Search found 619 matches

by k0r3l1k
Sat Jun 22, 2019 5:20 am
Forum: General Mod Making
Topic: [1.1x] How to make a skill's max level rise every six levels.
Replies: 1
Views: 102
United States of America

Re: [1.1x] How to make a skill's max level rise every six levels.

You pretty much need to put an ifcheck into the sklpts field. The following example should accomplish what you want. (((ulvl+1) > (blvl + (base req level))) ? 1 : 199 I will type out what exactly this means to elaborate. If Character's level plus one is greater than the skill's base level plus the r...
by k0r3l1k
Sat Jan 05, 2019 4:38 pm
Forum: General Mod Making
Topic: Useful bit of item info
Replies: 0
Views: 216
United States of America

Useful bit of item info

Good morning all,

I was wondering if we could get this post regarding MagicLevel in weapons/armors/misc linked in some of the pertinent file guides.

I found this information very useful.

Magic Level Tidbit
by k0r3l1k
Fri Dec 28, 2018 6:09 pm
Forum: Member Аnnouncements
Topic: Mod Release - "Normal" by Korelik
Replies: 4
Views: 512
United States of America

Re: Mod Release - "Normal" by Korelik

I'm glad to hear you like the idea of it. Admittedly act 1 and 2 don't offer much in the way of additional features. Once you get a charcater into nightmare its starts to get a little more interesting and challenging. Let me know if you find any major bugs, balance feedback is also welcome (i know t...
by k0r3l1k
Wed Dec 26, 2018 11:20 pm
Forum: Member Аnnouncements
Topic: Mod Release - "Normal" by Korelik
Replies: 4
Views: 512
United States of America

Re: Mod Release - "Normal" by Korelik

k0r3l1k wrote: ↑Fury is now using S3 anim mode (biting animation). You might want to reconsider that. AFAIK the S3 anim is bugged. I have tested quite thoroughly and not had issues with this particular implementation. Edit: The rollback bug is still in full effect, but that is more than a simple fix.
by k0r3l1k
Sun Dec 23, 2018 8:42 pm
Forum: Member Аnnouncements
Topic: Mod Release - "Normal" by Korelik
Replies: 4
Views: 512
United States of America

Mod Release - "Normal" by Korelik

Hello and good day! I have been working on a pretty small project over the past few weeks called "Normal". I am please to present it to the community for testing and balance feedback. A little bit about the mod- This mod aims to keep things fairly basic by removing Magic, Rare, Set, Unique and Rune...
by k0r3l1k
Fri Dec 21, 2018 7:56 pm
Forum: General Mod Making
Topic: Converting weapon damage to poison
Replies: 1
Views: 164
United States of America

Re: Converting weapon damage to poison

Nice discovery. Now if only poison damage wasn't totally stupid at stacking xD
by k0r3l1k
Thu Nov 29, 2018 4:37 am
Forum: PlugY|NefEx|D2Mod
Topic: Randnum
Replies: 1
Views: 790
United States of America

Re: Randnum

I am having the same problem.
by k0r3l1k
Wed Nov 21, 2018 10:54 pm
Forum: Le Royaume des Ombres
Topic: Some news... finally !
Replies: 11
Views: 1333
United States of America

Re: Some news... finally !

Xaphan! Im so glad you're back at it! Your mod is so good you're pretty much my hero.

:)
by k0r3l1k
Wed Aug 08, 2018 3:15 pm
Forum: Code Editing
Topic: How to delet nightmare and hell ?[1.13C]
Replies: 3
Views: 861
United States of America

Re: How to delet nightmare and hell ?[1.13C]

Couldnt you remove the check when selecting a char in charselect?
by k0r3l1k
Fri May 18, 2018 7:01 pm
Forum: General Mod Making
Topic: Mod with only 1 difficulty
Replies: 4
Views: 470
United States of America

Re: Mod with only 1 difficulty

Everything you describe here is possible without code editing. If you take a look at the tutorials you can get a feel for how to accomplish some of this. The file guides section can tell you how to change the things you want, however it is a lot to learn given the scopw of your project. I suggeat yo...
by k0r3l1k
Mon May 14, 2018 3:45 pm
Forum: Member Аnnouncements
Topic: Project Kalavic (release v0.01.00) Alpha
Replies: 3
Views: 673
United States of America

Re: Project Kalavic (release v0.01.00) Alpha

Noted. This is a bug caused by the dreamlands addon. I will upload an update tonight.
by k0r3l1k
Sat May 12, 2018 5:21 pm
Forum: General Mod Making
Topic: Newbie questions: are these things possible without CE?
Replies: 11
Views: 818
United States of America

Re: Newbie questions: are these things possible without CE?

Set minmana column to a sub 0 number and you can cause a skill to generate mana with negative mana cost. This does have the issue of working without hitting a target. Alternatively, you can create a "mana on hit" attribute, then apply some srcdmg to the skill in question. Keep in mind this will have...
by k0r3l1k
Sat May 12, 2018 5:14 pm
Forum: Zy-El: Trial by Fire
Topic: New player maybe missing the point?
Replies: 14
Views: 1515
United States of America

Re: New player maybe missing the point?

Ita not just about creating "godly" gear. Its about know how to take advantage of the mechanics. For example summons gain health and damage from the /players command. If you know what you are doing you can create summons with almost max health, then increase the players setting again to cause eneny ...
by k0r3l1k
Sat May 12, 2018 12:23 am
Forum: Zy-El: Trial by Fire
Topic: New player maybe missing the point?
Replies: 14
Views: 1515
United States of America

Re: New player maybe missing the point?

It is very much a personal preference. You can make much better progress by just killing kobolds and quill rats in blood moor. When you run out save and quit and reload. With a little gear you can up the player count until you get some good drops. Some players have perfected the early stages and can...
by k0r3l1k
Fri May 11, 2018 9:45 pm
Forum: Map Editing
Topic: [Release] Guilds Tileset
Replies: 6
Views: 930
United States of America

Re: [Release] Guilds Tileset

Beautiful! Very well done!
by k0r3l1k
Fri May 11, 2018 5:52 pm
Forum: Job Offerings
Topic: [REQUEST] Need tutor for making item drop sounds
Replies: 2
Views: 2420
United States of America

Re: [REQUEST] Need tutor for making item drop sounds

Unfortunately the game doesnt support individual drop sounds for unique or set items.
It would require code to accomplish this.
by k0r3l1k
Tue Apr 24, 2018 8:39 pm
Forum: General Mod Making
Topic: bug: gethit-skill Battle Orders on item doesnt work
Replies: 3
Views: 337
United States of America

Re: bug: gethit-skill Battle Orders on item doesnt work

Check skills.txt for column named itemeffect. If it is not 1, that is the problem.
by k0r3l1k
Tue Apr 24, 2018 7:04 pm
Forum: Diablo 2 Chatter
Topic: Project Kalavic Feedback (v0.01.00)
Replies: 0
Views: 709
United States of America

Project Kalavic Feedback (v0.01.00)

Please post feedback for the Kalavic mod here to keep the main topic clean for viewing and download.
by k0r3l1k
Tue Apr 24, 2018 7:02 pm
Forum: Member Аnnouncements
Topic: Project Kalavic (release v0.01.00) Alpha
Replies: 3
Views: 673
United States of America

Project Kalavic (release v0.01.00) Alpha

Greetings! Version 0.01.00 is now available. Change Log: -Populated the remainder of Act 1. -Many additional monsters and monster skills added. -Increased value of some stats on equipment and gems such as Attack Rating, Defense, and Health. -Added resistance magic prefixes. -Improved magic prefix se...
by k0r3l1k
Mon Apr 23, 2018 7:58 pm
Forum: Code Editing
Topic: 1.13c Color extension 8 bite to 24 bite
Replies: 3
Views: 1290
United States of America

Re: 1.13c Color extension 8 bite to 24 bite

Wow very cool.

Not a bad trick. Great for menu screens, maybe even a few ui elements.
by k0r3l1k
Mon Apr 16, 2018 12:14 am
Forum: General Mod Making
Topic: Changing monsters res makes odd changes
Replies: 7
Views: 378
United States of America

Re: Changing monsters res makes odd changes

It's most likely that you are editing the text file from vanilla, then replacing the mod file, which will lead to missing monster information and invalid references.
by k0r3l1k
Mon Mar 26, 2018 12:12 am
Forum: General Mod Making
Topic: Rune pictures - where to find / how to change?
Replies: 7
Views: 368
United States of America

Re: Rune pictures - where to find / how to change?

The dc6 palette has 0,0,0 mapped to transparency. You can use a custom palette in which case color 0 will be used as transparency but you should stick to 0,0,0 generally.
by k0r3l1k
Fri Mar 23, 2018 10:46 pm
Forum: General Mod Making
Topic: Diablo 2 Mod Testing
Replies: 7
Views: 488
United States of America

Re: Diablo 2 Mod Testing

Depends on what I am testing, most cases I as xp so I can get to a good level depending on my needs. I use cube a lot to give stats and skills for testing.

Most of my testing is done in act 1 unless it's something specific to a different act.
by k0r3l1k
Thu Mar 22, 2018 4:15 pm
Forum: Diablo 2 Chatter
Topic: Project Kalavic Feedback (Alpha 0.0.01)
Replies: 17
Views: 1676
United States of America

Re: Project Kalavic Feedback (Alpha 0.0.01)

Fantastic as always. I am hard at work on v0.1.0, and I will be including fixes in that patch, though unfortunately alchemy will have to wait, and I don't yet have a timeline for some animation and code fixes. I'm hoping to get the bugs and kinks worked out when I release the remainder of act 1. I a...
by k0r3l1k
Tue Mar 20, 2018 11:38 pm
Forum: Member Аnnouncements
Topic: Project Kalavic (release v0.0.01) Alpha
Replies: 3
Views: 857
United States of America

Re: Project Kalavic (release v0.0.01) Alpha

Greetings! Version 0.0.02 is now available. v0.0.02 -Fixed a bug with Corpse Explosion that caused collision with enemies to create additional explosions. -Made a minor change to Nerve Gas Bomb graphic, no longer leaves the last frame of fire on screen for the remaining duration of the missile. -Add...

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