Search found 91 matches
- Fri Jul 12, 2019 9:32 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115133
Re: BaseMod Plugin
Thank you sir!
- Thu Jul 11, 2019 10:28 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115133
Re: BaseMod Plugin
Did you by any chance change the odds for gambling? Because I seem to gamble a lot of set items and very few rare items - it almost seems like they are mixed up with each other.
As always, love the project!
As always, love the project!
- Tue May 14, 2019 10:16 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115133
Re: BaseMod Plugin
Hi /dev/urandom, Thank you so much for this great baseline mod, I really enjoy using it on my Single Player game. If I may, I have one request which I think could be a cool feature which I know is a plugin for d2mod or similar and that is being able to dye items. Maybe Akara can sell dyes that enabl...
- Sun Jul 15, 2018 9:53 pm
- Forum: Diablo II Chatter
- Topic: Fastest Diablo 2 LOD speed run in 22:09.120 / 33228 frames - Any% segmented theory run
- Replies: 3
- Views: 1586
Fastest Diablo 2 LOD speed run in 22:09.120 / 33228 frames - Any% segmented theory run
Hi, I have made a Diablo 2 Lord of Destruction (1.13d) speed run where I have tried to find the most optimal way of beating it, using all means possible in the game. This is a segmented run, meaning the run is done in segments and put together later. Unlike RTA's, each segment is ran and recorded ma...
- Tue Apr 03, 2018 10:06 pm
- Forum: Code Editing
- Topic: [1.13d] Double fill potion mechanic
- Replies: 0
- Views: 664
[1.13d] Double fill potion mechanic
Hello, I've done some code editing myself, both from scratch and porting others work in other patches but I am stuck on this one. I would like that health and mana potions do the 'critical strike' 100% of the time a potion is used. I understand from the related thread that two integers are compared,...
- Sun Nov 05, 2017 7:50 pm
- Forum: Eastern Sun Rises
- Topic: [Patch 5.2D] Eastern Sun Rises
- Replies: 198
- Views: 60767
Re: [Patch B Released] Eastern Sun Rises
I am unfortunately getting the same error when I download the latest branch from github.
Once I don't load the BuffIcons plugin it works without flaws, so if it is not the plugin itself it must be some dependencies of sort or interaction with another plugin.
Once I don't load the BuffIcons plugin it works without flaws, so if it is not the plugin itself it must be some dependencies of sort or interaction with another plugin.
- Sun Nov 05, 2017 7:20 pm
- Forum: Eastern Sun Rises
- Topic: [Patch 5.2D] Eastern Sun Rises
- Replies: 198
- Views: 60767
Re: [Patch B Released] Eastern Sun Rises
I am having issues with D2BuffIcons.dll as well, giving me an error when loading it (using D2SE with ES R6E Com4.1N as base and applied your patch on top of it): https://imgur.com/a/t6mVH Tried latest D2BuffIcons.dll from github as well without success. Otherwise I just want to say great job with yo...
- Sat Sep 16, 2017 9:31 am
- Forum: General Mod Making
- Topic: [1.13d] Make 'attack' always hit
- Replies: 10
- Views: 1963
Re: [1.13d] Make 'attack' always hit
Thanks for your help devurandom and Necrolis. I just got back from vacation and got some time to test this, but unfortunately this does not work.
I remember Necrolis had to check for a second place to edit as well but never came back to me. Maybe there is more that needs to be done here?
I remember Necrolis had to check for a second place to edit as well but never came back to me. Maybe there is more that needs to be done here?
- Fri Aug 25, 2017 1:59 pm
- Forum: General Mod Making
- Topic: [1.13d] Make 'attack' always hit
- Replies: 10
- Views: 1963
Re: [1.13d] Make 'attack' always hit
Thanks for your help, I will try that out. However, one thing that comes to mind quickly is that the character level and monster level in the equation is not dealt with then, thus leaving me not hitting monsters which are higher level than me. I wish to be able to hit high level monsters as well, su...
- Wed Aug 23, 2017 1:36 pm
- Forum: Code Editing
- Topic: [1.13d] Rolling maximum damage every attack / spell used
- Replies: 4
- Views: 1093
Re: [1.13d] Rolling maximum damage every attack / spell used
That's very interesting and the kind of answer I am looking for.
Has anyone ever touched these functions before?
Has anyone ever touched these functions before?
- Tue Aug 22, 2017 10:48 am
- Forum: Code Editing
- Topic: [1.13d] Rolling maximum damage every attack / spell used
- Replies: 4
- Views: 1093
[1.13d] Rolling maximum damage every attack / spell used
Hi, I have a little unusual request, but I have a project where I need to be able to do the maximum damage possible whenever I do an attack or cast a spell. By this, I mean that if I have a javelin doing 9-14 throw damage, I wish it would do the 14 damage whenever I threw it. And if the javelin is m...
- Tue Aug 22, 2017 10:02 am
- Forum: General Mod Making
- Topic: [1.13d] Make 'attack' always hit
- Replies: 10
- Views: 1963
[1.13d] Make 'attack' always hit
Hi, I have been able to make the missile thrown from a javelin to be able to always hit a monster by removing the '1' from the 'ToHit' column in missiles.txt. However, I would like to do this with the normal skill 'attack' as well, thus making normal melee attacks always hit. I've searched through m...
- Fri Aug 11, 2017 12:40 pm
- Forum: General Mod Making
- Topic: Unique / minion crow nest packs
- Replies: 2
- Views: 645
Re: Unique / minion crow nest packs
"nmon1-nmon25 Nightmare/Hell only. Spawned species, use ID from MonStats.txt. Only the first ten columns appear in the unmodded file. In 1.10 final, beta 1.10s and v1.11+ you can add the missing nmon11-nmon25 columns. Due to what appears to be a bug Champion/Unique species uses this column also in n...
- Thu Aug 10, 2017 3:48 pm
- Forum: General Mod Making
- Topic: Unique / minion crow nest packs
- Replies: 2
- Views: 645
Unique / minion crow nest packs
Hello, I know for a fact that unique crow nest packs is possible in Stony Field in Hell, but I am not able to produce them in normal and so far nightmare (but I have seen a screen shot of champion crow nest in nightmare). Does anyone know more about this behavior? Might sound weird, but it would hel...
- Mon Jun 26, 2017 10:41 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's D1 Item pack v1.00
- Replies: 11
- Views: 4971
Re: [Release] Ogodei's D1 Item pack v1.00
Talk about quick service, thank you sir!
And I also second that this needs to be in the file center.
And I also second that this needs to be in the file center.
- Mon Jun 26, 2017 9:41 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's D1 Item pack v1.00
- Replies: 11
- Views: 4971
Re: [Release] Ogodei's D1 Item pack v1.00
Does anyone still have this? I would appreciate an upload!
- Mon Feb 09, 2015 5:01 pm
- Forum: General Mod Making
- Topic: D2 1.07 question about item mod string variables relations
- Replies: 1
- Views: 702
Re: D2 1.07 question about item mod string variables relatio
Just got back to this project as I saw it lying in on my desktop. Anyway, I have yet to figure this out and would appreciate help. Where does the game map the relation between mods and strings if this is not specified in any of the text files? €: Looks like I can use 1.13d properties and ISC to eval...
- Thu Aug 14, 2014 8:02 pm
- Forum: General Mod Making
- Topic: D2 1.07 question about item mod string variables relations
- Replies: 1
- Views: 702
D2 1.07 question about item mod string variables relations
Let me put this simple: In 1.13d I can easily find out what string a specific item mod uses in the string tables by first looking up the modifiers code, say regen-mana, by first going to Properties.txt and find 'manarecoverybonus'. Then looking in ISC.txt for manarecoverybonus gives me the string co...
- Mon Jul 14, 2014 6:05 pm
- Forum: Code Editing
- Topic: [1.11b]Number of minions of unique monsters
- Replies: 9
- Views: 1851
Re: [1.11b]Number of minions of unique monsters
I'm trying to understand but I've no clue. I just got back to trying to finish what I started but I am stumbled. I'm in the Mausoleum in Normal act 1 where I have two unique monsters. They are literally right next to each other, in fact I herded them into the same room as they spawned so close. They...
- Sat Jul 12, 2014 1:27 am
- Forum: Skill Clinic
- Topic: Negative life on striking (ItemStatCost question)
- Replies: 1
- Views: 1178
Re: Negative life on striking (ItemStatCost question)
You couid look into Paladin's sacrifice.
- Sat Jul 12, 2014 1:26 am
- Forum: General Mod Making
- Topic: Number of minions for unique monsters in Hell difficulty
- Replies: 1
- Views: 462
- Thu Sep 05, 2013 9:53 am
- Forum: Code Editing
- Topic: [1.11b]Item level formula for gambled items
- Replies: 1
- Views: 819
Re: [1.11b]Item level formula for gambled items
Hi again.
Has anyone ever done anything like this? I've been trying myself but I cannot figure this out.
Has anyone ever done anything like this? I've been trying myself but I cannot figure this out.
- Thu Sep 05, 2013 9:49 am
- Forum: Code Editing
- Topic: [1.11b]Number of minions of unique monsters
- Replies: 9
- Views: 1851
Re: [1.11b]Number of minions of unique monsters
Hi again Keep.
I was wondering if anyone knew anything about this little mystery (read OP). Would be interesting to know why this is happening as I have no idea myself. :p
I was wondering if anyone knew anything about this little mystery (read OP). Would be interesting to know why this is happening as I have no idea myself. :p
- Sat Aug 03, 2013 4:01 pm
- Forum: Dark Alliance
- Topic: weapon-x joining the team
- Replies: 3
- Views: 2432
Re: weapon-x joining the team
Great news! Hope you guys can work together effectively!
- Thu Jan 10, 2013 1:41 pm
- Forum: Code Editing
- Topic: [1.11b]Number of minions of unique monsters
- Replies: 9
- Views: 1851
Re: [1.11b]Number of minions of unique monsters
For superuniques you can simply edit superuniques.txt. There's a min and max there. Remember that nightmare is +1 and hell is +2.