Excelsior 56 Posted October 10, 2016 Share Posted October 10, 2016 Hi! So, I'm making a set, and I'm starting to put the items into the blueprint.txt file. I understand the basics of how it works, but I'm not sure how the bonusgroups work. Can someone please explain? Thanks! 1 Link to comment
Popular Post Flix 5,116 Posted October 10, 2016 Popular Post Share Posted October 10, 2016 In blueprint.txt, there are bonuses and bonusgroups. A bonusgroup is a way of assigning a pool of random bonuses to an item with a single number. Multiple bonuses are listed within the bonusgroup's entry, and then that bonusgroup is assigned the item's blueprint. For example, here's the blueprint for rare Inquisitor shoulder armor: newBlueprint = { id = 2039, name = "hero_shoulder_shoulder_rare", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {1,9,0}, lvljump = 1, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "", specialuseonly = 0, bonusgroup0 = {595,1100,1,9,0}, bonusgroup1 = {594,1100,1,5,0}, bonusgroup2 = {593,1100,1,2,0}, itemtypes = {11459,}, wearergroups = {'WEARGROUP_INQUISITOR',}, } mgr.createBlueprint(2039, newBlueprint); 593, 594, and 595 are the bonusgroup ID's. If you scroll down to 595 for example, you'll see: newBonusgroup = { id = 595, name = "BGA_shoulder_rare ", bonuslist = { 1,122,366,367,369,469,586,615,630,645,674,676,678,680,682,684,686,688,690,692,694,696,698,700,702,704,706,708,728,737,}, } mgr.createBonusgroup(595, newBonusgroup); Bonusgroup 595 has several possible bonuses inside it. This how bonuses are randomized. Each of those bonus numbers is the ID of the actual bonus, for example, "122" is Dexterity + X: newBonus = { -- name = "sb_addattr_dex", rating = 20, basedonskill = "SKILL_INVALID", type = "BONUS_STATS", spez = "STAT_DEX", spez2 = "", usagebits = 65535, minconstraints = {1,1,0}, difficultyvaluerange0 = {0,2,22}, difficultyvaluerange1 = {1,3,28}, difficultyvaluerange2 = {2,4,34}, difficultyvaluerange3 = {3,5,40}, difficultyvaluerange4 = {4,6,46}, } mgr.createBonus(122, newBonus); Bonusgroups may also have just a single bonus in them. This is how fixed (non-random) bonuses are assigned to items like uniques and set items. For example, this is the shoulder armor for the Inquisitor set Disgraced Gods: newBlueprint = { id = 4139, name = "set_inqui_gods_shoulder", palettebits = "1111111111111111", dmgvariation = 0, minconstraints = {20,13,0}, lvljump = 15, usability = 0, allotment_pmfpi = {1000,0,0,0,0}, uniquename = "unique", specialuseonly = 0, bonusgroup0 = {874,450,10,9,0}, -- Combat Art Range bonusgroup1 = {819,1200,10,9,0}, -- Defense Rating AL bonusgroup2 = {828,1350,10,9,0}, -- Block Projectiles bonusgroup3 = {750,1000,10,9,0}, -- Silver Slot bonusgroup4 = {751,1000,10,9,0}, -- Gold Slot itemtypes = {13503,}, wearergroups = {'WEARGROUP_INQUISITOR',}, } mgr.createBlueprint(4139, newBlueprint); You can see that since I created this set I commented the name of each bonus out beside the entry. So take the first entry, Combat Art Range. This is bonusgroup that contains only the bonus "Combat Art Range +X%." Unless you want randomized stats you'll mainly be working with these types of bonusgroups when you make your own items. So, now that you understand the difference between bonuses and bonusgroups (always assign the latter to items), I can explain what the five numbers in each bonusgroup entry mean. So let's take an example: bonusgroup0 = {874,450,10,9,0}, -- Combat Art Range First number = 874. The bonusgroup ID for Combat Art Range +X% Second number = 450. The intensity of the bonus. Higher numbers means greater bonus. Third number = 10. The minimum item level at which the bonus will appear. Since most uniques don't even drop until after level 10, I usually leave it at 10 when I make new uniques. Put it at "1" if you want a brand new character to be able to use the bonus sooner. Note that some bonuses have their own minimum level assigned at the level of the bonus entry. Bonuses that require skill mastery, for example, won't show up until item level 75, even if you set this number lower here. Fourth number = 9. The minimum item tier at which the bonus will appear. The item tier is set in the second number of the blueprint's "minconstraints" line. 0-1 is junk, 2-4 is normal, 5-8 is magic, 9-12 is rare, 13-14 is unique, 15 is legendary. Unless you're making randomized items it's best to just leave this at 9. Fifth number = 0. The minimum difficulty at which the bonus will appear. 0 = Bronze. You can set this higher if you don't want the bonus to appear until higher difficulties, like Silver (1) or Gold (2) for example. 2 Link to comment
Excelsior 56 Posted October 10, 2016 Author Share Posted October 10, 2016 Thanks so much, Flix! You're always so helpful Link to comment
purringcat 7 Posted November 4, 2017 Share Posted November 4, 2017 (edited) Does the dmgvariation change the damage done by a weapon? And if not, how do you change the damage done by a weapon? And what does minconstraints do? If I wanted an item to change from every 20 levels down to 10, would this impact it? I tried just using lvljump but it still kept the old levels. And I'm not new here, I just couldn't log into my purringcat account. dmgvariation = 0, minconstraints = {10,13,0}, Edited November 4, 2017 by purringcat Link to comment
gogoblender 3,071 Posted November 4, 2017 Share Posted November 4, 2017 1 hour ago, purringcats said: Does the dmgvariation change the damage done by a weapon? And if not, how do you change the damage done by a weapon? And what does minconstraints do? If I wanted an item to change from every 20 levels down to 10, would this impact it? I tried just using lvljump but it still kept the old levels. And I'm not new here, I just couldn't log into my purringcat account. dmgvariation = 0, minconstraints = {10,13,0}, Hi purringcats! if you pm me your old details I can merge the two accounts together for you to "reclaim" your old account. Welcome back to DarkMatters gogo p.s. I remember a purringcats of yesteryear from Clan Da... 1 Link to comment
Flix 5,116 Posted November 4, 2017 Share Posted November 4, 2017 4 hours ago, purringcats said: Does the dmgvariation change the damage done by a weapon? And if not, how do you change the damage done by a weapon? And what does minconstraints do? If I wanted an item to change from every 20 levels down to 10, would this impact it? I tried just using lvljump but it still kept the old levels. And I'm not new here, I just couldn't log into my purringcat account. dmgvariation = 0, minconstraints = {10,13,0}, minconstraints = {10,13,0}, first number is min. item level. So the item won't start dropping til level 10. second number sets item tier. 1-15. 13 is unique. third number is min. difficulty where the item will drop. 0=bronze, 1=silver, and so on. Boost to base item damage would be done according to item classification (defined in itemtype.txt). The values would be increased/decreased in typification.txt. You could also increase the base damage of the "material" the item is made from in material.txt. Materials are assigned to each itemtype in iteminfo.txt. I typically wouldn't go this route if I wanted to affect a single weapon. I'd just add a flat damage bonus in the bonus list of the item's blueprint. 1 Link to comment
purringcat 7 Posted November 4, 2017 Share Posted November 4, 2017 Hi Gogo I'm that purringcat from Clan Da and the login name is purringcat. Nothing I tried worked to revive that account. It's nice to play Sacred 2 again... missed the game and all the people I played with. Thanks Flix I've enjoyed all your posts on making the game more fun. Have an awesome level 2 trader now. 1 Link to comment
gogoblender 3,071 Posted November 4, 2017 Share Posted November 4, 2017 48 minutes ago, purringcat said: Hi Gogo I'm that purringcat from Clan Da and the login name is purringcat. Nothing I tried worked to revive that account. It's nice to play Sacred 2 again... missed the game and all the people I played with. Thanks Flix I've enjoyed all your posts on making the game more fun. Have an awesome level 2 trader now. Brao and welcome back! I've merged your two accounts, and send a email to the orignial email If there's still a problem ( maybe with an old email associated to the old account you're not using anymore? ) can you please email me at gogoblender at gmail and we'll do this together gogo Link to comment
gogoblender 3,071 Posted November 4, 2017 Share Posted November 4, 2017 6 hours ago, purringcat said: Hi Gogo I'm that purringcat from Clan Da and the login name is purringcat. Nothing I tried worked to revive that account. It's nice to play Sacred 2 again... missed the game and all the people I played with. Thanks Flix I've enjoyed all your posts on making the game more fun. Have an awesome level 2 trader now. Woot... so happy this merge worked... and happy to see you joined up with your old account...welcome back! gogo 1 Link to comment
purringcat 7 Posted November 7, 2017 Share Posted November 7, 2017 (edited) Thanks gogo... nice to be back Is there an excel file showing all the bonus group codes ? Czevak had a file that might have done that but it's no longer available for download. It looks like there are some 900 of them Edited November 7, 2017 by purringcat Link to comment
Flix 5,116 Posted November 8, 2017 Share Posted November 8, 2017 9 hours ago, purringcat said: Thanks gogo... nice to be back Is there an excel file showing all the bonus group codes ? Czevak had a file that might have done that but it's no longer available for download. It looks like there are some 900 of them Attached. It's not 100% complete, and some changes made since CM 1.40 aren't reflected, but it's mostly accurate. The "for creatures" column is the bonus number, and the "for items" column lists the bonusgroup number. Be sure to brush up on the difference if you're not sure which to reference. Bonusliste_sortiert.zip 1 Link to comment
purringcat 7 Posted November 8, 2017 Share Posted November 8, 2017 2 hours ago, Flix said: Attached. It's not 100% complete, and some changes made since CM 1.40 aren't reflected, but it's mostly accurate. The "for creatures" column is the bonus number, and the "for items" column lists the bonusgroup number. Be sure to brush up on the difference if you're not sure which to reference. Bonusliste_sortiert.zip Thank you very much I have a list of codes and their meaning from postings here and the Blueprint file that will help in deciding which column to use. I'm just going to tweak a few items. Link to comment
Orgrimmar42 1 Posted May 2, 2018 Share Posted May 2, 2018 Hello guys, Why I can't change everything in blueprint.txt ? If I change something like for example a rune "Weargroup_INQUISITOR" in "Weargroup_SERAPHIM" the game have a bug and enemy can"t damage me and I can't damage anything. No one in the game have still his weapon. I have trying change lot of things in this folder but the same issue coming. I have trying to change in other folder like itemtype.txt in the same time like blueprint but same issue again if I touch anithing in this folder all the game bug do you know why? Thanks Best regards Link to comment
lolli42 3 Posted May 4, 2018 Share Posted May 4, 2018 On 2.5.2018 at 0:31 PM, Orgrimmar42 said: Hello guys, Why I can't change everything in blueprint.txt ? If I change something like for example a rune "Weargroup_INQUISITOR" in "Weargroup_SERAPHIM" the game have a bug and enemy can"t damage me and I can't damage anything. No one in the game have still his weapon. I have trying change lot of things in this folder but the same issue coming. I have trying to change in other folder like itemtype.txt in the same time like blueprint but same issue again if I touch anithing in this folder all the game bug do you know why? Thanks Best regards as said earlier, you are probably using the wrong editor? I dont know I did change something in blueprint once, and had to reinstall the game^^ Link to comment
tehwerr 0 Posted May 23, 2018 Share Posted May 23, 2018 pray tell, what might be the correct editor? notepad doesn't seem to work for blueprint, but it works for most other script files Link to comment
Flix 5,116 Posted May 23, 2018 Share Posted May 23, 2018 11 minutes ago, tehwerr said: pray tell, what might be the correct editor? notepad doesn't seem to work for blueprint, but it works for most other script files https://notepad-plus-plus.org/ 1 Link to comment
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