Diablo 2 mods
 


Post new topic Reply to topic  [ 72 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
PostPosted: Thu Aug 21, 2003 3:06 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Moderator
Senior Moderator
User avatar

Joined: Mon May 27, 2002 7:19 am
Posts: 6921
Location: Orsay
Gender: None specified
Well, some state can be "cannibalized" or totally removed.
of course if you want to add stuff to Lod :/ that's another story.

_________________
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | [color=#b8c3c7]forum


Top
 Profile  
Reply with quote  
PostPosted: Fri Aug 29, 2003 10:16 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Arch-Angel
User avatar

Joined: Thu Dec 19, 2002 12:21 am
Posts: 1171
Location: Switzerland
Gender: None specified
(I didn't know where else to put this information. So here it is.)

As some may already know, there is a random number function, which can be used in formulas.

rand(min,max)

_________________
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?


Last edited by pmpch on Fri Aug 29, 2003 10:17 pm, edited 1 time in total.

Top
 Profile  
Reply with quote  
PostPosted: Sat Aug 30, 2003 11:04 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Warrior

Joined: Sat Aug 30, 2003 10:44 pm
Posts: 15
Gender: None specified
Something that is driving me insane -> it seems that you cannot give certain aura or passive stats on some skills/states/funcs, for example, i could not make the barbarians increased stamina passive give increased attack rate instead, but it did work when i added increased attack rate onto the increased speed passive

does anyone know how i can find out what skills/states/functions will accept which bonuses? my most current problem has been combining the effects of slow missiles and decrepify for a sort of "slow time" skill. i can make a spell that does one or the other, but not both :(


Top
 Profile  
Reply with quote  
PostPosted: Sat Aug 30, 2003 11:25 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Moderator
Senior Moderator
User avatar

Joined: Mon May 27, 2002 7:19 am
Posts: 6921
Location: Orsay
Gender: None specified
:?: :?: strange, I've made stranger combinations ....
Try to see if you give your aura or passivestate the good itemstatcost ID and a length ...

_________________
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | [color=#b8c3c7]forum


Top
 Profile  
Reply with quote  
PostPosted: Sat Aug 30, 2003 11:26 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Site Admin
Site Admin
User avatar

Joined: Sat Jan 11, 2003 12:51 pm
Posts: 10687
Gender: None specified
This wasn't a simple "fix" to extend states.txt in 1.10, so this has been change in 1.10s? ;)

_________________
CLICK HERE To Read The Forum Terms of Service

Diabolic Studios Website | Diabolic Studios Forum


Top
 Profile  
Reply with quote  
PostPosted: Sat Aug 30, 2003 11:33 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Warrior

Joined: Sat Aug 30, 2003 10:44 pm
Posts: 15
Gender: None specified
Joel";p="125344 wrote:
:?: :?: strange, I've made stranger combinations ....
Try to see if you give your aura or passivestate the good itemstatcost ID and a length ...


what do you mean by length, and when you made your combinations was it as simple as pasting a value in the next open aurastat field or did you have to change something specific to make them work together

EDIT: oops turned my brain back on, im sure i've been using good itemstatcost ID's and lengths, but for example if i tell it to give the targets the state "slowmissiles" then only slowmissiles works, if i give them the stat "decrepify" then only decrepify works, and if i make a new state, neither works :( what else might i be doing wrong? i am rather inexperienced at modifying states.txt ....


Last edited by Reverend on Sat Aug 30, 2003 11:38 pm, edited 1 time in total.

Top
 Profile  
Reply with quote  
PostPosted: Sat Aug 30, 2003 11:45 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Moderator
Senior Moderator
User avatar

Joined: Mon May 27, 2002 7:19 am
Posts: 6921
Location: Orsay
Gender: None specified
-> check if the auralength field is not empty, it controls the actual duration for the aura/curse/whatever.

-> for stuff with auratargetstate, if you want a curse that slow enemies and slow their missiles, try to clone the Decrepify Curse. It' already designed to alter various state on the enemies.

Creating state in states.txt is only a matter of defining a flag. A States in states.txt have no effect except telling everyone in which state (obviously) you are. The actual malus/bonus are given the combination of the Server function of the skill (aura/curse etc ..) and the itemstatcost entries used by the skills.

_________________
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | [color=#b8c3c7]forum


Top
 Profile  
Reply with quote  
PostPosted: Sun Aug 31, 2003 12:06 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Warrior

Joined: Sat Aug 30, 2003 10:44 pm
Posts: 15
Gender: None specified
well i've tried adding skill_handofathena onto decrepify and putting the parameters in the previously blank param7 and 8 fields and i put ln78 in the appropriate aurastatcalc field, but when i cast decrepify, it works normally (no slowing of missiles), i've tryed tacking decrepify stats onto slow missiles, but then the target isnt decrepified when i use it, is there something else i am still missing?


Top
 Profile  
Reply with quote  
PostPosted: Sun Aug 31, 2003 12:32 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Hosted Forum Moderator
Hosted Forum Moderator
User avatar

Joined: Sun Jul 06, 2003 7:30 am
Posts: 364
Location: North Carolina
Gender: None specified
kingpin";p="125345 wrote:
This wasn't a simple "fix" to extend states.txt in 1.10, so this has been change in 1.10s? ;)


No, the "simple fix" was just for altering a check that triggered a warning message if states.txt had too manay entries. I have no idea how to actually make the game read beyond state 255 (finding error messages is pretty much the extent of my code editing abilities).


Top
 Profile  
Reply with quote  
PostPosted: Sun Aug 31, 2003 12:33 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Site Admin
Site Admin
User avatar

Joined: Sat Jan 11, 2003 12:51 pm
Posts: 10687
Gender: None specified
54x";p="120710 wrote:
My intention for the topic was to have a thread we can point to for general questions about skills- saying 'look in the text files' in a reference thread isn't very helpful :)


I agree with that.

What is also useful is to have the topic as reference to other skill threads (links to different subjects that has been discussed before that are a help when creating new skills/modifying existing ones) and a list of all formulas/functions e.tc. either in the topic or as reference to another topic.

EDIT:

Acromatic Aria:

Quote:
No, the "simple fix" was just for altering a check that triggered a warning message if states.txt had too manay entries. I have no idea how to actually make the game read beyond state 255 (finding error messages is pretty much the extent of my code editing abilities).


Ok, i was hoping that you had found out a way to extend this table. It wasn't easy to do that in 1.10 (no one that tried succeeded with that).

_________________
CLICK HERE To Read The Forum Terms of Service

Diabolic Studios Website | Diabolic Studios Forum


Last edited by kingpin on Sun Aug 31, 2003 12:37 am, edited 1 time in total.

Top
 Profile  
Reply with quote  
PostPosted: Sun Aug 31, 2003 8:16 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Admin
Senior Admin
User avatar

Age: 62
Joined: Sat May 25, 2002 7:28 am
Posts: 12062
Location: Percussion U
Gender: Male
You can't extend the table past 255 because the state ID is a one-byte field.

_________________
Do the right thing. It will gratify some people and astonish the rest.
~ Mark Twain
Run Diablo II in any version for mods: tutorial
The Terms of Service!! Know them, abide by them, and enjoy the forums at peace.
The Beginner's Guide v1.4: (MS Word | PDF) || Mod Running Scripts || TFW: Awakening


Top
 Profile  
Reply with quote  
PostPosted: Mon Sep 22, 2003 5:34 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Angel

Joined: Sun Aug 17, 2003 12:42 pm
Posts: 585
Gender: None specified
Reverend";p="125342 wrote:
Something that is driving me insane -> it seems that you cannot give certain aura or passive stats on some skills/states/funcs


yeah, i've noticed this as well. giving anything more than the current aurastat to sorc cold armours doesn't work, same deal for amazon dodges. removing the state makes nothing for the skill work.

--------------

i just noticed a thing with +elemental skills, thought i'd post it here.

warmth has fire in etype column, so it gets the +fire skills bonus even though it doesn't do any fire damage. so if you wanted say a +passive/hireling skills mod you could give all those skills an etype which isn't used so much, like rand or stun or whatever was possible?

--------------

you can't have more than 255 characters in a formula(includes spaces), not even if you call on another(like typing 200 chars in 3 calc fields, then joining em together), so having synergies from 29 skills(or even much over 10) is impossible.

you could though have each skill increase a new stat, but i'm not sure if that will work with curses/auras since they might affect the target(not you), and passives/state altering skill(or that's what passives are?) seem to be hardcoded what column they'll use(and not use).

i ended up using ulvl for thunder storm.


Last edited by adamantine on Sat Sep 27, 2003 12:26 am, edited 4 times in total.

Top
 Profile  
Reply with quote  
PostPosted: Fri Sep 26, 2003 2:06 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Hosted Forum Moderator
Hosted Forum Moderator
User avatar

Age: 35
Joined: Sun Nov 24, 2002 4:55 pm
Posts: 1387
Location: Cartagena (Spain)
Gender: Male
adamantine";p="128998 wrote:
you could though have each skill increase a new stat, but i'm not sure if that will work with curses/auras since they might affect the target(not you), and passives/state altering skill(or that's what passives are?) seem to be hardcoded what column they'll use(and not use).

i ended up using ulvl for thunder storm.


I added to Might a Str bonus when you wield it, so it can affect stats, on a note decreasing STR can be buggy and if you reduced in 100% the damage and remove your weapon (using then fists) you can't attack anything because you deal no damage at all.

but like I said making a curse that lowers STR/DEX can be very bugged (it works but in a weird way)

as example, if you lowers the str on a character and he can't use an item anymore for the lack of STR he will not remove it unless he did a Weapon Switch/teleport/warped to town by town portal)

for the Etypes... I think you also can use the freeze/stun/burning and the other enemy types like leech life/mana/stamina

_________________
"Mysteries are revealed in the light of reason."

Black Omen's production


Top
 Profile  
Reply with quote  
PostPosted: Fri Sep 26, 2003 2:09 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Site Admin
Site Admin
User avatar

Joined: Sat Jan 11, 2003 12:51 pm
Posts: 10687
Gender: None specified
All avaible Etype can be found in Elemtypes.txt.

_________________
CLICK HERE To Read The Forum Terms of Service

Diabolic Studios Website | Diabolic Studios Forum


Top
 Profile  
Reply with quote  
PostPosted: Sat Sep 27, 2003 12:28 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Angel

Joined: Sun Aug 17, 2003 12:42 pm
Posts: 585
Gender: None specified
-----------

quoting Brother Laz :(

Quote:
there is no way to put an enhanced damage bonus on missiles that are not fired by double throw, strafe or guided arrow


-----------------

a note on synergies: if you rename skills to 2 letter names, you can fit in 14 if you use one multiplier. for example:

(skill('sa'.blvl)+skill('sb'.blvl)+skill('sc'.blvl)+etc)*par8

and you could always give the skill physical damage and have other synergies there, so 28 total, woot :)


yeah, so i edited an old post. i don't want all stickies saying "last edited by adamantine" :(


Last edited by adamantine on Sat Oct 11, 2003 6:09 am, edited 3 times in total.

Top
 Profile  
Reply with quote  
PostPosted: Mon Sep 29, 2003 7:50 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Paladin

Joined: Thu Jun 06, 2002 7:14 am
Posts: 226
Gender: None specified
Vendanna";p="129840 wrote:
adamantine";p="128998 wrote:
you could though have each skill increase a new stat, but i'm not sure if that will work with curses/auras since they might affect the target(not you), and passives/state altering skill(or that's what passives are?) seem to be hardcoded what column they'll use(and not use).

i ended up using ulvl for thunder storm.


I added to Might a Str bonus when you wield it, so it can affect stats, on a note decreasing STR can be buggy and if you reduced in 100% the damage and remove your weapon (using then fists) you can't attack anything because you deal no damage at all.

but like I said making a curse that lowers STR/DEX can be very bugged (it works but in a weird way)

as example, if you lowers the str on a character and he can't use an item anymore for the lack of STR he will not remove it unless he did a Weapon Switch/teleport/warped to town by town portal)

for the Etypes... I think you also can use the freeze/stun/burning and the other enemy types like leech life/mana/stamina


directly lowering str and dex sounds kinda dangerous to me, making new stats that affect dex and str in a percentual way perhaps?

_________________
Good and evil are relative. Why, does not even the Archangel Tyrael hold up his greedy paw when asked to save a faithful warrior of the light from imminent demise? Next time you meet a Fallen Shaman, ask him what loyalty and brotherhood mean, and all will be clear.

Modding Mercenary for hire, payment in runes.


Top
 Profile  
Reply with quote  
PostPosted: Thu Oct 30, 2003 11:02 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Moderator
Moderator
User avatar

Joined: Tue Sep 10, 2002 11:58 pm
Posts: 748
Gender: None specified
After doing some skill swapping and rearrangements of skill tabs. I have ran into a bit of trouble all the skill display as they should. But I cannot select any of them to distribute skill points.
Anyone have any insight as to were I may have gone wrong?

And yes Joel :poke:I ran several searches and dug threw many a topic looking for this information before posting ;)

_________________
Sometimes we win with greater firepower, through sheer numbers or more powerful weapons, but for the most part it is knowledge that defines our victories. Know something and it has lost its power over you.

The Shadow Has risen!!!! Warped Tiles


Top
 Profile  
Reply with quote  
PostPosted: Thu Oct 30, 2003 3:20 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Moderator
Senior Moderator
User avatar

Joined: Mon May 27, 2002 7:19 am
Posts: 6921
Location: Orsay
Gender: None specified
-> search for duplicate entries in skilldesc.txt
-> look if all your skill have InGame set to 1
-> look if you don't have let a prerequisite wher eit shouldn't, ie having an ama skill requiring points in sorc skills (btx that's a neat way to get a skill needing a PARTICULAR item to be used)

_________________
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | [color=#b8c3c7]forum


Top
 Profile  
Reply with quote  
PostPosted: Thu Oct 30, 2003 5:26 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Moderator
Moderator
User avatar

Joined: Tue Sep 10, 2002 11:58 pm
Posts: 748
Gender: None specified
Thanks I found the error (I left an empty row at the bottom of the skills.txt) don’t know how I did that problem to much coffee not enough sleep!

Quote:
look if you don't have let a prerequisite wher it shouldn't, ie having an ama skill requiring points in sorc skills (btx that's a neat way to get a skill needing a PARTICULAR item to be used)


Thanks for the tip on this as It looks like the way I am going to need to go to force 6 different sorc builds in my mod.

On to the next question. I have a few skills that will not display the points put into them on the skill tab. Some do some don’t were should I look to check for this?

Also how do I set an aura skill to work on a sing character?

This is my beginning stage into skill editing so please bear with the questions :oops:

_________________
Sometimes we win with greater firepower, through sheer numbers or more powerful weapons, but for the most part it is knowledge that defines our victories. Know something and it has lost its power over you.

The Shadow Has risen!!!! Warped Tiles


Top
 Profile  
Reply with quote  
PostPosted: Thu Oct 30, 2003 5:35 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Moderator
Senior Moderator
User avatar

Joined: Mon May 27, 2002 7:19 am
Posts: 6921
Location: Orsay
Gender: None specified
Black Heart";p="135769 wrote:
On to the next question. I have a few skills that will not display the points put into them on the skill tab. Some do some don’t were should I look to check for this?


??? hmmm ??? does it happens AFTER you added a new skill or is it happening anytime ?

Black Heart";p="135769 wrote:
Also how do I set an aura skill to work on a sing character?

set aurarange to 1 or 0

_________________
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | [color=#b8c3c7]forum


Top
 Profile  
Reply with quote  
PostPosted: Thu Oct 30, 2003 6:38 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Moderator
Moderator
User avatar

Joined: Tue Sep 10, 2002 11:58 pm
Posts: 748
Gender: None specified
I added all my skills at the same time. Example: added leap works fine added might will not display points

_________________
Sometimes we win with greater firepower, through sheer numbers or more powerful weapons, but for the most part it is knowledge that defines our victories. Know something and it has lost its power over you.

The Shadow Has risen!!!! Warped Tiles


Top
 Profile  
Reply with quote  
PostPosted: Thu Oct 30, 2003 6:53 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Senior Moderator
Senior Moderator
User avatar

Joined: Mon May 27, 2002 7:19 am
Posts: 6921
Location: Orsay
Gender: None specified
maybe the point get "moved" to the newest skills, it happens and it's perfectly normal
try to get some mo epoint into the old skills to see what happens

PS: I'm on ICQ right now, just messages me :p

_________________
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | [color=#b8c3c7]forum


Top
 Profile  
Reply with quote  
PostPosted: Fri Oct 31, 2003 3:46 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Moderator
Moderator
User avatar

Joined: Tue Sep 10, 2002 11:58 pm
Posts: 748
Gender: None specified
As to the results of the exercise in Creating bow mastery skill


Skill.txt

Cloned throw mastery over magic missile.
skill :Bow mastery
Corrected id: 6
Charclass: ama
Skilldesc: Bow mastery
Passivestate:missilemastery
Passiveitype:bow
Passivestat1: passive_mastery_missile_th
Passivestat2: passive_mastery_missile_dmg
Passivestat3: passive_mastery_missile_crit

Itemstatcost.txt

Cloned rows
passive_mastery_throw_th
passive_mastery_throw_dmg
passive_mastery_throw_crit
Renamed
passive_mastery_missile_th
passive_mastery_missile_dmg
passive_mastery_missile_crit
Corrected id in sequence

States.txt

Cloned row
Throwingmaster
Renamed:missilemastery
Corrected id sequence

Skilldesc.txt

Cloned throwing mastery over magic arrow
Changed columns skillpage, skillrow skillcolumn and iconcell to location and icon needed


Results
Skill appears in the game when hovering stats appear

Current skill level 2 (after adding 2 points)
0 percent chance of critical strike

Next level
0 percent chance of critical strike

Nonfunctional skill any ideas?

_________________
Sometimes we win with greater firepower, through sheer numbers or more powerful weapons, but for the most part it is knowledge that defines our victories. Know something and it has lost its power over you.

The Shadow Has risen!!!! Warped Tiles


Last edited by Black Heart on Fri Oct 31, 2003 3:48 am, edited 2 times in total.

Top
 Profile  
Reply with quote  
PostPosted: Wed Nov 12, 2003 3:28 pm 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Moderator
Moderator
User avatar

Joined: Tue Mar 04, 2003 11:40 pm
Posts: 2498
Gender: None specified
quite likely a display error. double check your references and display functions in skilldesc.txt

_________________
[color=FF0000]d2:elements FINAL v1.0 download[/color] - - [color=FF0000]d2:elements FINAL update v1.01 download[/color] - - [color=FF9900]d2:elements website[/color] - - [color=FF9900]d2:elements forum[/color] - - [color=FF9900]Forum TOS[/color]

Avatar image is taken from the Wishmaster cover by the band Nightwish


Top
 Profile  
Reply with quote  
PostPosted: Tue Dec 09, 2003 2:13 am 
 Post subject: Re: [1.10] Collective Skills thread
 
Offline
Warrior

Joined: Sat Dec 06, 2003 12:26 am
Posts: 15
Location: Sunny So-Cal(Yeah right...a burning hot desert is sunny alright)
Gender: None specified
I was wondering what one would have to do make an aura that would cast, say werewolf, on every body in the radius?

I have a vauge idea of how to do it ie copy an arua that effects your allies and replace some entiers with the werewolf states adn its effects but I'm really not sure waht entries to change


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 72 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Black Rock template by onyx (based on BlackSoul for phpBB2)