Now that we have some new items included in the
items_BL2D file , we then place the file into the folder containing the ilftool program from the toolkit.
Will need to use the command prompt and change the directory so the command prompt is accessing the same folder. Then type.
It is important that you capitalize ILF otherwise it won't run.
Using the -w will generate an html file that you can use to see if all your files were input correctly, or to see if there are any errors.
I had made a mistake with my molten pitchfork
<bad>StatEffect: avoid fire damage</bad>
<good>StatEffect: 25% avoid fire damage</good>
View the
compiler results and you will see that all of my new items
# Molten Pitchfork: Succeeded
# Explosive Darts (10): Succeeded
# Roid Sword: Succeeded
# Penguin Ruler: Succeeded
# Magic Elven Quiver: Succeeded
# Halberd: Succeeded
# Flail: Succeeded
have succeeded.
Also to notice there seems to be something wrong with all items that use the Use: "Casts spellcode"
example
Redeemer Gloves: Failed
* Unknown spell 'CUST'
#
Type: Gloves
Name: Redeemer Gloves
TypeID: 77
Description: Heavy gloves with holy runes embedded in the leather. Includes an enchantment to help an afflicted comrade.
StatEffect: -3 AC
Class: Pa
Use: Casts CUST
# Use: one of the following
# "Casts spellcode"
Charges: 12
Location: arms
Value: 2112
#
None of the spell based items seem to work. Hmmmmm. Anyone have any ideas on that?
Anyways, the ilftool spit out the following new files...
item.DAT
itemcreate.DAT
savegame.DAT
class.DAT
which will get placed into the <install-dir>\data folder so the game can then pick up the new items. (also to be included into the Megamod zip)