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Gems

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0% found this document useful (0 votes)
5 views

Gems

documents made for diablo 2 modders.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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23.01.2020 The Phrozen Keep - Knowledge Base - Gems.

txt

Written by: Nefarius


Written on: Fri Jun 09, 2006 3:00 pm
Last modified: Sat Oct 20, 2018 9:21 pm
Views: 6253
Description: by Nefarius, restyled by HarvestWombs
Categories: File Guides (1.1x)

name: This is a reference field, so that you know what gem or rune this line refers to.

letter: This field controls what string the game will use for the rune-letter displayed when the rune has been socketed
into an item.

transform: This field controls what color the item the gem or rune has been socketed into is going to shift to, a list of
colors can be found in Colors.txt (count starting from 0).

code: What item will these modifiers be appended to, this is what actually appends the stats to a gem, prior to 1.07
this was hardcoded and thus it was impossible to add new gems without editing the dlls.

nummods: This is another reference field, to make it easier to see how many different modifiers the gem or rune will
have.

weaponMod1: to weaponMod3: An ID pointer to a property in Properties.txt, these columns control each of the three
modifiers a gem will give to items using GemApplyType 0 (by default this is used by weapons).

weaponMod1Param: to weaponMod3Param: The parameter passed on to the associated property, this is used to pass
skill IDs, state IDs, monster IDs, montype IDs and the like on to the properties that require them.
WARNING: You should not use properties that require parameters in this text file, since the parameters will stack when
more then one gem of this type is socketed into the item, producing many undesired effects.

weaponMod1Min: to weaponMod3Min: Minimum value to assign to the associated property.

weaponMod1Max: to weaponMod3Max: Maximum value to assign to the associated property.


WARNING: Gem stats are not saved, thus having minimum and maximum assign different values will cause the gem
stats to re-randomize every frame, until the gem is socketed into an item.

helmMod1: to helmMod3: An ID pointer to a property in Properties.txt, these columns control each of the three
modifiers a gem will give to items using GemApplyType 1 (by default this is used by body armors and helmets).

helmMod1Param: to helmMod3Param: The parameter passed on to the associated property, this is used to pass skill
IDs, state IDs, monster IDs, montype IDs and the like on to the properties that require them.
WARNING: You should not use properties that require parameters in this text file, since the parameters will stack when
more then one gem of this type is socketed into the item, producing many undesired effects.

helmMod1Min: to helmMod3Min: Minimum value to assign to the associated property.

helmMod1Max: to helmMod3Max: Maximum value to assign to the associated property.


WARNING: Gem stats are not saved, thus having minimum and maximum assign different values will cause the gem
stats to re-randomize every frame, until the gem is socketed into an item.

shieldMod1: to shieldMod3: An ID pointer to a property in Properties.txt, these columns control each of the three
modifiers a gem will give to items using GemApplyType 2 (by default this is used by shields).

https://d2mods.info/forum/kb/viewarticle?a=391 1/2
23.01.2020 The Phrozen Keep - Knowledge Base - Gems.txt

shieldMod1Param: to shieldMod3Param: The parameter passed on to the associated property, this is used to pass skill
IDs, state IDs, monster IDs, montype IDs and the like on to the properties that require them.
WARNING: You should not use properties that require parameters in this text file, since the parameters will stack when
more then one gem of this type is socketed into the item, producing many undesired effects.

shieldMod1Min: to shieldMod3Min: Minimum value to assign to the associated property.

shieldMod1Max: to shieldMod3Max: Maximum value to assign to the associated property.


WARNING: Gem stats are not saved, thus having minimum and maximum assign different values will cause the gem
stats to re-randomize every frame, until the gem is socketed into an item.

Link to this article: Select all

[url=https://d2mods.info/forum/kb/viewarticle?a=391]Knowledge Base - Gems.txt[/url]

https://d2mods.info/forum/kb/viewarticle?a=391 2/2

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