[Tutorial] XaiL's Item Guide

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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 2:45 am

Scavenger wrote: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.


Yes indeed, now I get it!

He explained just like he wanted more gold coins to be dropped..
But yes, you have to alter with your Luck affixes, not 100% sure how it works but shouldn't be that hard.
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 2:49 am

Corpsie wrote: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?


"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."

I wasn't sure if they actually dropped as a loot, as I haven't had the time to try it since I wanted my new item to spawn fast.
If you want to be 100% sure if they are dropping you should try making your own items and then go on some adventure.

However, I am most certain that they WILL be dropped as a loot! :)
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Re: [Tutorial] XaiL's Item Guide

Postby Xeneonic » Mon Nov 02, 2009 3:16 am

You can also directly change the chance for magic/unique items to drop, without meddling with "+magic find" on items:

\media\globals.dat

look for:

Code: Select all
<INTEGER>NORMAL_ITEM_WEIGHT:5000
<INTEGER>MAGIC_ITEM_WEIGHT:120
<INTEGER>UNIQUE_ITEM_WEIGHT:18
...
<FLOAT>MAGICFIND_MAGIC_INFLUENCE:150.000000
<FLOAT>MAGICFIND_UNIQUE_INFLUENCE:200.000000
<FLOAT>MAGICFIND_RANDOM_INFLUENCE:100.000000


Basically it shows that you're rolling a dice with 5138 sides. Changing the "<INTEGER>NORMAL_ITEM_WEIGHT:5000" to less than 10 and the "<INTEGER>MAGIC_ITEM_WEIGHT:120" to less than 10 will make uniques drop like mad (Or you could invert it if you want it extreme, normal 10, magic 10, unique 5000.)

You're welcome! :D
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 4:24 am

Xeneonic wrote:You can also directly change the chance for magic/unique items to drop, without meddling with "+magic find" on items:

\media\globals.dat

look for:

Code: Select all
<INTEGER>NORMAL_ITEM_WEIGHT:5000
<INTEGER>MAGIC_ITEM_WEIGHT:120
<INTEGER>UNIQUE_ITEM_WEIGHT:18
...
<FLOAT>MAGICFIND_MAGIC_INFLUENCE:150.000000
<FLOAT>MAGICFIND_UNIQUE_INFLUENCE:200.000000
<FLOAT>MAGICFIND_RANDOM_INFLUENCE:100.000000


Basically it shows that you're rolling a dice with 5138 sides. Changing the "<INTEGER>NORMAL_ITEM_WEIGHT:5000" to less than 10 and the "<INTEGER>MAGIC_ITEM_WEIGHT:120" to less than 10 will make uniques drop like mad (Or you could invert it if you want it extreme, normal 10, magic 10, unique 5000.)

You're welcome! :D


Ah nice one, haven't been looking inside that file so much but I guess you can change all the global variables to change the whole gameplay more or less.
Correct?
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Re: [Tutorial] XaiL's Item Guide

Postby Xeneonic » Mon Nov 02, 2009 4:35 am

Definitely wrong. As such you cannot edit there how much HP mobs get from difficulty, things like that.

The Global.dat file contains only a minor amount of information.

masterresourceunits.dat contains BUTTLOADS of information, but it does seem that, as said, it's a "MASTER" file, all the small files about monsters etc have information that are exactly the same as the master file, changing the small files directly actually changes gameplay, but I have no clue what happens if you start editing in the master file...
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 4:39 am

Xeneonic wrote:Definitely wrong. As such you cannot edit there how much HP mobs get from difficulty, things like that.

The Global.dat file contains only a minor amount of information.

masterresourceunits.dat contains BUTTLOADS of information, but it does seem that, as said, it's a "MASTER" file, all the small files about monsters etc have information that are exactly the same as the master file, changing the small files directly actually changes gameplay, but I have no clue what happens if you start editing in the master file...


Haha okey, well only God knows what will happen if we start altering the global.dat and the master file. :D
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Re: [Tutorial] XaiL's Item Guide

Postby jamesL » Mon Nov 02, 2009 9:14 am

Corpsie wrote: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?


of course your items will drop
that's a ridiculous question
getting items from the console labels you a cheater
they're not going to label make everyone who uses a mod a cheater
and you're right, being forced to use the console would defeat the purpose of modding
the only reason to use the console is to get your item immediately and to see that its come out thee way you wanted, instead of waiting for it to drop

and since you can also mod skills and monsters, it doesn't make any sense that you would have to use the console to get those things
if you mod something correctly, then it will show up in the game all by itself

and by the way, you should NEVER include a GUID when you mod something, the game will generate one for you,
if you copy a GUID from an existing item that just screw everything up

<STRING>UNIT_GUID:1496619806181102046
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 10:04 am

jamesL wrote:
Corpsie wrote: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?


of course your items will drop
that's a ridiculous question
getting items from the console labels you a cheater
they're not going to label make everyone who uses a mod a cheater
and you're right, being forced to use the console would defeat the purpose of modding
the only reason to use the console is to get your item immediately and to see that its come out thee way you wanted, instead of waiting for it to drop

and since you can also mod skills and monsters, it doesn't make any sense that you would have to use the console to get those things
if you mod something correctly, then it will show up in the game all by itself

and by the way, you should NEVER include a GUID when you mod something, the game will generate one for you,
if you copy a GUID from an existing item that just screw everything up

<STRING>UNIT_GUID:1496619806181102046


Yeah, I stated that in the guide that UNIT_GUID shouldn't be there.. But I just wrote the last thing on as a sidenote as I wasn't 100% sure it would drop as a loot. I thought you first needed to add the item to the global.dat file or the master.dat file but I might be wrong then. :)

Will be alot easier to know everything when the manuals and the complete Editor arrives for sure.
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Re: [Tutorial] XaiL's Item Guide

Postby Tassadar » Mon Nov 02, 2009 1:09 pm

"then make a test.bat file and include "for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a" in that one.
Now double click on test.bat to make all your ADM files to DAT so you can edit your item or any other stuff for that matter."

does that mean make a notepad file and save is at test.bat? then write
for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a in it? i tried double clicking the tldat exe and it does nothing.
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 1:13 pm

Tassadar wrote:"then make a test.bat file and include "for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a" in that one.
Now double click on test.bat to make all your ADM files to DAT so you can edit your item or any other stuff for that matter."

does that mean make a notepad file and save is at test.bat? then write
for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a in it? i tried double clicking the tldat exe and it does nothing.


You can go to notepad, instert the code:
Code: Select all
for /f "delims=" %%a IN ('dir /s /b *.adm') do tldat "%%a

Then save that one as test.bat or whatever you want, it need to end with the file extension .bat however.

This file needs to be in your gamefolder under Pak/Media/ with the ADM Converter.

After you have done this all you need to do is to run the BAT file once.
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Re: [Tutorial] XaiL's Item Guide

Postby Tassadar » Mon Nov 02, 2009 1:32 pm

How do you "run" a notepad file? when i double click test.bat it just opens it and shows me the code i pasted in there. I have the converter in the Media folder. It says "tldat". Im missing something before the (wait a few minutes) nothing loads.

  õ  U N I T ö  C R E A T E A S ÷ E Q U I P M E N T þ  U N I T T Y P E  U N I T _ G U I D 
D O N T C R E A T E -  B A S E F I L E 2  L E V E L 8  R A R I T Y :  I C O N <  m e d i a / u n i t s / i t e m s / b a s e . d a t =  R E S O U R C E D I R E C T O R Y >  m e d i a / m o d e l s / a r m o r ?  M E S H F I L E B  S H A D O W S C
F A L L _ S O U N D D
i get that when i try to open a .dat ring file with the -select program from list, tldat-
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 1:57 pm

Tassadar wrote:How do you "run" a notepad file? when i double click test.bat it just opens it and shows me the code i pasted in there. I have the converter in the Media folder. It says "tldat". Im missing something before the (wait a few minutes) nothing loads.

  õ  U N I T ö  C R E A T E A S ÷ E Q U I P M E N T þ  U N I T T Y P E  U N I T _ G U I D 
D O N T C R E A T E -  B A S E F I L E 2  L E V E L 8  R A R I T Y :  I C O N <  m e d i a / u n i t s / i t e m s / b a s e . d a t =  R E S O U R C E D I R E C T O R Y >  m e d i a / m o d e l s / a r m o r ?  M E S H F I L E B  S H A D O W S C
F A L L _ S O U N D D
i get that when i try to open a .dat ring file with the -select program from list, tldat-


Run = double click with your mouse on the file.

As I said, in notebad you need to have the code above in it, then save it as .bat format.. not as a txt file. It should look like an exe icon, not as a text icon.
After that, fix so that you got tldat in the media as well as your .bat file.

Double click on the BAT file and wait until it is finished.

And lastly If you still can't make it to work then don't continue. :)
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Re: [Tutorial] XaiL's Item Guide

Postby Tassadar » Mon Nov 02, 2009 2:03 pm

If when i do it right , it pops up a dos cmd window then i think i got it, thanks man. Trying to teach myself to mod, have zero experience with it.
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Mon Nov 02, 2009 2:13 pm

Tassadar wrote:If when i do it right , it pops up a dos cmd window then i think i got it, thanks man. Trying to teach myself to mod, have zero experience with it.


Yeah, if it pops up a cmd with alot of text, you are doing it right. Wait for it to complete then you are good to go! Good luck man :)
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Re: [Tutorial] XaiL's Item Guide

Postby Tassadar » Mon Nov 02, 2009 2:28 pm

One more thing i have the zipped Pak and the unzipped pak together, do i need to rezip the unpacked and rename the origional?
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Re: [Tutorial] XaiL's Item Guide

Postby Xeneonic » Mon Nov 02, 2009 11:53 pm

ZOMGRING

I don't know why there are extra stats on top of the affix I made for the ring. It should be pretty obvious what affix I made. But why is there extra stats on there? I don't want those!

Image
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Re: [Tutorial] XaiL's Item Guide

Postby Xeneonic » Tue Nov 03, 2009 1:11 am

ROFLRING

I'm proud to present ehhhh... this ring with all kinds of weird stats. I didn't make up the stats, the devs did. I lol'd at the least. They don't seem to do anything though. But I love the +100 emotional damage and 100 logic resistance. Nom noodles.

Image
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Re: [Tutorial] XaiL's Item Guide

Postby Ranga » Tue Nov 03, 2009 1:16 am

Extra stats come from being flagged as a magical item instead of a unique or even normal.

Those weird stats are suppose to go on sword of adam. Give it a try, I hear it is cool.
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Re: [Tutorial] XaiL's Item Guide

Postby XaiL » Tue Nov 03, 2009 3:04 am

Xeneonic wrote:ROFLRING

I'm proud to present ehhhh... this ring with all kinds of weird stats. I didn't make up the stats, the devs did. I lol'd at the least. They don't seem to do anything though. But I love the +100 emotional damage and 100 logic resistance. Nom noodles.

Image


Insane magic find :o
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Re: [Tutorial] XaiL's Item Guide

Postby Xeneonic » Tue Nov 03, 2009 3:46 am

AHHH! Even uniques are bothering me very much so! If I want a unique with just 4 attributes, the game will STILL add more attributes (To a minimum of 7 attributes).

How can I enforce it not to do such a thing?

Edit: I can make the magic find much higher, up to 1800 something, which is the limit value for any attribute.

Edit2: Also:

<INTEGER>LEVEL:0
<INTEGER>ARMORMAX:10
<INTEGER>ARMORMIN:10
<INTEGER>ARMOR_PHYSICAL:10
<INTEGER>ARMOR_ICE:10
<INTEGER>ARMOR_FIRE:10
<INTEGER>ARMOR_ELECTRIC:10
<INTEGER>ARMOR_POISON:10

How come the item spawned will have only 1 armor to everything instead of 10? This is so aggravating!

Edit3:
Image
Also, it has a slot! I don't want it to have a slot if I don't specifically say so.

And this is the code to create the item:

Code: Select all
[UNIT]
<STRING>BASEFILE:media\units\items\armor\base_chest_v_unique.dat
<INTEGER>ICON_SHEET:1
<STRING>ICON:vanq_valk_body
<STRING>RESOURCEDIRECTORY:media/models/armor
<STRING>MESHFILE:leatherpile
<INTEGER>RARITY:100
<STRING>NAME:XULTIMATE_CHEST_UNIQUE_001
<INTEGER>LEVEL:0
<INTEGER>ARMORMAX:10
<INTEGER>ARMORMIN:10
<INTEGER>ARMOR_PHYSICAL:10
<INTEGER>ARMOR_ICE:10
<INTEGER>ARMOR_FIRE:10
<INTEGER>ARMOR_ELECTRIC:10
<INTEGER>ARMOR_POISON:10
<TRANSLATE>DISPLAYNAME:XUltimate Chest
<STRING>GAMBLER_ICON:scalevest
[WARDROBE]
<STRING>CLASS:DESTROYER
<STRING>TEXTURE:media/wardrobe/destroyer/vulture_chest.png
<STRING>MESH:media/wardrobe/destroyer/vulture_set.mesh
<STRING>ICON:vulture_body
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:VANQUISHER
<STRING>TEXTURE:media/wardrobe/vanquisher/vanq_valkyrie_chest.png
<STRING>MESH:media/wardrobe/vanquisher/vanquisher_valkyrie_set.mesh
[/WARDROBE]
[WARDROBE]
<STRING>CLASS:ALCHEMIST
<STRING>TEXTURE:media/wardrobe/alchemist/alchemist_transmuter_chest.png
<STRING>MESH:media/wardrobe/alchemist/transmuter_set.mesh
<STRING>ICON:alchemist_body_09
[/WARDROBE]
[/UNIT]

Don't let me down XaiL; Sage of Item Guides; Writer of Tutorials
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