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 |