Overview

This file controls the general statistics for each type of item, which is then used for the item type fields in other files

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

Data Fields

ItemType – This is a reference field to define the Item Type name

Code – Defines the unique pointer for this Item Type, which is used by the following files: weapons.txt, armor.txt, misc.txt, cubemain.txt, skills.txt, treasureclassex.txt

Equiv1 & Equiv2 – Points to the index of another Item Type to reference as a parent. This is used to create a hierarchy for Item Types where the parents will have more universal settings shared across the related children

Repair – Boolean Field. If equals 1, then the item can be repaired by an NPC in the shop UI. If equals 0, then the item cannot be repaired.

Body – Boolean Field. If equals 1, then the item can be equipped by a character (also will require the “BodyLoc1” & “BodyLoc2” fields as parameters). If equals 0, then the item can only be carried in the inventory, stash, or Horadric Cube.

BodyLoc1 & BodyLoc2 – These are required parameters if the “Body” field is enabled. These fields specify the inventory slots where the item can be equipped.

CodeDescription
(empty)None
headHead
neckNeck
torsTorso
rarmRight Arm
larmLeft Arm
rrinRight Ring
lrinLeft Ring
beltBelt
feetFeet
glovGloves

Shoots – Points to the index of another Item Type as the required equipped Item Type to be used as ammo

Quiver – Points to the index of another Item Type as the required equipped Item Type to be used as this ammo’s weapon

Throwable – Boolean Field. If equals 1, then it determines that this item is a throwing weapon. If equals 0, then ignore this.

Reload – Boolean Field. If equals 1, then the item (considered ammo in this case) will be automatically transferred from the inventory to the required “BodyLoc” when another item runs out of that specific ammo. If equals 0, then ignore this.

ReEquip – Boolean Field. If equals 1, then the item in the inventory will replace a matching equipped item if that equipped item was destroyed. If equals 0, then ignore this.

AutoStack – Boolean Field. If equals 1, then if the player picks up a matching Item Type, then they will try to automatically stack together. If equals 0, then ignore this.

Magic – Boolean Field. If equals 1, then this item will always have the Magic quality (unless it is a Quest item). If equals 0, then ignore this.

Rare – Boolean Field. If equals 1, then this item can spawn as a Rare quality. If equals 0, then ignore this.

Normal – Boolean Field. If equals 1, then this item will always have the Normal quality. If equals 0, then ignore this.

Beltable – Boolean Field. If equals 1, then this item can be placed in the character’s belt slots. If equals 0, then ignore this.

MaxSockets1 – Determines the maximum possible number of sockets that can be spawned on the item when the item level is greater than or equal to 1 and less than or equal to the “MaxSocketsLevelThreshold1” value. The number of sockets is capped by the “gemsockets” value from the weapons.txt/armor.txt/misc.txt file.

MaxSocketsLevelThreshold1 – Defines the item level threshold between using the “MaxSockets1” and “MaxSockets2” field

MaxSockets2 – Determines the maximum possible number of sockets that can be spawned on the item when the item level is greater than the “MaxSocketsLevelThreshold1” value and less than or equal to the “MaxSocketsLevelThreshold2”. The number of sockets is capped by the “gemsockets” value from the weapons.txt/armor.txt/misc.txt file.

MaxSocketsLevelThreshold2 – Defines the item level threshold between using the “MaxSockets2” and “MaxSockets3” field

MaxSockets3 – Determines the maximum possible number of sockets that can be spawned on the item when the item level is greater than the “MaxSocketsLevelThreshold2” value. The number of sockets capped by the “gemsockets” value from the weapons.txt/armor.txt/misc.txt file.

TreasureClass – Boolean Field. If equals 1, then allow this Item Type to be used in default treasure classes. If equals 0, then ignore this.

Rarity – Determines the chance for the item to spawn with stats, when created as a random Weapon/Armor/Misc item. Used in the following formula: IF RANDOM(0, ([“Rarity”] – [Current Act Level])) > 0, THEN spawn stats

StaffMods – Determines if the Item Type should have class specific item skill modifiers

CodeDescription
(empty)No preference
amaAmazon skills
barBarbarian skills
palPaladin skills
necNecromancer skills
sorSorceress skills
druDruid skills
assAssassin skills

Class – Determines if this item should be useable only by a specific class

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

VarInvGfx – Tracks the number of inventory graphics used for this item type. This number much match the number of “InvGfx” fields used.

InvGfx1 (to InvGfx6) – Defines a DC6 file to use for the item’s inventory graphics. The amount of this fields used should match the value used in “VarInvGfx”

StorePage – Uses a code to determine which UI tab page on the NPC shop UI to display this Item Type, such as after it is sold to the NPC.

CodeDescription
armoArmor Page
weapWeapons Page
magMagic Page
miscMisc Page

dualwieldclass1 (to dualwieldclass7) – Determines if the weapon can be dual wielded by a defined class. There are 7 fields to potentially allow all 7 classes.

CodeDescription
amaAmazon
barBarbarian
palPaladin
necNecromancer
sorSorceress
druDruid
assAssassin