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Item Generation Tutorial

798 bytes added, 21:32, 30 December 2008
Terminology
=Terminology=
* '''Item Type:''' The kind Each item is assigned an item type through the type column in armor.txt, weapons.txt, and misc.txt. All item types are defined in itemtypes.txt, and examples are Swords, Staves, Wands, Jewels and Misc. An item has one specified item type, although other item types may have an effect on it, eg. a Grim Wand is of the Wand type, which is part of the Rod item; a captype group, a gemwhich is part of the Blunt item type group, a short swordthen Melee item type group, and finally the Weapon item type group. Because it's also part of the Blunt item type group a ring, etcGrim Wand receives the +50% damage to undead bonus.* '''Item Quality:''' Different qualities of the same item type. These are, in order of increasing scarcity: low quality > normal > superior > magic > rare > set > unique. Crafts are also considered an item quality.* '''Affixes''' The magical modifiers on an a magic, rare or crafted item; prefixes and suffixes. (Not These can be found in MagicPrefix.txt and MagicSuffix.txt. It should be noted that not all item properties are called affixes, only those found in MagicPrefix/Suffix. For example: stuffmodstxt, pre—defined the others are either simply called properties of crafted , or follow a different naming scheme such as staffmods and automods. Crafted items have both pre-defined properties that always appear and some special mods of set and unique items. E.g. "+60 to Mana" on magic ring is affix, "+20% crushing blow" isn't affixaffixes.* '''Qlvl:''' Quality level. 1) A level of an item type. All these These levels are stored in the weapons.txt, armor.txt and misc.txt data files. 2) A level of a set or unique item. All this levels , which are stored in UniqueItems.txt and SetItems.txt data files.* '''Ilvl:''' Item Level. All items in the game have levelsa level. These levels are generated when the item is created. This value is not displayed in the game, so identical items can have very different ilvls, depending on which monster dropped them. Be sure not to confuse Item Level with the item's level requirement -- they are different things.
* '''Mlvl:''' Monster Level. All monsters in the game have levels as well as players. These are determined largely by the level upon which a monster spawns. (The same monster type found on different levels will have different mlvls.)
* '''Area Level:''' Area Level. All areas in the game also have levels. These determine or at least factor into mlvl, ilvl, and more.
* '''TC:''' Treasure Class. All item types in the game are organized into treasure classes. In v1.10 there are 29 weapon and 29 armor Treasure Classes ([[TC_1.10|see those here]]), with additional TCs covering all the smaller, miscellaneous items such as runes, charms, gems, potions, etc. All TCs are recursive: this means that one treasure class may include another treasure class. E.c. Hell Baal drop all his items from "Baal (H)" treasure class, which consists of "Act 5 (H) Equip B", "Act 5 (H) Junk" and "Act 5 (H) Good" treasure classes. Each of them consists of several other treasure classes, each containing fewer entries and growing more specific.
* '''Clvl:''' Character Level. It is one of few levels, that you can actually see in the game.
* '''Rarity:'''Rarity is a value assigned to every set and unique item in the game. This comes into play largely when there are more than one unique or set item of the same type, and makes some such items much more common than others. For example, the unique ring Stone of Jordan has a Rarity of 1, while the far more common unique ring Manald Heal has a Rarity of 15. Thus, a Manald Heal is 15 times as likely to drop than a Stone of Jordan.
* '''SP:'''Single Player mode.
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