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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 ID | Parameters | Description |
(empty) | Do nothing | |
1 | paramvalue | Require that the current day of the month is less than “param” or greater than “value” |
2 | value | Require 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) |
3 | paramvalue | Require that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value” |
4 | paramvalue | Require that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value” |
5 | paramvalue | Require that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value” |
6 | paramvalue | Require that the player’s current stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value” |
7 | paramvalue | Require that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value” |
8 | paramvalue | Require that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value” |
9 | paramvalue | Require that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value” |
10 | paramvalue | Require that the player’s base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value” |
11 | paramvalue | Require that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value” |
12 | paramvalue | Require that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value” |
13 | paramvalue | Require that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value” |
14 | paramvalue | Require that the player’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value” |
15 | paramvalue | Require that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value” |
16 | paramvalue | Require that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value” |
17 | paramvalue | Require that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value” |
18 | paramvalue | Require that the input item’s current stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value” |
19 | paramvalue | Require that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value” |
20 | paramvalue | Require that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value” |
21 | paramvalue | Require that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value” |
22 | paramvalue | Require that the input item’s base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value” |
23 | paramvalue | Require that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is greater than “value” |
24 | paramvalue | Require that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is less than “value” |
25 | paramvalue | Require that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is not equal to “value” |
26 | paramvalue | Require that the input item’s non-base stat (using “param” as the stat ID from ItemStatCost.txt) is equal to “value” |
27 | value | Require 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
Code | Description |
(empty) | Any Class |
ama | Amazon only |
bar | Barbarian only |
pal | Paladin only |
nec | Necromancer only |
sor | Sorceress only |
dru | Druid only |
ass | Assassin 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.
Code | Description |
qty=# | The number (#) of this item type required for the recipe |
low | Low Quality |
nor | Normal Quality |
hiq | High Quality (Superior) |
mag | Magic Item |
set | Set Item |
rar | Rare Item |
uni | Unique Item |
crf | Crafted Item |
tmp | Tempered Item |
nos | Item with no sockets |
sock=# | Item with sockets, where # defines the number of sockets |
noe | Item that is not Ethereal |
eth | Item that is Ethereal |
upg | Item that allows Upgrades |
bas | Basic Item |
exc | Exceptional Item |
eli | Elite Item |
nru | Item 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.
Code | Description |
Cow Portal | Special code to create the Portal to the Moo Moo Farm |
Pandemonium Portal | Special 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 Portal | Special code to create the Portal to Uber Tristram |
Red Portal | Special code to create a permanent Red Portal to a Level ID.The Level ID is determined by the output “qty=#” code. |
usetype | Use the same item type as “input 1” for the output item’s type |
useitem | Use 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) |
low | Low Quality Item |
nor | Normal Item |
hiq | High Quality Item (Superior) |
mag | Magic Item |
set | Set Item |
rar | Rare Item |
uni | Unique Item |
crf | Crafted Item |
tmp | Tempered Item |
eth | Ethereal Item |
sock | Item with sockets, where # defines the number of sockets |
mod | Use the item modifiers from “input 1” as the output item’s modifiers |
uns | Destroy all gems/runes/jewels in the item’s sockets |
rem | Remove all gems/runes/jewels in the item’s sockets |
reg | If the function has “usetype” and if the item is a Unique, then regenerate/reroll the Unique |
exc | Exceptional Item |
eli | Elite Item |
rep | Repair the Item |
rch | Recharge 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)