Site hosted by Angelfire.com: Build your free website today!

 Weapons.txt

General file guide by Nefarius

 

 

Columns:

 

A name: in this column you will find the name of the weapon which represents it

in uniqueitems.txt, setitems.txt and gamble.txt.

 

B Version: unknown, was added in v1.04 when the change to save file format was

applied might have to do with the compactsave column below.

 

C compactsave: seams to control if the item is saved “as is” or will morph in

the next game you join (i.e. before v1.03 of Diablo ii the items u made in the

Horadric cube morphed after you left the game u made it in.

 

D rarity: unknown, seams to have no effect on the items rarity.

                                          

E spawnable: 1 means this item can be bought from a NPC, 0 means it cant.

 

F completed: has no effect, reference only.

 

G uniqueonly: setting for quest items which appear only as unique(Khalim’s flail

etc) 0 means it is a basic item which can have any quality, 1 means it is only

possible as a unique.

 

H mindam: one handed minimum damage of a weapon, note should not pass 99 since

above 99 it will mess up your item(note this doesn’t mean it will not reach 99+

with enhancements from magic affixes etc, just the base damage cannot pass 99 as

its minimum.

 

I maxdam: one handed maximum damage.

 

J 2handmindam: two handed minimum damage (same rule applies here as it does to

one handed minimum damage).

 

K 2handmaxdam: two handed maximum damage:

 

L rangeadder: this is the range this weapon has (i.e. lances have 4, swords 0-2

etc) the highest number I tested here was 50 which let me hit enemies across the

screen.

 

M StrBonus: the amount of damage you do per point of strength.

 

N DexBonus: the amount of damage you do per point of dexterity.

 

O speed: this sets the speed of the weapon, positive values are slow, so if u

set the value in here to –170(highest I have tried so far) the items will attack

in a amazing speed.

 

P weaponspeednum: unknown.

 

Q minmisdam: minimum damage this weapon does when thrown (same rule applies here

as for normal minimum damage).

 

R maxmisdam: maximum damage this weapon does when thrown.

 

S misspeed: unknown, does not control missile speed that is controlled in

missiles.txt.

 

T basespeed: unknown.

 

U modspeed: unknown.

 

V dam/frame: unknown, seams to have something to do with the amount of frames 

it takes to apply the damage?

 

W reqstr: the amount of strength you need to use the item.

 

X reqdex: the amount of dexterity you need to use the item.

 

Y durability: the amount of durability, note u can set it to higher then 255,

its just not recommended since u will need to repair the item every time u start

a new game.

 

Z nodurability: this is what  I used to make indestructible base items, 1 means

the item cannot be destroyed, 0 means it has durability and therefore can be

destroyed.

 

AA level: the level you need to gamble this item.

 

AB cost: the amount of gold this item costs as normal.

 

AC replenish: unknown, might have to do something with bows, since only bows and

crossbows have this set, this might mean this confirms which item needs ammo and

which doesn’t.

 

AD code: this is the code that represents the item inside many other files such

as: .tbls .dlls .txts and many others. Note capital letters are not the same as

small letters. The code must match exactly to what you type in other files.

Never use a code twice unless u know what you do.

 

AE alternateGfx: the animation archive the characters use wile wearing the item.

 

AF OpenBetaGfx: the animation archive the characters used wile wearing the item,

wile the game was in the beta(has no effect).

 

AG ubercode: the code of the exceptional version of the item, 0 means it is

exceptional.

 

AH wclass: weapon class.

 

AI 2handedwclass: two handed weapon class.

 

AJ group: weapon group.

 

AK weapongroupnum: the number of the weapon group.

 

AL 1or2handed: 1 means it is a weapon that can be used as 1 or 2 handed by the

barbarian, 0 means it can only be used 1 handed or 2 handed. (note works only on

items that have a 1 and 2 handed animation archive).

 

AM spelloffset: unknown.

 

AN hitclass: unknown.

 

AO 2Handed: 1 means this item is only 2 handed, 0 means it is not.

 

AP Throwable: 1 means it is throwable, 0 means it is not.

 

AQ stackable: 1 means it is stackable, 0 means it is not. (note only items that

are 100% identical can stack that’s why u should NOT set this column unless you

make throwing potions. Note: if you make a throwing weapon it must have this

column set unless u want infinite quantity, the item will have quantity if this

is set but will not stack since its not identical.

 

AR minstack: the minimum stacked amount of the item you can find/buy it.

 

AS maxstack: the maximum stacked amount of the item you can find/buy it.

 

AT class: the character class this item was made for originally, not this column

has no effect.

 

AU reload: does this item require ammo like crossbows and bows? 1 means yes, 0

means no.

 

AV range: unknown, is some kind of weird formulae for throwing weapons. Even the

range of throwing weapon missiles is set in missiles.txt.

 

AW component: unknown.

 

AX bodyloc1: the body location this item can be used at, (i.e. right/left hand

etc)

 

AY bodyloc2: the body location this item can be used at. (i.e. right/left hand

etc)

 

AZ invwidth: the width of inventory boxes this item has.

 

BA invhieght: the height of inventory boxes this item has.

 

BB hasinv: can this item be sokted? 1 means yes, 0 means no.

 

BC gemsockets: the amount of sockets this item can have for 2x4 items and 2x3

items the maximum is 6 and minimum is 1.

 

BD flippyfile: the flip animation of this item (i.e. the animation displayed

when it is dropped).

 

BE invfile: the inventory graphic for this item.

 

BF uniqueinvfile: the graphic this item uses if it is unique.

 

BG special: column that should show special abilities this item has, is there

only for reference.

 

BH useable: can this item be right clicked? 1 means yes, 0 means no.

 

BI type: the item type. This is where you set a number code for the items

special bonuses such as +to specific skills like wands do for necro skills.

 

BJ sound: this is the sound archive the game uses when the item is dropped or

put in your inventory DUH.

 

BK unique: unknown.

 

BL transparent: unknown, never tested it, might turn a item transparent.

 

BM transtbl: unknown, from the name seams to be related to a .tbl file of some

sort.

 

BN quivered: is this item quivered? 1 means yes, 0 means no, I don’t know what

this does so unless you want to experiment around leave it at 0.

 

BO lightradius: does this item have a lightradius if equipped? Set the amount of

the radius here, seams to have no effect.

 

BP belt: can this item be in your belt? 1 means yes and 0 means no.

 

BQ quest: does this item have to do something with a quest?

 

BR missiletype: what missile does this item use when thrown, use the ID numbers

from missiles.txt.

 

BS durwarning: at what value of durability, the warning of low durability

appears.

 

BT qntwarning: at what value of quantity, does the low quantity warning appear.

 

BU damvsundead: how much damage percent does this weapon do to undead.

 

BV damvsdemon: how much damage percent does this weapon do to demons.

 

BW damvslarge: how much damage percent does this weapon do to monsters with the

eLarge(EQ) column set in monstats.txt.

 

BX damvssmall: how much damage percent does this weapon do to monsters with the

eSmall(ER) column set in monstats.txt.

 

BY damvsflying: how much damage percent does this weapon do to flying enemys.

 

BZ tohitvsundead: how much percent to hit does this have against undead.

 

CA tohitvsdemon: how much percent to hit does this have against demons.

 

CB tohitvslarge: how much percent to hit does this have against monsters with

the eLarge(EQ) column set in monstats.txt.

 

CC tohitvssmall: how much percent to hit does this have against monsters with

the eSmall(ER) column set in monstats.txt.

 

CD tohitvsflying: how much percent to hit does this have against flying

monsters.

 

CE gemoffset: unknown, probably useless or unused since no item has this set.

 

CF bitfield1: unknown.

 

CG-EX “vendor”Min, “vendor”Max “vendor”MagicMin, “vendor”MagicMax,

“vendor”MagicLvl: these columns set how much and which vendor can sell what

spawnable item. The MagicLvl columns should control the magic level for this

vendor even this seams to be controlled by the area level value from levels.txt.

 

EY Source Art: unknown probably only for reference.

 

EZ Game Art: unknown probably only for reference.

 

FA-FE Amazon, Paladin, Barbarian, Necromancer, Sorceress: probably unused,

without a working code left, probably should have controlled class specific

items, when the game was yet in development.

 

FF Transform: unknown, might control in what degree the color of the item

changes on the play screen, (this might be the reason for that unexplainable

effect in XyRAX, with the Skull carapace, which gets bright colors, even a

regular bone helm will not get such bright colors.

 

FG InvTrans: unknown, probably controls the same as above, just for the

inventory graphics.

 

FH SkipName: unknown.

 

FI-FJ NightmareUpgrade, HellUpgrade, what item will be sold in shops instead of

this item on higher difficulties, xxx means the item will stay the same as on

normal, if u want it to be replaced, for example by its exceptional type u will

need to enter the exceptional code(or in this mater any code of any item you

want sold instead.).

 

 

 

Armor.txt

General file guide by Nefarius

 

 

Columns:

 

A name: in this column you will find the name of the weapon which represents it

in uniqueitems.txt, setitems.txt and gamble.txt.

 

B Version: unknown, was added in v1.04 when the change to save file format was

applied might have to do with the compactsave column below.

 

C compactsave: seams to control if the item is saved “as is” or will morph in

the next game you join (i.e. before v1.03 of Diablo ii the items u made in the

Horadric cube morphed after you left the game u made it in.

 

D rarity: unknown, seams to have no effect on the items rarity.

                                          

E spawnable: 1 means this item can be bought from a NPC, 0 means it cant.

 

F completed: has no effect, reference only.

 

G uniqueonly: setting for quest items which appear only as unique(Khalim’s flail

etc) 0 means it is a basic item which can have any quality, 1 means it is only

possible as a unique.

 

H minac: the minimum defense this item has.

 

I maxax: the maximum defense this item has.

 

J absorbs: how much damage does this item absorb if you are hit?

 

K speed: how much does this armor slow you down wile running/walking?

 

L reqstr: the amount of strength you need to use the item.

 

M block: how much base percentage to block this item has (for shields only,

never tried to set a value for something else test it if you want to

experiment).

 

N durability: the amount of durability, note u can set it to higher then 255,

its just not recommended since u will need to repair the item every time u start

a new game.

 

O nodurability: this is what  I used to make indestructible base items, 1 means

the item cannot be destroyed, 0 means it has durability and therefore can be

destroyed.

 

P level: the level you need to gamble this item.

 

Q cost: the amount of gold this item costs as normal.

 

R code: this is the code that represents the item inside many other files such

as: .tbls .dlls .txts and many others. Note capital letters are not the same as

small letters. The code must match exactly to what you type in other files.

Never use a code twice unless u know what you do.

 

S alternategfx: the animation archive the characters use wile wearing the item.

 

T OpenBetaGfx: : the animation archive the characters use wile wearing the item,

wile the game was in the beta(has no effect).

 

U ubercode: the code of the exceptional version of the item, 0 means it is

exceptional.

 

V spelloffset: unknown.

 

W component: unknown.

 

X bodyLoc1: the body location this item can be used at, (i.e. right/left hand

etc)

 

Y bodyLoc2: the body location this item can be used at, (i.e. right/left hand

etc)

 

Z invwidth: the width of inventory boxes this item has.

 

AA invhieght: the height of inventory boxes this item has.

 

AB hasinv: can this item be sokted? 1 means yes, 0 means no.

 

AC gemsockets: the amount of sockets this item can have for 2x4 items and 2x3

items the maximum is 6 and minimum is 1.

 

AD flippyfile: the flip animation of this item (i.e. the animation displayed

when it is dropped).

 

AE invfile: the inventory graphic for this item.

 

AF uniqueinvfile: the graphic this item uses if it is unique.

 

AG rArm: controls the graphic for the right arm.

 

AH lArm: controls the graphic for the left arm.

 

AI Torso: controls the graphic for the torso.

 

AJ Legs: controls the graphic for the legs.

 

AK rSPad: unknown, might have to do with the right shoulder pad.

 

AL rLPad: unknown, might have to do with the left shoulder pad.

 

AM useable: can this item be right clicked? 1 means yes, 0 means no.

 

AN Throwable: 1 means it is throwable, 0 means it is not.

 

AO stackable: 1 means it is stackable, 0 means it is not. (note only items that

are 100% identical can stack that’s why u should NOT set this column unless you

make throwing potions. Note: if you make a throwing weapon it must have this

column set unless u want infinite quantity, the item will have quantity if this

is set but will not stack since its not identical.

 

AP minstack: the minimum stacked amount of the item you can find/buy it.

 

AQ maxstack: the maximum stacked amount of the item you can find/buy it.

 

AR type: sets the item type (i.e. shield, helm, armor).

 

AS sound: this is the sound archive the game uses when the item is dropped or

put in your inventory DUH.

 

AT unique: unknown.

 

AU transparent: unknown, never tested it, might turn a item transparent.

 

AV transtbl: unknown, from the name seams to be related to a .tbl file of some

sort.

 

AW quivered: is this item quivered? 1 means yes, 0 means no, I don’t know what

this does so unless you want to experiment around leave it at 0.

 

AX lightradius: does this item have a lightradius if equipped? Set the amount of

the radius here, seams to have no effect.

 

AY belt: can this item be in your belt? 1 means yes and 0 means no.

 

AZ quest: does this item have to do something with a quest?

 

BA missiletype: what missile does this item use when thrown, use the ID numbers

from missiles.txt.

 

BB durwarning: at what value of durability, the warning of low durability

appears.

 

BC qntwarning: at what value of quantity, does the low quantity warning appear.

 

AD mindam: minimum smith damage of a shield.

 

AE maxdam: maximum smite damage of a shield.

 

BF gemoffset: unknown, probably useless or unused since no item has this set.

 

BG bitfield1: unknown.

 

BH-DY “vendor”Min, “vendor”Max “vendor”MagicMin, “vendor”MagicMax,

“vendor”MagicLvl: these columns set how much and which vendor can sell what

spawnable item. The MagicLvl columns should control the magic level for this

vendor even this seams to be controlled by the area level value from levels.txt.

 

DZ Source Art: unknown probably only for reference.

 

EA Game Art: unknown probably only for reference.

 

EB-EF Amazon, Paladin, Barbarian, Necromancer, Sorceress: probably unused,

without a working code left, probably should have controlled class specific

items, when the game was yet in development.

 

EG Transform: unknown, might control in what degree the color of the item

changes on the play screen, (this might be the reason for that unexplainable

effect in XyRAX, with the Skull carapace, which gets bright colors, even a

regular bone helm will not get such bright colors.

 

EH InvTrans: unknown, probably controls the same as above, just for the

inventory graphics.

 

EI SkipName: unknown.

 

EJ-EK NightmareUpgrade, HellUpgrade, what item will be sold in shops instead of

this item on higher difficulties, xxx means the item will stay the same as on

normal, if u want it to be replaced, for example by its exceptional type u will

need to enter the exceptional code(or in this mater any code of any item you

want sold instead.).

 

EL mindam: note this was used before v1.04 for shield minimum smith damage, the

column used now is AD.

 

EM maxdam: note this was used before v1.04 for shield maximum smith damage, the

column used now is AE.

 

Send any comments and corrections to NefariusDX@Hotmail.com

 

 

 

 

 

 

 

Back to Tutorials Page