Search found 801 matches

by SilverShadowHell
Mon Feb 01, 2010 7:18 pm
Forum: General Mod Making
Topic: lol why when i create a new mobs with a new AI he dont move
Replies: 4
Views: 311

Re: lol why when i create a new mobs with a new AI he dont move

Hi there! First did you copy a line in monai.txt? Don't do it. The AIs are hardcoded. That file is only for reference (so you know what an AI can and can't do). Second you're trying to make a zombie that will cast a chain lightning right? Well you did well copying the zombie but you need to change i...
by SilverShadowHell
Sun Jan 31, 2010 12:29 pm
Forum: Dark Alliance
Topic: Character is no longer usable
Replies: 3
Views: 1534

Re: Character is no longer usable

powershot down is a pain. Yup, especially when you are working on a project and forgot to save in ages... ...I noticed you had delete them. This will cause issues if you try run it in vanilla again. Just so you are aware of it. What you could have done was rename the files back to "from as example"...
by SilverShadowHell
Sat Jan 30, 2010 4:51 pm
Forum: Dark Alliance
Topic: Character is no longer usable
Replies: 3
Views: 1534

Character is no longer usable

Hi there, I was playing you're mod when a current spike (parasites on the electric network) made my computer restart (yeah, I know I should buy an APS). The problem is when I try loading the char I was using I gen an error message (see below). The char wasn't even in the D2\Dark Alliance\Save direct...
by SilverShadowHell
Thu Jan 28, 2010 11:13 pm
Forum: General Mod Making
Topic: One Skill Question +1 Game possible CE question. SOLVED
Replies: 4
Views: 379

Re: One Skill Question +1 Game possible CE question.

You're skill should have a srvstfunc of 39 (Berserk) and a srvdofunc of 8 (Teeth). Copy any relevant missile code from teeth and any relevant aura code from berserk. The field auralencalc is duration in frames (for 2 seconds you will have to use 50) of you're state.
by SilverShadowHell
Wed Jan 27, 2010 10:42 pm
Forum: Mod Concepts & Research
Topic: Wind Skills.... I have no ideas
Replies: 6
Views: 914

Re: Wind Skills.... I have no ideas

I see it as physical damage. No matter what I still think D2 has all the required damages. I don't need (and don't think there's even a reason to have) damage types like rainbow, dream, shadow, darkness or power-puff.
Maybe mental/psychic damage type could be useful, but not a necessity.
by SilverShadowHell
Sun Jan 24, 2010 10:30 pm
Forum: General Mod Making
Topic: How do I know when I'm done?
Replies: 8
Views: 362

Re: How do I know when I'm done?

Because you're going more fort a gameplay mod that means it will have a certain feel to it, right? You can try releasing the first beta when you consider that what you have starts giving that feeling. But make sure it's a relatively stable release :).
by SilverShadowHell
Sun Jan 24, 2010 10:22 pm
Forum: General Mod Making
Topic: single player uber
Replies: 3
Views: 349

Re: single player uber

AFAIK it's not just a simple option in a .txt file. If you want to manually enable the uber quest you have to some CE.

The other way is not to manually recreate the quest (add the items to drop from the bosses and make cube formulas to open a portal to an area with the ubers).
by SilverShadowHell
Sun Jan 24, 2010 10:17 pm
Forum: Mod Concepts & Research
Topic: Wind Skills.... I have no ideas
Replies: 6
Views: 914

Re: Wind Skills.... I have no ideas

Thanks for the input, some skills attracted my attention so I'll comment on them a little: 1) Wind Inferno: Could be good as an item skill but not a player skill, because with no dmg (only knockback) it will be a one-point skill. On the other hand if you give both knockback and dmg to the same skill...
by SilverShadowHell
Sun Jan 24, 2010 9:09 pm
Forum: General Mod Making
Topic: dc6 problems
Replies: 4
Views: 305

Re: dc6 problems

That's because the games does NOT use the trademark pallet for the user interface. Inside Diablo 2 there are a bunch of pallets (most 256 image formats use pallets, and Diablo 2 is a 256 colors game). Each of the pallets has a role inside the game, it is only used in a certain place, so if you want ...
by SilverShadowHell
Sun Jan 24, 2010 2:15 pm
Forum: Mod Concepts & Research
Topic: Wind Skills.... I have no ideas
Replies: 6
Views: 914

Wind Skills.... I have no ideas

I was wondering if you have any wind based skill ideas for a mage. I only have a few and they're crap. 1) Gust Of Wind: wall of wind that pushes foes back. 2) True Tornado: Basically make a missile that looks like a tornado, you know... big-black-spinning-tower-of-doom. 3) Haste: ... do I really hav...
by SilverShadowHell
Wed Jan 20, 2010 9:35 pm
Forum: Mod Concepts & Research
Topic: Idea to make MA sin viable (skill mechanic)
Replies: 4
Views: 747

Re: Idea to make MA sin viable (skill mechanic)

What I wanted to do is different, the vanilla method of charging the attacks is by successfully hitting a monster - instead, I want to be able to charge the skill just by casting it. (i.e. right-click once and there's a single orb around you, second click - two orbs, third click -final and third or...
by SilverShadowHell
Tue Jan 19, 2010 1:05 pm
Forum: General Mod Making
Topic: Uber like Baal?
Replies: 6
Views: 367

Re: Uber like Baal?

Even if the -hpregen is on a aura?
by SilverShadowHell
Tue Jan 19, 2010 8:59 am
Forum: General Mod Making
Topic: Uber like Baal?
Replies: 6
Views: 367

Re: Uber like Baal?

He will most probably just keep summoning. What you can do is make a summon that has a summon skill when it dies. This is the most simple way but it will only allow you to have 1 summon at a time. Or they will all appear when you kill the 'central' summon. A more complicated way involves using speci...
by SilverShadowHell
Sun Jan 17, 2010 12:56 pm
Forum: Mod Concepts & Research
Topic: Idea to make MA sin viable (skill mechanic)
Replies: 4
Views: 747

Re: Idea to make MA sin viable (skill mechanic)

Uhm.. so you want to cast a buff that makes another skill stronger as long as it's on, but after the skill is used once the buff goes of, right? Well first make a dummy stat (stat that doesn't do anything), then copy a buff skill (like fade) and make it give you that dummy stat and nothing else. Cre...
by SilverShadowHell
Sat Jan 16, 2010 11:32 pm
Forum: General Mod Making
Topic: How to make new items and remove items from the game?
Replies: 2
Views: 205

Re: How to make new items and remove items from the game?

First of all I see this is your first post so: Welcome to the Phrozen Keep! Start with this . It's a guide for beginning modding. After you finish with that take a look at the first post here . You should find the item fileguides to better understand what to change. After that you should be able to ...
by SilverShadowHell
Sat Jan 16, 2010 11:20 pm
Forum: General Mod Making
Topic: what is that error (cube recipe)
Replies: 11
Views: 544

Re: what is that error (cube recipe)

1) If you don't have access to the other files how do you know you are trying to make the correct item?

2) If you don't have permission go ask for it, I think he'll probably refuse and that's for a certain reason: he balanced his mod in a certain way and he doesn't want people changing that.
by SilverShadowHell
Sat Jan 16, 2010 9:46 pm
Forum: Mod Concepts & Research
Topic: Balancing sorceress skill tree
Replies: 10
Views: 1243

Re: Balancing sorceress skill tree

FO with 1-2 damage? will it be usable? And if it is it will still be better. The mechanics are way too different for these skills. In my opinion FO has too much AoE to have only a 1 sec delay. Another problem is the copy version skills, like the ice shard like skills, of course glacial spike is the ...
by SilverShadowHell
Sat Jan 16, 2010 9:02 pm
Forum: General Mod Making
Topic: Can Grim Ward give an aura to teammates?
Replies: 2
Views: 221

Re: Can Grim Ward give an aura to teammates?

Grim Ward isn't a very good skill to work with, it's a missile that selects enemies no mater what filters you give it. The best approach would be to clone summon skeleton and move it to the barb, make a new summon that does not move (speed=0) and give it an aura you like. (I'm kinda rusty so I can't...
by SilverShadowHell
Sat Mar 01, 2008 9:51 pm
Forum: Mod Concepts & Research
Topic: Assassin Traps
Replies: 2
Views: 669

Just use mind blast on them ;) Well.... they will probably make you very powerfull, at the moment the "traps" hit them as they target you. BUT if you make the traps "attackeble" the monsters will probably never get to you, and this will make your trapsin very powerfull. I whould rather sugest a comb...
by SilverShadowHell
Sun Aug 26, 2007 9:27 pm
Forum: Multimedia
Topic: Need help finding missile generating program
Replies: 0
Views: 305

Need help finding missile generating program

Some time ago there was a post on the keep to a program specially made for generating 2D explosions/missiles and other related effects. The problem is I tried searching both whit the search function for it and I even tried looking at all the post from now till back when I registered of some members ...
by SilverShadowHell
Sat Mar 17, 2007 8:02 am
Forum: Skill Clinic
Topic: Making auras that Morph you
Replies: 6
Views: 961

Ok, first of all, if you want it to change only you give it only an aurastate (not a auratargetstate). Ok second, don't mark it as an aura as this will make it flash whit other auras. Now what you have to do to your state: clone delerium in states.txt remove the 3 from group change gfxclass to the m...
by SilverShadowHell
Sat Mar 10, 2007 9:02 am
Forum: Code Editing
Topic: Using belt slot to change char GFX (just like armor slot)
Replies: 0
Views: 320

Using belt slot to change char GFX (just like armor slot)

Well i'm trying to make it so I have an Upper Body Slot, to change torso, shoulders and arms animations, and an lower Body Slot, to change the feet animation of the char. But it seems that only the torso slot has this ability of changing the char GFX, so I was wondering what check makes items change...
by SilverShadowHell
Sun Feb 04, 2007 9:41 am
Forum: General Mod Making
Topic: 'May-dye!'
Replies: 10
Views: 567

Have you tried the following output "usetype,pre=665" or "usetype,mag,pre=665"??
by SilverShadowHell
Mon Jan 22, 2007 6:18 am
Forum: General Mod Making
Topic: Cannot Be Cursed?
Replies: 13
Views: 544

You can actually add a string a different stat (in itemstatcosts.txt) and make your property use both, one to show that you are immune and the other will be curse_resist, this way you can have curse immunity and curse resistance (on another property) whit no problems and not editing curse_resistance...
by SilverShadowHell
Sun Jan 21, 2007 4:14 pm
Forum: General Mod Making
Topic: Cannot Be Cursed?
Replies: 13
Views: 544

He's refering to the skill Fade which is a self buff skill of the assassin. That skill has in the aurastat5 collumn the stat (from intemstatcosts.txt) curse_resistance, If you create a new property (in properties.txt) to give you this stat and put iton an item (100 in the min/max fileds) you will ha...

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