Eternal Devastation Mod

***NOTICE!!! IF YOU CAN, READ THE INCLUDED README.DOC INSTEAD, IT'S A MUCH EASIER READ DUE TO FORMAT DIFFERENCES***

Version 1.00a
Functional with Diablo 2 Expansion 1.09 and hopefully beyond
Draughtsmen: Legion, Warhead
Build time: 6 weeks


Index:
1. Introduction
2. Features
2.1. Features explained
3. Install
3.1. Uninstall
4. Bugs
5. Disclaimer
6. Contact
7. Modders Comments
8. Thanks


1. Introduction:

I just don't understand why the hell people make cube formulae which instantly give them unique items or they change item drop rates so that monsters drop tons and tons of sets or other normally hard to find stuff. It's just why would I make a new mod (working on it for hours and hours) when I just need a Character editor that puts the sought for item right in my inventory? (Use Jamella for example.) By using such a mod you deprive yourself of about 50 percent of the character building process. As I see it, character building was originally thought of as part of playing the game. If I have every nice item right from the start, why should I even bother to run through the entire game? Just put one Zombie outside the first village, make the Zombie give you 3.837.739.017 experience points when you kill it and you have finished the game! You are level 99, can exit and uninstall the game, or why not just start with a new character! Cool!

On the other hand, all people waste their time in their own way and no one forces you to do the same. If you are frustrated because you don't find any "good" stuff, maybe you should change your attitude a bit for example: why is the SOJ (Stone Of Jordan ring) so extremely important to most people? Well I think it's because most people talk about it But if you think about it, the ring has nothing that changes YOUR game dramatically. Certainly does the +1 to all abilities give you more power, but how much is that in for example damage you do to monsters? My point is that it doesn't make the game so very much easier or anything. You don't die a thousand times more, just because you have no SOJ. You don't become level 99 just because you have a SOJ Why doesn't every barbarian look for stuff that gives him or her +15 on strength? That's because it can be called a common magical attribute (at least it's not as spaced out as +1 on all abs).  "Bul Kathos Wedding Band" is much better than SOJ and never have I heard someone talk about that one!

I read somewhere (may have been at Phrozen) that modding isn't considered cheating well if certain crap-mods aren't considered cheating, character editing shouldn't be called cheating either! Don't at least some people feel an ounce of pride when they find their first normally magic favourite type of weapon with 150 on lightning damage? Would they be completely unable to finish the game with magical (blue) weapons instead of unique super weapons? If yes, wouldn't it be time for them to start thinking of changing their combat style? 

I agree with most players: its complete nonsense to make some of the items almost impossible to find for a mortal human being just because it would require about 130-160 years of constant playing to find them. What Blizzard never understood is that today's medical science not yet allows us to live that long. Neither do our wives, families, nor employers appreciate constant playing over a period of several years. Our health insurance would be cancelled if they found out that we spent many years sitting on a chair in front of a monitor. Another thing I don't understand is, why I buy this product if it is not working correctly (at least by the buyers standards - and I guess it's these standards that are the important part of the gaming industries). Would you buy a car (or keep a car) if you knew that it has four seats, but you would have to spend years of searching to find them? What Blizzard did, was selling an imaginative lottery that costs a lot more than participation in normal lotteries does, and on top of that - it doesn't even (usually) give back anything of material value. (By this I do not instruct you to go and get an illegal version of this or any other game to get it cheaper.)

We did however no big changes to the item drop ratios (apart from one case); instead we made new items that can make you enjoy the game a little more - and you definitely find them and we expanded one thing: 't' is the power to create many nice items yourself! Read on:


2. Features:

- Bigger stash, Cube and inventory (Used INCREASE STASH KIT from Phrozen Keep; thanks)
- New magical item type: Boss Hearts (See Features explained)
- Changed runes (See Features explained)
- "Set Item drop rate multiplier" increased by 1.6%
- Lowered experience loss in Nightmare and Hell by 60%
- Level cap increased to character level 250. (Used "GENUINE" 250-LEVEL PLUG-IN from 
  Phrozen Keep; thanks again)
- Higher monster density in all areas (See Features explained)
- Changed damage done by mace-class weapons (See Features explained)
- Higher damage done by Crossbow-class weapons (See Features explained)
- Removed starting equipment for all new characters
- New unique ring (See Features explained)
- More unique monsters and elite monsters (See Features explained)
- Disabled chance that made possible for essential bosses to drop nothing (not even a used 
  hankie)
- New Cube recipes (See Features explained)
- Changed shrine ratio (See Features explained)
- Assassin skills made available for claws
- 10% more experience in Nightmare, 20% more experience in Hell
- 'New' start screen
- Six seconds higher "Revive" time per level for Necromancer
- Enabled Constricting Ring
- New set of gems: Monster claws (See Features explained)
- Changed Skull drop probability from 2 to 3 (like all other gems)
- Druids summon Wolves and the Bear get +20% life bonus instead of +10% with the 
   summon Dire Wolf skill
- Druids summoned Bear has more hit points (See Features explained)
- Druids Maul skill changed (See Features explained)
- Three Sword Breakers (See Features explained)
- Roughly 100 new armours (See Features explained)
- Roughly 200 new weapons (See Features explained)
- New type of amulet: ribbon (See Features explained)
- Additional graphics for amulets and rings (including ribbons, see above)
- Level requirement 53.6 set for book of town portal (See Features explained)
- Implemented different (from usual) drop rate for the 300 new items.
- Death Mauler class 1 and 4 no longer physical immune in Hell (phys. res. still high though)
- Possible extra player simulation (See Features explained)
- Enabled 'big mother f****r' Spike Fiend in some areas in Act 1. They're extremely tough 
   bastards, so watch out.
- Monsters do 5% more damage in Normal (take it as a punishment for using all our nice new 
  items).
- Copied one act 5 monster type to act 1 (Not further explained!)
- Alternative graphics for some armour (See Features explained)
- Unique item "Heart Of Eternal Devastation" (See Features explained)
- New super unique monster: Dragon (See Features explained)
- Enabled some class 5 (not 'Act 5') monsters in some areas be prepared when you meet 
  them or they may kick your ass!
- 3 new armour sets for Normal, Nightmare and Hell with four parts respectively
- Decimated these little freaking teleporting plasma chuffing bogies from expansion and    
  exchanged many of them with nicer plonkers to clobber down.


2.1. Features Explained:

- Boss Hearts:
Every Act Boss will drop his heart on death. You can use these hearts to socket objects in your Horadric Cube. You can transmogrify hearts to make them more powerful and then socket items with them. The power of hearts is also determined by what boss it comes from and what difficulty levels you play in. In order to be able to make sockets you must have one more item, other than the Act Boss heart: A Dragon heart. Either you buy the Dragon heart or you kill the beast and get the heart for free, but it isn't easy either way. You will probably find the "Dragon" early on in the game, but don't believe you can kill it with a low level character. One other thing to be mentioned here is that the Dragon doesn't drop his heart upon every death, so you might have to try your luck again. A complete history of the powers of hearts and what recipes are in use is found in the following file: Heart_Socking.xls alternatively Heart_Socking.jpg. It is advised you study the tables thoroughly in order to understand the system correctly.

- Changed runes:
Normally you can only transmute runes up to level 10 (Thul) and increase their level in the Cube by transmogrifying three of the same sort. That has changed: Now you need but two runes to get a rune of the next level, and you can go all the way up to level 33 (Zod).

- Higher monster density in all areas:
The new monster density varies from map to map. In areas where the game is hard already, for example for "River Of Flame" in act four, there is only a small change. In other areas, for example in "Blood Moore" the monster density is increased significantly. We tried not to overpopulate the levels, otherwise HELL play would have become 'impossible'.

- Changed damage done by mace-class weapons:
Since maces and morning stars where most devastating armour demolishers in medieval times (much more than any sword has ever been) we changed the damage done by mace class weapons appropriately. Flail, Knout and Scourge became also 10 points slower; War Hammer, Battle Hammer and Legendary Mallet became 10 points faster.
Normal:
Mace changed from 		3-10 to 7-16
Morning Star changed from 	7-16 to 10-18
Flail changed from 		1-24 to 12-28
Exceptional:
Barbed Club changed from 	13-25 to 8-16
Flanged Mace changed from 	15-23 to 20-31
Jagged Star changed from 	20-31 to 28-34
Knout changed from 		13-35 to 20-43
Elite:
Tyrant Club changed from 	32-58 to 20-35
Reinforced Mace changed from 	41-49 to 45-55
Devil Star changed from 	41-53 to 43-58
Scourge changed from 		3-80 to 32-75
Legendary Mallet changed from 	50-61 to 45-85

- Higher damage done by Crossbow-class weapons:
Historically, arrows fired from a strong and well-built bow where completely devastating. Crossbows did even more damage. They where successfully used to kill fully armoured knights; most commonly with only one single bolt, accurately and from a great range. So we did the following adjustments:
Normal:
Light Crossbow changed from 	6-9 to 9-16
Crossbow changed from 		9-14 to 14-24
Heavy Crossbow changed from 	12-20 to 20-36
Repeating Crossbow changed from 6-12 to 9-18
Exceptional:
Arbalest changed from 		14-27 to 14-35
Siege Crossbow changed from 	20-42 to 20-59
Ballista changed from 		33-55 to 33-75
Chu-Ko-Nu changed from 		14-32 to 14-37
Elite:
Pellet Bow changed from 	28-73 to 28-80
Gorgon Crossbow changed from 	25-87 to 25-93
Colossus Crossbow changed from 	32-91 to 32-105
Demon Crossbow changed from 	26-40 to 26-65

The Lance is quite ludicrous too if you see it realistically but we chose to overlook that this time.

- New unique ring:
An Evil Force Ring (Master ring): 
Level requirement 45, 
Life leach -30, 
Can't be frozen, 
Light radius -3, 
30% faster walk speed, 
Strength +30, 
Attacker takes damage of 75, 
Chance of deadly strike 2-6%, 
Chance of open wounds 2-6%. 
(For you modders out there: I didn't tbl it - on purpose or maybe I did but made some mistake. Anyway, I'm pleased with the result...)

- More unique monsters and elite monsters:
In almost every level is the possibility that there is one more unique or elite monster than there is normally. In other words unique/elite +1 for most levels in normal. In Nightmare and Hell the amount seems even bigger but was not actively changed by us.

- New Cube recipes:
The new recipes include the following:
All heart recipes, the rune recipes as described above.
The exact Heart recipes are seen below:

Dragonheart + Andariel's Heart + 1 normal item -> adds 1 socket to normal item
Dragonheart + Duriel's Heart + 1 magic item -> adds 1 socket to magic item
Dragonheart + Mephisto's Heart + 1 normal item -> adds 2 sockets to normal item
Dragonheart + Diablo's Heart + 1 magic item -> adds 2 sockets to magic item
Andariel's Heart + Duriel's Heart + Mephisto's Heart + Diablo's Heart + Baal's Heart + Dragonheart -> Heart Of Evil (HOE)
HOE + 1 normal weapon -> adds 2 sockets to weapon + prismatic dmg
HOE + 1 magic weapon -> adds 1 socket to magic weapon + prismatic dmg
HOE + BL Dragonheart + Andariel's BL Heart + 1 normal item -> adds 3 sockets to normal item
HOE + BL Dragonheart + Duriel's BL Heart + 1 magic item -> adds 3 sockets to normal item
HOE + BL Dragonheart + Mephisto's BL Heart + 1 normal item -> adds 4 sockets to normal item
HOE + BL Dragonheart + Diablo's BL Heart + 1 magic item -> adds 4 sockets to magic item + new magic
Andariel's Bloody Heart + Duriel's Bloody Heart + Mephisto's Bloody Heart + Diablo's Bloody Heart + Baal's Bloody Heart + Bloody Dragonheart -> Bloody Heart Of Evil (BLHOE)
BLHOE+ 1 normal weapon -> adds 3 sockets to normal weapon + prismatic dmg
BLHOE+ 1 magic weapon -> adds 2 sockets to magic weapon + prismatic dmg
BLHOE + BE Dragonheart + Andariel's BE Heart + 1 normal item -> adds 5 sockets to normal item
BLHOE + BE Dragonheart + Duriel's BE Heart + 1 magic item -> adds 5 sockets to magic item + new mag
BLHOE + BE Dragonheart + Mephisto's BE Heart + 1 normal item -> adds 6 sockets to normal item
BLHOE + BE Dragonheart + Diablo's BE Heart + 1 magic item -> adds 6 sockets to magic item + new mag
Andariel's Beating Heart + Duriel's Beating Heart + Mephisto's Beating Heart + Diablo's Beating Heart + Baal's Beating Heart + Beating Dragonheart -> Beating Heart Of Evil (BEHOE)
BEHOE + 1 normal weapon -> adds 4 sockets to normal weapon + prismatic dmg
BEHOE + 1 magic weapon -> adds 3 sockets to magic weapon + prismatic dmg
HOE + BLHOE + BEHOE -> Eternal Devastation
HOE + 1 normal helmet -> adds 1 socket to helmet + prismatic res
BLHOE + 1 normal helmet -> adds 2 sockets to normal helmet + prismatic res
BLHOE + 1 magic helmet -> adds 1 socket to magic helmet + prismatic res
BEHOE + 1 normal helmet -> adds 3 sockets to normal helmet + prismatic res
BEHOE + 1 magic helmet -> adds 2 sockets to magic helmet + prismatic res
HOE + 1 normal shield -> adds 1 socket to shield + prismatic res
BLHOE + 1 normal shield -> adds 2 sockets to normal shield + prismatic res
BLHOE + 1 magic shield -> adds 1 socket to magic shield + prismatic res
BEHOE + 1 normal shield -> adds 3 sockets to normal shield + prismatic res
BEHOE + 1 magic shield -> adds 2 sockets to magic shield + prismatic res
HOE + 1 normal armour -> adds 1 socket to armour + prismatic res
BLHOE + 1 normal armour -> adds 2 sockets to normal armour + prismatic res
BLHOE + 1 magic armour -> adds 1 socket to magic armour + prismatic res
BEHOE + 1 normal armour -> adds 3 sockets to normal armour + prismatic res
BEHOE + 1 magic armour -> adds 2 sockets to magic armour + prismatic res

- Changed shrine ratio:
You will not find more shrines but certain types of shrines will be found more often or less than before. You'll find Monster shrines and Gem shrines more frequently. The Skill shrine has a longer duration. You will find less portal shrines. Poison and Exploding shrines will drop more bottles and have much greater explosion radius (almost the entire screen).

- New set of gems: Monster claws:
Attributes:
Weapons: 3-15% Chance of open wounds
Armour/Helms: Attacker takes damage of 2-10, 5-25% enhanced defence
Shields: Magic absorb 2-10%
(All attribute values depend on the gem quality. As usual there are five quality levels.)

- Druids summoned Bear has more hit points:
We increased from about max 500 to max 1500.  (That includes 20 points at summon Dire Wolf for the life bonus) Now the Bear is what it should be - like a tank.

- Druids Maul skill changed:
We switched places between the Druids Wear Bear skills 'Maul' and 'Shockwave'.
Shockwave is now level 12, and Maul is 24. We increased the damage output of Maul at maximum charge to about 114% of its previous value. Earlier Maul damage was just a tiny amount higher than Fury, so using a Wear Bear would in fact be worthless in case you're not a Bear fanatic.

- Three Sword Breakers:
In history sword breakers where used to break or block rapiers and weapons like these. Of course there are no rapiers in Diablo, but who cares not us anyway. Sword breakers work like shields, (unique ones with extra special abilities). They have a block rate, (they reduce the enemies damage,) they add to defence (and damage the player does). They are carried in the left hand as shields are, together with a normal weapon in the right. All characters can use them, which is a nice thing - but that also gives this new defensive weapon its drawback: There is no animation for most of the characters that makes him or her look like if he or she had a sword or other blade weapon in her left hand. We decided to leave it at that and ignore that fact. So now every time you properly equip a sword breaker your character animation will look like if he (or she) carried a buckler

- Roughly 100 new armours:
About 30 new graphic files add up to about 100 new armours and armour type items such as helms, shields, body armour and more, all with their own values. None of them can be bought, but must be found. One unwanted side effect of the new armour types (for example masks) is that there are no new animations for these new armour types (only the inventory graphics) and that the animation may not resemble the actual armour worn.

- Roughly 200 new weapons:
About 70 new graphic files add up to about 200 new weapons and weapon types, some of them completely new ones. All have their individual values. None of them can be bought, but must be found. One unwanted side effect of the new weapon types (for example Whip) is that there are no new animations for these new weapons (only the inventory graphics) and that the animation may not resemble the actual weapon wielded.

- New type of amulet: ribbon:
Ribbons are nothing more then Amulets. They can be gambled and found just as amulets are. The big differences are other inventory graphics for these types of items.

- Level requirement 53.6 set for Book Of Town Portal:
HEY CALM DOWN!!!  JUST KIDDING! It's actually 85.3234524637345631243523324!
Dead serious! Honestly! (* See bottom of document)

- Possible extra player simulation:
We didn't code a change here since you can do that yourself (simulate additional players to get more experience for the kills). Many do not know this, but you can simulate additional players without a hack of some sort. Only open the console (by pressing enter) and type "players X" - where X resembles a number between 1 and 8. To set the game to 5 player mode type "players 5" and hit enter. There will be no confirmation of any kind, telling you that so and so many players are active. Player simulation is as simple as that. You will not notice a change in monster hit points directly, but after some minutes. I think that's because the engine applies the change only to monsters that are not buffered in the memory yet. So to encounter monsters that have adapted to the 5 player game you will have to play for some minutes and get to an area a little further away. To get rid of the additional players just set the number to 1 again. I usually play with 8 players active and reach level 30 in Lower Kurast (But that's with normal monster density - in this mod the density is higher). I know that simulating players works in single player and in some forms of online or multi, but I'm not sure about LAN.

- Alternative graphics for some armour:
Some of the exceptional and elite armour class items have an alternative graphic. For example may the exceptional and stupid cap (whatever its name was) look like the cap usually does. But it may also look like a stupid steel helmet. Ok, maybe not sooo stupid, but not very fancy anyway.

- Unique item "Heart Of Eternal Devastation":
Can be inserted
Level requirement 95
Life leach 30
Armour Class +245
Ignore targets defence
Resist all max +5
Damage +100
All skills +5
Increased attack speed +30
Resist all +15
Mana +200
Hit points +200

- New super unique monster: Dragon:
Well, here it is, with correct offsets and sounds. We got the dragon at Phrozen Keep and thanks go to King Cold who converted it to D2. Tip: Don't piss the Dragon off; at least until you killed Diablo, otherwise it might hurt you very very much.


3. Install:
(Reports from play testers say: "This mod does not work correctly under Win2k", so try it at your own risk. Correction of the occurring Win2k errors is not planned. For all other players (including Win XP, read on:))

1st this: Make a backup of all your characters. The Mod uses extended inventory space and new items and item types. There is a chance that the extended space and new items corrupt your characters so that they no longer are usable in normal games. Se "Uninstall" for further important notes on that subject.

2nd: Copy the "data" folder into your "Diablo 2" root folder (in which you should have your expansion installed as well!). Say yes to all and any overwrite requests you might be prompted for.

3rd: We use the "Direct Text" method. Do as follows to make the mod easily usable:
You find a detailed description on this website:
http://www.planetdiablo.com/phrozenkeep/pktut-direct.htm
or a not so detailed one here:
Copy the Diablo2 shortcut on your desktop and rename it to something as splendid as "D2X - Eternal Devastation".
Open the properties of that shortcut and switch to the "Shortcut" tab. Now edit the "target" line like this:
"X:\something\Diablo2X\Diablo II.exe" -direct
That means: add "-direct" to the line but skip the quotation marks.
If you already use a mod with exactly that method, go to the website mentioned above and read about how to use several mods with the direct text method.

3.1. Uninstall:
If you want to use characters you have played while using the mod in an unmodified game you will have to do some changes in your characters inventory:
Start a mod game with every character you have used during mod play and throw away all items that are at the places marked with an X:

Inventory: (original size 10x4)
OOOOOOOOOO
OOOOOOOOOO
OOOOOOOOOO
OOOOOOOOOO
XXXXXXXXXX
XXXXXXXXXX

Stash: (original size 6x8)
OOOOOOXXXX
OOOOOOXXXX
OOOOOOXXXX
OOOOOOXXXX
OOOOOOXXXX
OOOOOOXXXX
OOOOOOXXXX
OOOOOOXXXX
XXXXXXXXXX
XXXXXXXXXX

Horadric Cube: (original size 3x4)
OOOXXXXXXX
OOOXXXXXXX
OOOXXXXXXX
OOOXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX
XXXXXXXXXX

Throw away all hearts and other items not existing in the normal game.
After that, try to start an unmodified game with that character. If it doesn't work ("Bad inventory data" error), you have forgotten to throw away some items. You must also remove normal game items which have been modified by mod items such as gems.

The rest is as easy as 1-2-3? Maybe even easier:
1. Delete the data folder in your Diablo2 game folder.
2. Delete the mod shortcut on your desktop.
It was easier
By the way: your save games and characters might still be corrupted because of something screwing up.


4. Bugs:
There are two bugs we know of, but we're not gonna tell you both, since one affects the game in your favour if you start exploiting it.

The other bug is quite funny: If you use the collar (a non-amulet, neck space piece of armour) your character animation becomes headless that's slightly reminding me of the ghost from Sleepy Hollow. If you put on a helmet though, your 'headlessness' is not visible.



5. Disclaimer:
The views and opinions of authors expressed herein do not necessarily reflect those of the United States Government. Reference herein to any specific commercial products, processes, or services by trade name, trademark, manufacturer, or otherwise does not necessarily constitute or imply its endorsement, recommendation, or favouring by us. The information and statements contained in this document shall not be used for the purposes of advertising, nor to imply the endorsement or recommendation of the makers of this mod. Further, the makers of this mod do not assume any legal liability or responsibility for the accuracy, completeness, or usefulness of any information, apparatus, product or process disclosed; nor do they represent that its use would not infringe privately owned rights. 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Keep away from pets and small children. Limit one-per-family please. No money down. No purchase necessary. Batteries not required. Instructions are included. Action figures sold separately. No preservatives added. Safety goggles may be required during use. Sealed for your protection, do not read if safety seal is broken. Call before you dig. Not liable for damages arising from use or misuse. For external use only. If rash, irritation, redness, or swelling develops, discontinue reading. Read only with proper ventilation. Avoid extreme temperatures and store in a cool dry place. Keep away from open flames. Avoid contact with eyes and skin and avoid inhaling fumes. Do not puncture, incinerate, or store above 120 degrees Fahrenheit. Do not place near a flammable or magnetic source. Smoking this article could be hazardous to your health. The best safeguard, second only to abstinence, is the use of a condom. No salt, MSG, artificial colour or flavouring added. If ingested, do not induce vomiting, and if symptoms persist, consult a physician. Articles are ribbed for your pleasure. Offer valid only at participating sites. Slightly higher west of the Rockies. Allow four to six weeks for delivery. Must be 18 to read. Disclaimer does not cover misuse, accident, lightning, flood, tornado, tsunami, volcanic eruption, earthquake, hurricanes and other Acts of God, neglect, damage from improper reading, incorrect line voltage, improper or unauthorized reading, broken antenna or marred cabinet, missing or altered serial numbers, electromagnetic radiation from nuclear blasts, sonic boom vibrations, customer adjustments that are not covered in this list, and incidents owing to an airplane crash, ship sinking or taking on water, motor vehicle crashing, dropping the item, falling rocks, leaky roof, broken glass, mud slides, forest fire, or projectile (which can include, but not be limited to, arrows, bullets, shot, BB's, shrapnel, lasers, napalm, torpedoes, or emissions of X-rays, Alpha, Beta and Gamma rays, knives, stones, etc.). Breaking this seal voids your warranty. Close cover before striking. 80,000 km or 3 years, which ever comes first. Not legal for trade. This is an official yellow envelope. This is your first prize notification; second notification will not be issued before deadline. Nothing contained in this document should be interpreted as constituting legal advice in a particular case or as a prediction on the outcome thereof. The contents are for general information purposes only. Anyone with a particular legal question should contact an independent attorney for advice. 
Other restrictions may apply. This supersedes all previous notices.

If distributed, this mod must be shipped in its original and complete form and may not be altered in any way.
AND: Warhead totally hates Paint Shop pro!!!


6. Contact:
Use smoke signals or the latest radio telescope If you want to comment on something, open a thread in the Phrozen forums mod section. We may read it some day


7. Modders comments:
Dragon: The NU animation bugged out and made the dragon freeze in direction four, so we exchanged it with a copy of the GH. We found an "easy" way of determining offsets, so it took us only about 6 hours to correct them for the entire monster. If you think really hard or just logical, even you might find the method we used We did the sounds ourselves with a little help of  Mr. T-Rex & company. If you decide to make your own sounds, we recommend you keep them under 100k so that they don't clip into each other too much. Otherwise the monster or entire game might freeze. 

TreasureclassEx: This is how it really works (you can ignore most other walkthroughs since they are too speculative or sorry to say, even partly completely wrong). 
TreasureclassEx is read from bottom to top and in most instances from right to left.
Treasure class: The class's identifier (keep it absolutely the same in every calling environment)
Picks: Positive number: randomizes the number of picks from right to left in this row with a maximum number of the picks value. (See also prob'x')
Picks: Negative number: picks one or more of every choice going from right to left.
Unique, Set, Rare, Magic: Going from left to right, checking for the probability of a drop of that sort. (Each of them has max 1024)
NoDrop: The chance for the monster dropping nothing.
Item1-Item10: The item code or another treasure class call of a treasure class written above the calling row.
Prob1-Prob10: In case of a negative pick: the number of forced picks made from that column.
Prob1-Prob10: In case of a positive pick: Add up all of the Prob values to get the maximum probability, compare a single probability with it to see what percent chance it has for being dropped. There is no value too high or too low (besides lower than 1) for the prob columns. All values added together always give you the 100% value.
SumItems: Only used as a comment and for group names of items (weap, armo etc.) (I think you can make your own group name if you declare it in itemtypes.txt under the column treasureclass.) The sumitems column counts only the groups overall pick probability.
TotalProb: Only used as a comment. The maximum number of all probabilities including the chance for a downgrade (last entry in the row, has treasureclass identifier).
DropChance: Only used as a comment. Downgrade chance divided by TotalProb.
SumDrop: Only used as a comment. SumDrop = SumDrop row below, multiplied by DropChance row to the left.
Better: Only used as a comment. Better = 1 - SumDrop.
Term: Row terminator identifier.
There is no need for more words to describe this file!

A final tip: Don't believe everything you read in the tutorials at Phrozen keep. At very many times we did bite into cobblestones when we hadn't double-checked the information presented in a specific guide. Many people who wrote tutorials used at best a method of very limited trial and error. At worst it's just plain and simple guessing. Mostly the guesses resulted in correct answers, but completely wrong assumptions regarding why the values were the way they were and what they really mean. 

(I was very tempted to write more about how to avoid modding errors but every time I was about to start a new section concerning a specific topic I saw the topic unravel into a net of other related topics, all interlinked with each other it's just too complicated to describe everything with a few simple sentences. If you want to spend much time with serious modding I recommend you learn the basics of the following tools: C++, HEX editing, Assembler, image properties and modification, animation (example .gif) properties and modification (and don't forget your maths, some of the calculations we saw where horrifying). Simple and inconsequential trial and error just won't do heresorry.)


8. Thanks:
To Phrozen Keep and its regular visitors, guide writers and all the rest:
Thanks for your support and thanks for all the tutorials, file guides and what not, that initially brought us on the right track!!!
Keep on hacking and modding and thrashing!

Sincerely, Warhead (me) & Legion
(http://dynamic2.gamespy.com/~phrozenkeep/site/)


(* If you bought that one please phone this number: (0034)-0348-14 35 34)

