Search found 21 matches

by Jason Maher
Wed Sep 10, 2008 4:05 pm
Forum: Skill Clinic
Topic: Common skills/skill trees
Replies: 4
Views: 770

Re: Common skills/skill trees

I wasn't thinking of generic skills like "attack" and "unsummon", but skills that require the spending of skill points to use, for example giving all 7 classes the Barbarian's "Iron Skin" or the Amazon's "Penetrate". In particular, I had the idea to either give all classes the same skill set but all...
by Jason Maher
Wed Sep 10, 2008 2:34 pm
Forum: Skill Clinic
Topic: Common skills/skill trees
Replies: 4
Views: 770

Common skills/skill trees

Is the only way to give all 7 classes a common skill or common skill tree to clone all the necessary skills 6 times over? If so, doesn't this basically mean there are 7 different skills with the same name and effect (as seen by the user), and thus any bonus to the specific skill on an item would onl...
by Jason Maher
Sun Apr 27, 2008 3:23 pm
Forum: General Mod Making
Topic: Altering Druid Raven skill
Replies: 7
Views: 422

Yes, I had it set to 25 + 5 frames per level. 1 second should be noticeable, remembering I was testing in the normal Cold Plains, so no Cold Immunes. Meh, I decided to go back to pure physical Ravens in the end. Had some fun synergising Ravens, the Spirits, and the Creepers too. As always, trying to...
by Jason Maher
Fri Apr 25, 2008 5:54 am
Forum: General Mod Making
Topic: Altering Druid Raven skill
Replies: 7
Views: 422

Passive stat columns work - the Ravens are now doing cold damage (as evidenced by the little blue flash every time they hit), but no chill is happening (and yes, I am using coldlength as the third stat).
by Jason Maher
Thu Apr 24, 2008 3:00 pm
Forum: General Mod Making
Topic: Altering Druid Raven skill
Replies: 7
Views: 422

[quote=Rattlecage";p="384941"]Did you adjust the Elen field in skills.txt? Changing that will affect how long monsters are chilled. Also, the game is hard coded at 25 frames per second (no matter the frame rate), so having an Elen of 25 will chill monsters for 1 second, 50 for 2 seconds, etc. I beli...
by Jason Maher
Thu Apr 24, 2008 4:44 am
Forum: General Mod Making
Topic: Altering Druid Raven skill
Replies: 7
Views: 422

Altering Druid Raven skill

I recently attempted to buff the Druid skill "Raven" by significantly increasing the damage, then by adding supplemental elemental damage. Originally I went for magic damage, but later changed my mind and went for cold damage instead. The problem is, when I tested it on some low-level normal monster...
by Jason Maher
Mon Dec 24, 2007 11:44 am
Forum: General Mod Making
Topic: New Set Item Text Colour Problem
Replies: 7
Views: 427

Re: New Set Item Text Colour Problem

I figured out what was happening with my original problem - after I noted a number of my set items had changed their name to the set item listed on the row above them in SetItems.txt - including the amulet below my new boots being named "M'avina's Faith" (and thus the green text even though I hadn't...
by Jason Maher
Thu Dec 20, 2007 2:38 pm
Forum: General Mod Making
Topic: New Set Item Text Colour Problem
Replies: 7
Views: 427

Re: New Set Item Text Colour Problem

That's interesting - does that mean you can't simply clear Sets.txt and SetItems.txt to create a completely new set of Sets?

Jason
by Jason Maher
Wed Dec 19, 2007 2:27 pm
Forum: General Mod Making
Topic: New Set Item Text Colour Problem
Replies: 7
Views: 427

Re: New Set Item Text Colour Problem

Well it's a new item, a pair of Wyrmhide Boots called M'avina's Faith, giving the M'avina's set six instead of five items. So no, I didn't change the name in the table as I added it myself, and I didn't add any colour tag. I later added both red and green colour tags to see what would happen, but th...
by Jason Maher
Wed Dec 19, 2007 4:40 am
Forum: General Mod Making
Topic: New Set Item Text Colour Problem
Replies: 7
Views: 427

New Set Item Text Colour Problem

I know generally how to alter the text colour (I use AFJ Table Editor), however one small colour glitch has got me stumped. I added a pair of boots to the M'avina's set, and the name in the in-game list of set items always shows green, whether or not I actually have the item (instead of red for a mi...
by Jason Maher
Sat Dec 15, 2007 2:38 pm
Forum: General Mod Making
Topic: Disabling Excpetional and Elite items
Replies: 2
Views: 291

Re: Removing Excpetional and Elite items

As always, thanks for the prompt response. I figured it was something like that. By "remove" I did actually mean "disable", as I had read elsewhere about the hardcoded references to some of the exceptional and elite gear. A follow up question: will setting the qlvl for all the exceptional/elite item...
by Jason Maher
Fri Dec 14, 2007 3:56 pm
Forum: General Mod Making
Topic: Disabling Excpetional and Elite items
Replies: 2
Views: 291

Disabling Excpetional and Elite items

How should I go about removing exceptional and elite items from the game (i.e. only one tier of items, alal D1). I'm assuming altering or clearing the ubercode and ultracode columns will be required so they don't turn up when gambling, rarity changed to prevent racks spawning them, spawnable set to ...
by Jason Maher
Sat Nov 03, 2007 2:50 pm
Forum: General Mod Making
Topic: Rune gambling jitters
Replies: 4
Views: 454

Re: Rune gambling jitters

I thought as much. Seems more trouble than it's worth to solve a very minor headache.

Again on the prices, is it possibly rounding errors at some point in the gamble price calculations producing the differences between the "runes" even though they are all set at a base of 25000?

Jason
by Jason Maher
Thu Nov 01, 2007 4:12 pm
Forum: General Mod Making
Topic: Rune gambling jitters
Replies: 4
Views: 454

Rune gambling jitters

I've followed Nef's tutorial and added random rune gambling (using the El rune graphic for all of them prior to identification). All is working fine, save a couple of minor things: 1. The prices are dependent on clvl , which is a good thing, as better runes are possible at higher levels, but despite...
by Jason Maher
Wed Oct 24, 2007 3:26 pm
Forum: General Mod Making
Topic: New Treasure Classes Not Working
Replies: 5
Views: 755

Re: New Treasure Classes Not Working

Got it working fine now, thanks all, changed picks to -4 and Cpot to 1. Though naturally the best class-specific item I've found has not been from a Super Unique, but a 109% ED reflex bow from Anya.

Jason
by Jason Maher
Mon Oct 22, 2007 12:31 pm
Forum: General Mod Making
Topic: New Treasure Classes Not Working
Replies: 5
Views: 755

Re: New Treasure Classes Not Working

It's always something simple. Cheers guys. I doubt I ever would have noticed the fact that the potion classes were dropping twice. As a follow-up question, does the game work left to right when doing forced drops? So if I swapped the class specific and cpot columns in the Super TC's, the seventh ite...
by Jason Maher
Sun Oct 21, 2007 4:15 pm
Forum: General Mod Making
Topic: New Treasure Classes Not Working
Replies: 5
Views: 755

New Treasure Classes Not Working

The idea: to force all Super-Uniques to drop a random class-specific item of at least magic quality. The reasoning: mainly as an exercise in playing with TreasureClassEx.txt, but also to increase the chances of finding class specific items which are less common than other base items (except for Assa...
by Jason Maher
Wed Oct 17, 2007 8:57 am
Forum: General Mod Making
Topic: Removing/Minimising Dodge/Avoid/Evade Stun Lock
Replies: 3
Views: 346

Removing/Minimising Dodge/Avoid/Evade Stun Lock

I read somewhere that it is possible to "fix" the D/A/E stun lock problem by reducing the number of frames the animation plays for, the default I believe being 8 frames. First Question: is it possible to change the number of frames for the D/A/E animations without code editing (as the post I read in...
by Jason Maher
Fri Oct 05, 2007 2:08 pm
Forum: PlugY|NefEx|D2Mod
Topic: NefEx v1.00 (build 070511)
Replies: 39
Views: 23523

I would gladly post an error report if I could even install the program in the first place. First off, I tried using Windows Compressed Folder to extract the files to a new folder in my Diablo II directory. This only resulted in the following error popup: "Compressed (zipped) Folders Error: File ski...
by Jason Maher
Fri Oct 05, 2007 10:29 am
Forum: Code Editing
Topic: Making Missiles Effected by AR% granted by skills again
Replies: 3
Views: 1784

Re: Making Missiles Effected by AR% granted by skills again

Sorry to bring up such an old thread, but I found it a little hard to follow exactly what is required for the second part of this fix. Namely, what is the instruction "CALL xxxxxxxxxx" going to achieve? Is this supposed to be replaced by whatever you name the custom library? i.e. CALL <JMP.&library....
by Jason Maher
Thu Oct 04, 2007 9:46 am
Forum: Diablo II Chatter
Topic: v1.10-v1.11b Bugs Collection
Replies: 46
Views: 18530

Re: v1.10-v1.11b Bugs Collection

cts. Attack Rating Bugs Throwing and shooting skills that add an attack rating bonus to the missiles do not add their bonus (it passes 0 to the function instead of reading the bonus of the missile) Has anyone successfully fixed this bug? If so, where might I find info on such a fix, as my searches ...

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