[Tutorial] XaiL's Item Guide

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[Tutorial] XaiL's Item Guide

Postby XaiL » Sun Nov 01, 2009 2:07 pm

-- ITEM GUIDE --
As TorchEd isn't available yet I was thinking of helping you guys how to create your own item.

In this example I am going to make a Unique Ring, you can of course make anything, from amulets to your very own fish.
However, if you want to make your very own one with new texture you need to know how to make new models in 3d Studio Max or Blender etc.

In this tutorial I am sticking with the existing models.

Preparations:
To do this you will need the ADM Converter so you can make your own ADM file to DAT and the other way around.
The program which one at the forum have made can be located here:

http://forums.runicgames.com/viewtopic.php?f=6&t=2903.

After you have that you need to unzip your "pak.zip" in the game directory, you will then have all the necessary files which the game uses.

When you have made all this you need to copy your ADM Converter (also called "tldat.exe") to pak/media directory (which was the one you just unzipped) then make a test.bat file and include the code:
Code: Select all
for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a"

Now double click on your BAT file to make all your ADM files to DAT so you can edit your item or any other stuff for that matter.

Note: This will take a few minutes!

Time to create our Ring:
Go to the Mod folder which is located here "AppData\Roaming\runic games\torchlight\mods" and create a directory inside it called "YourItemMod".
In that folder you need to have these directories for it to work: "YourItemMod/media/units/items/rings".

After you have made it this far it is time to create the DAT file, simple choose any of the rings inside the "pak/media/units/items/rings/" then copy it and paste it in your "YourItemMod/media/units/items/rings/ringname.dat"

In this tutorial my ring will be called "RING_UNIQUE_XAILRING.dat" as well as "RING_UNIQUE_XAILRING.dat.adm".

To change the properties of the ring simply right click on your DAT file and choose to open it with notepad.
My Ring looks like this:

Code: Select all
[UNIT]
<STRING>BASEFILE:media\units\items\rings\base_ring_unique.dat
<STRING>ICON:ringjeweled
<INTEGER>LEVEL:30
<INTEGER>VALUE:375
<INTEGER>MINLEVEL:30
<INTEGER>MAXLEVEL:999
<INTEGER>RARITY:100
<STRING>NAME:XaiLRing
<TRANSLATE>DISPLAYNAME:XaiL's Tutorial Ring
[AFFIXES]
<STRING>AFFIX:UNIQUE_KNOCKBACK
[/AFFIXES]
[/UNIT]


For now, the only effect my ring does it adding a small amount of Knockback, look inside the different DAT files to find out more affixes to add.
I haven't had the time to see of how many properties a item can have but don't add anymore affixes then 8 to make the item balanced!

Note: Unit_Guid, needs to be remove for it to work properly.
(The game will auto-generate a unique guid for the new unit. If you don't do this original won't show up.
That said Bebop in one of the threads in the forum.)


When you feel you are done with your DAT file you need to move the tldat.exe again to "YourItemMod/media/units/items/rings", then go to cmd and change directory to the above one then write: "tldat.exe RING_UNIQUE_XAILRING.dat".
This will make a DAT.ADM of your item.

Note: You need to do this everytime you make a item, or even changing the current one.

UPDATE:
One guy in the thread stated that you only need the DAT file as the game automatically creates a DAT.ADM.
But if you want to be 100% sure both files are in the folder do as above.

Now all you need to do is to try it out by enabling the console and enter the name of your item, for this example my item is named "XaiLRing".
All I need to do is to type that name in the console for it to be dropped near my character.

Note: I am not sure the game will drop your new item as a actual loot, so for now you can use the console once to spawn your created item.

Enjoy!

Feel free to message me if you don't get it to work.
I will be doing alot of more guides when the editor is in our hands.
Last edited by XaiL on Mon Nov 02, 2009 1:15 pm, edited 7 times in total.
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Re: XaiL's Item Tutorial

Postby Vis » Sun Nov 01, 2009 2:29 pm

Once you run the game it should automatically change you dat file to an adm though...
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Re: XaiL's Item Tutorial

Postby XaiL » Sun Nov 01, 2009 2:30 pm

Vis wrote:Once you run the game it should automatically change you dat file to an adm though...


Ah allright! Guess it works both way then, but just wanted to be super sure it worked. :)
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Re: XaiL's Item Tutorial

Postby Vis » Sun Nov 01, 2009 2:34 pm

Maybe you can help me with this, because I'm stumped:

Creating a new fish to allow people with existing pets to change it into an imaginary one:

Here's the fish in media/units/items/fish
Code: Select all
[UNIT]
<STRING>BASEFILE:media/units/items/base.dat
<STRING>NAME:ImaginaryFish
<STRING>RESOURCEDIRECTORY:media/models/items/fish
<STRING>MESHFILE:fish
<TRANSLATE>DESCRIPTION:Right-click to feed fish to pet.\n\nWarning: Permenant Effect!
<STRING>UNITTYPE:FISH
<INTEGER>RARITY:0
<INTEGER>VALUE:55
<BOOL>SHADOWS:false
<INTEGER>ICON_SHEET:1
<STRING>ICON:fish_ember
<STRING>FALL_SOUND:Item Fall
<STRING>TAKE_SOUND:LeatherGet
<STRING>LAND_SOUND:FishDrop
<STRING>USE_SOUND:PotionUse
<INTEGER>MINLEVEL:15
<INTEGER>MAXLEVEL:9999999
<STRING>USES:1
<INTEGER>MAXSTACKSIZE:5
<TRANSLATE>DISPLAYNAME:Imaginary Fish
<BOOL>DONTCREATE:true
<STRING>UNIT_GUID:-1872884193328623138
[EFFECT]
<STRING>NAME:Pet Imaginary
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:TRANSFORM PERMANENT
<STRING>PARTICLE_FX:GENERICPOTION
<FLOAT>MIN:0
<FLOAT>MAX:0
[/EFFECT]
[/UNIT]



Here's the general inventory merchant file in media/Spawnclasses
Code: Select all
[SPAWNCLASS]
<STRING>NAME:MERCHANT_GENERAL_INVENTORY
[OBJECT]
<STRING>UNIT:Identify Scroll
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Town Portal Scroll
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>SPAWNCLASS:PET_RETURN_FISH_SPWAN
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:FISH_IMAGINARYPET
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[/SPAWNCLASS]




And yet I cannot get the fish to show up for sale.
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Re: XaiL's Item Tutorial

Postby XaiL » Sun Nov 01, 2009 2:36 pm

Vis wrote:Maybe you can help me with this, because I'm stumped:

Creating a new fish to allow people with existing pets to change it into an imaginary one:

Here's the fish in media/units/items/fish
Code: Select all
[UNIT]
<STRING>BASEFILE:media/units/items/base.dat
<STRING>NAME:ImaginaryFish
<STRING>RESOURCEDIRECTORY:media/models/items/fish
<STRING>MESHFILE:fish
<TRANSLATE>DESCRIPTION:Right-click to feed fish to pet.\n\nWarning: Permenant Effect!
<STRING>UNITTYPE:FISH
<INTEGER>RARITY:0
<INTEGER>VALUE:55
<BOOL>SHADOWS:false
<INTEGER>ICON_SHEET:1
<STRING>ICON:fish_ember
<STRING>FALL_SOUND:Item Fall
<STRING>TAKE_SOUND:LeatherGet
<STRING>LAND_SOUND:FishDrop
<STRING>USE_SOUND:PotionUse
<INTEGER>MINLEVEL:15
<INTEGER>MAXLEVEL:9999999
<STRING>USES:1
<INTEGER>MAXSTACKSIZE:5
<TRANSLATE>DISPLAYNAME:Imaginary Fish
<BOOL>DONTCREATE:true
<STRING>UNIT_GUID:-1872884193328623138
[EFFECT]
<STRING>NAME:Pet Imaginary
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:TRANSFORM PERMANENT
<STRING>PARTICLE_FX:GENERICPOTION
<FLOAT>MIN:0
<FLOAT>MAX:0
[/EFFECT]
[/UNIT]



Here's the general inventory merchant file in media/Spawnclasses
Code: Select all
[SPAWNCLASS]
<STRING>NAME:MERCHANT_GENERAL_INVENTORY
[OBJECT]
<STRING>UNIT:Identify Scroll
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Town Portal Scroll
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>SPAWNCLASS:PET_RETURN_FISH_SPWAN
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:FISH_IMAGINARYPET
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[/SPAWNCLASS]




And yet I cannot get the fish to show up for sale.


Change "<STRING>UNIT:FISH_IMAGINARYPET" to <STRING>UNIT:ImaginaryFish". Should work :)
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Re: XaiL's Item Tutorial

Postby Vis » Sun Nov 01, 2009 2:40 pm

Done, but still no fish in his inventory for sale. I also removed the <BOOL>DONTCREATE:true from the fish file with not effect. It's driving me crazy.
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Re: XaiL's Item Tutorial

Postby XaiL » Sun Nov 01, 2009 2:45 pm

Vis wrote:Done, but still no fish in his inventory for sale. I also removed the <BOOL>DONTCREATE:true from the fish file with not effect. It's driving me crazy.


Hmm, have you copy the fish to your Mod folder too?

Try to change this one too: "<INTEGER>RARITY:0" to 100. (Not sure if you need to have it but... Worth a shot!)
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Re: XaiL's Item Tutorial

Postby Vis » Sun Nov 01, 2009 2:49 pm

XaiL wrote:
Vis wrote:Done, but still no fish in his inventory for sale. I also removed the <BOOL>DONTCREATE:true from the fish file with not effect. It's driving me crazy.


Hmm, have you copy the fish to your Mod folder too?

Try to change this one too: "<INTEGER>RARITY:0" to 100. (Not sure if you need to have it but... Worth a shot!)


Yes, mods/nullfish/media/
Spawnclasses>Merchant_general_Inventory
Units>Items>fish>FISH_IMAGINARY

Changed the rarity to 100, no effect.
Last edited by Vis on Sun Nov 01, 2009 2:51 pm, edited 1 time in total.
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Re: XaiL's Item Tutorial

Postby XaiL » Sun Nov 01, 2009 2:50 pm

Vis wrote:
XaiL wrote:
Vis wrote:Done, but still no fish in his inventory for sale. I also removed the <BOOL>DONTCREATE:true from the fish file with not effect. It's driving me crazy.


Hmm, have you copy the fish to your Mod folder too?

Try to change this one too: "<INTEGER>RARITY:0" to 100. (Not sure if you need to have it but... Worth a shot!)


Yes, mods/nullfish/media/
Spawnclasses>Merchant_general_Inventory
Units>Items>fish>FISH_IMAGINARY


Need to be under "media\units\items\fish\yourfishname.dat" :)
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Re: [Tutorial] XaiL's Item Guide

Postby Vis » Sun Nov 01, 2009 2:57 pm

Nope, nothing works. I am totally unable to make a vendor stock a new item.
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Re: [Tutorial] XaiL's Item Guide

Postby Naihonn » Sun Nov 01, 2009 3:01 pm

Just try reading really carefully. :lol: Of course that you have Unit_Guid there. And it was even differently colored that you should remove it. That will be your problem, maybe. I am just following instructions, I didnt try it myself. 8-)
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Sun Nov 01, 2009 3:04 pm

Vis wrote:Nope, nothing works. I am totally unable to make a vendor stock a new item.


Bah, have you followed my guide then?
All the files need to be in the exact location for it to work...

"YourMod/media/Spawnclasses/MERCHANT_GENERAL_INVENTORY.dat and adm.dat" file needs to be there.

Example of my Merchant.dat (I have the Respec Potion added):
Code: Select all
[SPAWNCLASS]
<STRING>NAME:MERCHANT_GENERAL_INVENTORY
[OBJECT]
<STRING>UNIT:Identify Scroll
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Town Portal Scroll
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 2
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 3
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Health Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>UNIT:Mana Potion 4
<INTEGER>WEIGHT:-1
<INTEGER>RARITY_OVERRIDE:1
[/OBJECT]
[OBJECT]
<STRING>SPAWNCLASS:PET_RETURN_FISH_SPWAN
<INTEGER>WEIGHT:-1
[/OBJECT]
[OBJECT]
<STRING>UNIT:RespecPotion
<INTEGER>WEIGHT:-1
[/OBJECT]
[/SPAWNCLASS]


Then.. the Respec Potion will then have to be located here:
"YourMod\media\units\items\potions\respecpotion.dat and respecpotion.dat.adm".

Lastly the name inside of the DAT file have to be correct, "<STRING>UNIT:RespecPotion".
In the respec.dat the name is "<STRING>NAME:RespecPotion".

Works flawless for me. :)
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Re: [Tutorial] XaiL's Item Guide

Postby perfectmaster » Sun Nov 01, 2009 4:04 pm

Hello, i've got a trouble....

I would like to make a ring that when npc are killed, they drop gold items...
I can do it but only by 2%, a 200% would be cool
there is my code

[UNIT]
<STRING>BASEFILE:media\units\items\rings\base_ring_unique.dat
<STRING>ICON:ringjeweled
<INTEGER>LEVEL:12
<INTEGER>VALUE:3750
<INTEGER>MINLEVEL:30
<INTEGER>MAXLEVEL:999
<INTEGER>RARITY:100
<STRING>NAME:GoldRing
<TRANSLATE>DISPLAYNAME:Gold Ring
<STRING>UNIT_GUID:1496619806181102046
[AFFIXES]
<STRING>AFFIX:UNIQUE_GOLD_DROP
[/AFFIXES]
[/UNIT]
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Re: [Tutorial] XaiL's Item Guide

Postby Ranga » Sun Nov 01, 2009 4:21 pm

you need to make your own new affix with a range of min:200, max 200
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Re: [Tutorial] XaiL's Item Guide

Postby perfectmaster » Mon Nov 02, 2009 12:32 am

Ok, thanks, but how do you do that ?

see ya
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 12:37 am

perfectmaster wrote:Ok, thanks, but how do you do that ?

see ya


Code: Select all
[AFFIX]
<STRING>NAME:UNIQUE_GOLD_DROP9
<INTEGER>RANK:0
<INTEGER>MIN_SPAWN_RANGE:0
<INTEGER>MAX_SPAWN_RANGE:100
<FLOAT>DURATION:0.000000
<INTEGER>WEIGHT:0
<INTEGER>SLOTS_OCCUPY:0
[UNITTYPES]
<STRING>UNITTYPES:UNIQUE
[/UNITTYPES]
[EFFECT]
<STRING>NAME:OFTHEMISER PERCENT GOLD DROP
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:0
<STRING>TYPE:PERCENT GOLD DROP
<FLOAT>MIN:30.000000
<FLOAT>MAX:30.000000
[/EFFECT]
[/AFFIX]


= 30% gold drop is the maximum available, you can create your own affixes to make it more by changing the FLOAT value.
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Re: [Tutorial] XaiL's Item Guide

Postby perfectmaster » Mon Nov 02, 2009 2:21 am

Hello, well i think there is a misunderstood (we do not undersand to each other, ...i'm not english...)

The npc drops gold, I would like they drop Unique Gold items and not gold(money)...maybe it's the magic items string type, I don't know.

well thanks for everything anyway.
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 2:23 am

perfectmaster wrote:Hello, well i think there is a misunderstood (we do not undersand to each other, ...i'm not english...)

The npc drops gold, I would like they drop Unique Gold items and not gold(money)...maybe it's the magic items string type, I don't know.

well thanks for everything anyway.


Ah, then you have to make your own Unique Gold items first in order for it to be dropped. :)
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Re: [Tutorial] XaiL's Item Guide

Postby Scavenger » Mon Nov 02, 2009 2:33 am

I think perfectmaster just wants to increase the magicfind-rate. (so rare and uniques drop often) These are the LUCK affixes. Try to convert a current LUCK affix and take the the file as a basement to create your own affix for your ringmod.
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Re: [Tutorial] XaiL's Item Guide

Postby Corpsie » Mon Nov 02, 2009 2:43 am

So Am I to understand that Modded items DONOT drop in game like a proper item and that you have to console them into your game?

Kind of defeats the purpose of loot doesn't it?
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