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Overview

This file controls the recipes for the Horadric Cube

Any column field name starting with “*” is considered a comment field and is not used by the game

Data Fields

description – This is a reference field to define the cube recipe

enabled – Boolean field. If equals 1, then the recipe can be used in-game. If equals 0, then the recipe cannot be used in-game.

firstLadderSeason – Integer field. The first ladder season this cube recipe can be made on (inclusive). If blank or 0 then it is available in non-ladder.

lastLadderSeason – Integer field. The last ladder season this cube recipe is ladder-only (inclusive). Must be used in conjunction with firstLadderSeason.

min diff – The minimum game difficulty to use the recipe (0 = All Game Difficulties | 1 = Nightmare and Hell Difficulty only | 2 = Hell Difficulty only)

version – Defines which game version to use this recipe (0 = Classic mode | 100 = Expansion mode)

op – Uses a function as an additional input requirement for the recipe

Op IDParametersDescription
(empty) Do nothing
1paramvalueRequire that the current day of the month is less than “param” or greater than “value”
2valueRequire that the current day of the week does not equal “value”(0=None, 1=Sunday, 2=Monday, 3=Tuesday, 4=Wednesday, 5=Thursday, 6=Friday, 7=Saturday)
3paramvalueRequire that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value”
4paramvalueRequire that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value”
5paramvalueRequire that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value”
6paramvalueRequire that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value”
7paramvalueRequire that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value”
8paramvalueRequire that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value”
9paramvalueRequire that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value”
10paramvalueRequire that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value”
11paramvalueRequire that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value”
12paramvalueRequire that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value”
13paramvalueRequire that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value”
14paramvalueRequire that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value”
15paramvalueRequire that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value”
16paramvalueRequire that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value”
17paramvalueRequire that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value”
18paramvalueRequire that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value”
19paramvalueRequire that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value”
20paramvalueRequire that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value”
21paramvalueRequire that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value”
22paramvalueRequire that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value”
23paramvalueRequire that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value”
24paramvalueRequire that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value”
25paramvalueRequire that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value”
26paramvalueRequire that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value”
27valueRequire that the item’s Mod Class is not equal to “value”. An item’s Mod Class value can be the item’s unique ID or quality type, depending on the case.
28 Checks that the item has the Quest and QuestDiffCheck flag, then ensures that the item’s quest difficulty is greater than the game’s difficulty level

param – Integer value used as a possible parameter for the “op” function

value – Integer value used as a possible parameter for the “op” function

class – Defines the recipe to be only usable by a defined class

CodeDescription
(empty)Any Class
amaAmazon only
barBarbarian only
palPaladin only
necNecromancer only
sorSorceress only
druDruid only
assAssassin only

numinputs – Controls the number of items that need to be inside the cube for the recipe

input 1 (to input7) – Controls what items are required for the recipe. Uses the item’s unique code. Users can also add input parameters by adding a comma “,” to the input and using a code.

CodeDescription
qty=#The number (#) of this item type required for the recipe
lowLow Quality
norNormal Quality
hiqHigh Quality (Superior)
magMagic Item
setSet Item
rarRare Item
uniUnique Item
crfCrafted Item
tmpTempered Item
nosItem with no sockets
sock=#Item with sockets, where # defines the number of sockets
noeItem that is not Ethereal
ethItem that is Ethereal
upgItem that allows Upgrades
basBasic Item
excExceptional Item
eliElite Item
nruItem is not a Rune Word

output – Controls the first output item. Uses the item’s unique code. Users can also add output parameters by adding a comma “,” to the output and using a code.

CodeDescription
Cow PortalSpecial code to create the Portal to the Moo Moo Farm
Pandemonium PortalSpecial code to randomly create 1 of the 3 Pandemonium Portals:(The Matron’s Den / The Forgotten Sands / The Furnace of Pain)(Does not create duplicate portals in the same game)
Pandemonium Finale PortalSpecial code to create the Portal to Uber Tristram
Red PortalSpecial code to create a permanent Red Portal to a Level ID.The Level ID is determined by the output “qty=#” code.
usetypeUse the same item type as “input 1” for the output item’s type
useitemUse the item from “input 1” as the output item
qty=#The number (#) of this item type created
pre=#Force the output item to have an item prefix, where # equals the ID of the prefix (see the row count on MagicPrefix.txt)
suf=#Force the output item to have an item suffix, where # equals the ID of the suffix (see the row count on MagicSuffix.txt)
lowLow Quality Item
norNormal Item
hiqHigh Quality Item (Superior)
magMagic Item
setSet Item
rarRare Item
uniUnique Item
crfCrafted Item
tmpTempered Item
ethEthereal Item
sockItem with sockets, where # defines the number of sockets
modUse the item modifiers from “input 1” as the output item’s modifiers
unsDestroy all gems/runes/jewels in the item’s sockets
remRemove all gems/runes/jewels in the item’s sockets
regIf the function has “usetype” and if the item is a Unique, then regenerate/reroll the Unique
excExceptional Item
eliElite Item
repRepair the Item
rchRecharge all of the skill charges on the Item
lvl=#The number (#) of this item type created (same as “qty=#”)

lvl – Forces the output item level to be a specific level. If this field is used, then ignore the “plvl” and “ilvl” fields.

plvl – This is a numeric ratio that gets multiplied with the current player’s level, to add to the output item’s level requirement

ilvl – This is a numeric ratio that gets multiplied with “input 1” item’s level, to add to the output item’s level requirement

mod 1 (to mod 5) – Controls the output item properties (Uses the “code” field from Properties.txt)

mod 1 chance (to mod 5 chance) – The percent chance that the property will be assigned. If this equals 0, then the Property will always be assigned.

mod 1 param (to mod 5 param) – The “parameter” value associated with the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

mod 1 min (to mod 5 min) – The “min” value to assign to the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

mod 1 max (to mod 5 max) – The “max” value to assign to the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

output b – Controls the second output item. Uses the item’s unique code. Users can also add output parameters by adding a comma “,” to the output and using a code. (See “output” for more details)

b lvl – Forces the output item level to be a specific level. If this field is used, then ignore the “plvl” and “ilvl” fields.

b plvl – This is a numeric ratio that gets multiplied with the current player’s level, to add to the output item’s level requirement

b ilvl – This is a numeric ratio that gets multiplied with “input 2” item’s level, to add to the output item’s level requirement

b mod 1 (to b mod 5) – Controls the output item properties (Uses the “code” field from Properties.txt)

b mod 1 chance (to b mod 5 chance) – The percent chance that the property will be assigned. If this equals 0, then the Property will always be assigned.

b mod 1 param (to b mod 5 param) – The “parameter” value associated with the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

b mod 1 min (to b mod 5 min) – The “min” value to assign to the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

b mod 1 max (to b mod 5 max) – The “max” value to assign to the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

output c – Controls the third output item. Uses the item’s unique code. Users can also add output parameters by adding a comma “,” to the output and using a code. (See “output” for more details)

c lvl – Forces the output item level to be a specific level. If this field is used, then ignore the “plvl” and “ilvl” fields.

c plvl – This is a numeric ratio that gets multiplied with the current player’s level, to add to the output item’s level requirement

c ilvl – This is a numeric ratio that gets multiplied with “input 3” item’s level, to add to the output item’s level requirement

c mod 1 (to c mod 5) – Controls the output item properties (Uses the “code” field from Properties.txt)

c mod 1 chance (to c mod 5 chance) – The percent chance that the property will be assigned. If this equals 0, then the Property will always be assigned.

c mod 1 param (to c mod 5 param) – The “parameter” value associated with the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

c mod 1 min (to c mod 5 min) – The “min” value to assign to the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)

c mod 1 max (to c mod 5 max) – The “max” value to assign to the listed property (mod). Usage depends on the property function (See the “func” field on Properties.txt)