS.DCC nor the file BASHBUCA11HS.DCC. ______________________________________________________________________________ name str: If namestr code is not added to a string table it will use that name in the field.If you want a string name with space you need to add it to your string table. ______________________________________________________________________________ component: This tells what layer it should use from composit.txt to show the item on the character. (composit.txt are 16 lines that range from 0 (HD) to 15 (S8) and 16 means "no player animation"). ______________________________________________________________________________ invwidth: width in inventory cells ______________________________________________________________________________ invheight: height in inventory cells ______________________________________________________________________________ hasinv: 1 can be socketed,0 cannot be socketed (You need to set MaxSock 1/25/40 in itemtypes.txt to at least 1 to have sockets in the item) ________________________________________________________________________ gemsockets: maximum number of sockets ______________________________________________________________________________ gemapplytype: gem effecs 0 =weapon, 1 =armor/helm, 2 =shield (If you add a higher value it wouldn't add the socket) ______________________________________________________________________________ fflippyfile: flip gfx (dropping gfx) ______________________________________________________________________________ invfile: inventory gfx ______________________________________________________________________________ uniqueinvfile: unique inventory gfx ______________________________________________________________________________ special: special: Not used, Comment field. ______________________________________________________________________________ Transmogrify: Whether or not the item can be right clicked and be changed into another item ______________________________________________________________________________ TMogType : The 3 character code which respresents the item that this item becomes when right clicked (see Transmogrify) ______________________________________________________________________________ TMogMin: Min quantity appearing of the item in Transmogrify ______________________________________________________________________________ TMogMax: Min quantity appearing of the item in Transmogrify ______________________________________________________________________________ useable: 0 =you cannot rightclick, 1 =you can rightclick on this item ______________________________________________________________________________ throwable: can this item be thrown 1 =yes, 0 =no ______________________________________________________________________________ type: first base type (code from itemtypes.txt) ______________________________________________________________________________ type2: second base type (code from itemtypes.txt) ______________________________________________________________________________ dropsound: tells what sound you use when the item is dropped. The name it uses is from Sound column in sounds.txt ______________________________________________________________________________ dropsfxframe: Number of frames the sound will use when dropped. _____________________________________________________________________________ usesound: tells what sound you use when the item is used. The name it uses is from Sound column in sounds.txt. ______________________________________________________________________________ unique : 1 = always unique, 0 = not always unique (This is used by questitems to have the item as always unique) ______________________________________________________________________________ transparent : unknown function ______________________________________________________________________________ transtbl: unknown function (But are always using 5) ______________________________________________________________________________ lightradius : Not used. ______________________________________________________________________________ belt: numberic Id from belts.txt (defines number of potion slots) ______________________________________________________________________________ autobelt: Whether or not the item appears in your belt when picked up ______________________________________________________________________________ stackable: can this item be stacked 1 =yes, 0 =no ______________________________________________________________________________ minstack: min ammount of quantity ______________________________________________________________________________ maxstack: max ammount quantity ______________________________________________________________________________ spawnstack: when randomly spawned, how many in a stack ______________________________________________________________________________ quest: sets if this item is a ques titem ______________________________________________________________________________ questdiffcheck: sets in what difficulty this item is a quest item. ______________________________________________________________________________ missiletype: missile to shoot if you throw this item (id from missiles.txt) ______________________________________________________________________________ spellicon: Which spellicon should be used, when you use the item (eg. the throwing-icon for jav's ) ______________________________________________________________________________ pSpell: All temporary potions can use pSpell = 6 . This is a parameter for the function that handles the temporary items. ______________________________________________________________________________ state: this parameter is for Overlay effect. this is only visualeffect. (state and cstate1 needs to be the same stat id from states.txt) ______________________________________________________________________________ cstate1: this parameter is used to get a stat from states.txt . It's really important that you remember what stat you have choose when you are going to use stat1 . Othervise you will get the known bug, or what it actually is a missunderstanding of how temporary items works. ______________________________________________________________________________ cstate2: this is a second parameter. See cstate1 for more information. But you can add two different states to an item. ______________________________________________________________________________ len: This parameter is used to set the time for the temporal items. This cannot be 0 . ______________________________________________________________________________ stat1: This tells what stat to add to the player. This stat is entered in cstate1 stat id . ______________________________________________________________________________ calc1: This is what value you want to add. ______________________________________________________________________________ stat2: This tells what stat to add to the player. This stat is entered in cstate2 stat id. ______________________________________________________________________________ calc1: This is what value you want to add. _____________________________________________________________________________ calc2: This is what value you want to add. _____________________________________________________________________________ stat3: This tells what stat to add to the player. ]_____________________________________________________________________________ calc3: This is what value you want to add. ______________________________________________________________________________ spelldesc: 0 = don't use any description or calculation. 1 = use spelldescrtr only 2 = use spelldescrtr and spelldesccalc. ]_____________________________________________________________________________ spelldescstr : This gives an description to your temporal item what it does. ]_____________________________________________________________________________ spelldesccalc: This shows the total effect of all your items for this stats based on stat1-3 . ______________________________________________________________________________ durwarning: the dur warning icon to display when the item is about to break ______________________________________________________________________________ _ qntwarning: quantity warning icon to display if you wasted most of the stack ______________________________________________________________________________ gemoffset: unknown _______________________________________________________________________________ nameable: 1 =can be personalized, 0 =cannot be _______________________________________________________________________________ BetterGem: (Gems only) What gem code is the next step up when it's upgraded by a shrine or cube (non=none,else follow "code") ______________________________________________________________________________ bitfield1: set to 1 for leather items, to 3 for metal ones. ______________________________________________________________________________ Vendor Columns: (replace Vendor with the vendor name aka CharsiMin etc) ______________________________________________________________________________ VendorsMin: minimum amount of items of this type the vendor can sell ______________________________________________________________________________ VendorsMax: maximum amount of items of this type the vendor can sell ______________________________________________________________________________ VendorsMagicMin: minimum amount of magic items of this type the vendor can sell ______________________________________________________________________________ VendorsMagicMax: maximum amount of magic items of this type the vendor can sell ______________________________________________________________________________ vendorsMagicLvl: Max magic level an item can get from the affixes. ______________________________________________________________________________ Source Art: unknown ______________________________________________________________________________ Game Art: unknown ______________________________________________________________________________ Transform and invTrans : Index telling which colormap .dat to use for this item (like 1=data\global\items\palette\grey.dat, 8=data\global\items\palette\invgreybrown.dat). This is telling what are the pixels that will change colors (only transform brown pixels to dark green ? transform all pxiels to dark green ?). For details, check http://d2mods.xfernet.com/colormaps.php Transform is for the Animation of the player, while InvTrans is for the Inventory gfx _______________________________________________________________________________[u[/u] SkipName: for items like the viper amulet (which dosent say viperamulet two times) (skips the base name) ______________________________________________________________________________ NightmareUpgrade: item code of the item the vendor will sell instead of this item on NM (xxx=no change) ______________________________________________________________________________ HellUpgrade: item code of the item the vendor will sell instead of this item on HELL (xxx=no change) ______________________________________________________________________________ mindam: smite damage for shields/kick damage for boots ______________________________________________________________________________ maxdam: smite damage for shields/kick damage for boots (maximum) ______________________________________________________________________________ PermStoreItem : Boolean will item always be sold by sellers? Item cannot be depletedmultibuy - 0 = Multibuy is not used, 1 = Multibuy is used, when you right click and buying a potion. It will fill up your belt. . ______________________________________________________________________________ nameable: 1=can be personalized, 0=cannot be personalized ______________________________________________________________________________ *eol: End of Line (Formatting by Lord_Drekas)