Search found 21 matches
- Wed Sep 10, 2008 4:05 pm
- Forum: Skill Clinic
- Topic: Common skills/skill trees
- Replies: 4
- Views: 845
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...
- Wed Sep 10, 2008 2:34 pm
- Forum: Skill Clinic
- Topic: Common skills/skill trees
- Replies: 4
- Views: 845
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...
- Sun Apr 27, 2008 3:23 pm
- Forum: General Mod Making
- Topic: Altering Druid Raven skill
- Replies: 7
- Views: 628
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...
- Fri Apr 25, 2008 5:54 am
- Forum: General Mod Making
- Topic: Altering Druid Raven skill
- Replies: 7
- Views: 628
- Thu Apr 24, 2008 3:00 pm
- Forum: General Mod Making
- Topic: Altering Druid Raven skill
- Replies: 7
- Views: 628
[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...
- Thu Apr 24, 2008 4:44 am
- Forum: General Mod Making
- Topic: Altering Druid Raven skill
- Replies: 7
- Views: 628
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...
- Mon Dec 24, 2007 11:44 am
- Forum: General Mod Making
- Topic: New Set Item Text Colour Problem
- Replies: 7
- Views: 502
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...
- Thu Dec 20, 2007 2:38 pm
- Forum: General Mod Making
- Topic: New Set Item Text Colour Problem
- Replies: 7
- Views: 502
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
Jason
- Wed Dec 19, 2007 2:27 pm
- Forum: General Mod Making
- Topic: New Set Item Text Colour Problem
- Replies: 7
- Views: 502
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...
- Wed Dec 19, 2007 4:40 am
- Forum: General Mod Making
- Topic: New Set Item Text Colour Problem
- Replies: 7
- Views: 502
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...
- Sat Dec 15, 2007 2:38 pm
- Forum: General Mod Making
- Topic: Disabling Excpetional and Elite items
- Replies: 2
- Views: 340
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...
- Fri Dec 14, 2007 3:56 pm
- Forum: General Mod Making
- Topic: Disabling Excpetional and Elite items
- Replies: 2
- Views: 340
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 ...
- Sat Nov 03, 2007 2:50 pm
- Forum: General Mod Making
- Topic: Rune gambling jitters
- Replies: 4
- Views: 525
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
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
- Thu Nov 01, 2007 4:12 pm
- Forum: General Mod Making
- Topic: Rune gambling jitters
- Replies: 4
- Views: 525
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...
- Wed Oct 24, 2007 3:26 pm
- Forum: General Mod Making
- Topic: New Treasure Classes Not Working
- Replies: 5
- Views: 848
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
Jason
- Mon Oct 22, 2007 12:31 pm
- Forum: General Mod Making
- Topic: New Treasure Classes Not Working
- Replies: 5
- Views: 848
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...
- Sun Oct 21, 2007 4:15 pm
- Forum: General Mod Making
- Topic: New Treasure Classes Not Working
- Replies: 5
- Views: 848
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...
- Wed Oct 17, 2007 8:57 am
- Forum: General Mod Making
- Topic: Removing/Minimising Dodge/Avoid/Evade Stun Lock
- Replies: 3
- Views: 453
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...
- Fri Oct 05, 2007 2:08 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: NefEx v1.00 (build 070511)
- Replies: 44
- Views: 29637
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...
- Fri Oct 05, 2007 10:29 am
- Forum: Code Editing
- Topic: Making Missiles Effected by AR% granted by skills again
- Replies: 4
- Views: 2373
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....
- Thu Oct 04, 2007 9:46 am
- Forum: Diablo II Chatter
- Topic: v1.10-v1.11b Bugs Collection
- Replies: 46
- Views: 20405
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 ...