Search found 151 matches

by Okapi
Tue Nov 14, 2017 7:08 pm
Forum: Skill Clinic
Topic: War Cry question
Replies: 2
Views: 618

Re: War Cry question

Hello Jetaman,

Not sure if this is still going on or not. Try changing 'Param1' in Skills.txt at your new skill.

Cheers,

~Okapi
by Okapi
Wed Dec 30, 2015 3:20 pm
Forum: General Mod Making
Topic: Problem with new summon
Replies: 2
Views: 491

Re: Problem with new summon

Hello,

If you change the "Icontype" of "Valkyrie" from a 1 to a 2 in PetType.txt it will look like your first screenshot.

Cheers,

~Okapi
by Okapi
Fri Dec 11, 2015 7:08 pm
Forum: General Mod Making
Topic: how to change assassin inferno trap into a fireball?
Replies: 5
Views: 852

Re: how to change assassin inferno trap into a fireball?

Hello, You could try the following: Skills.txt: - Clone Teeth skill in skills.txt and change it's name and ID. - Change the missile to let's say InfTrapFireball. - Adjust the number of missiles to 4. Missiles.txt: - Duplicate the fireball missile and change it's name to InfTrapFireball. - Replace Fi...
by Okapi
Fri Dec 11, 2015 6:50 pm
Forum: Tools
Topic: [CofEdit] How to create a .cof file with 2 layers?
Replies: 10
Views: 2787

Re: [Cof Editor] How to create a .cof file with 2 layers?

Hello, You'll have to tell in which order the game will read the .cof file. Here's an output of PATNHTH.cof: nb_layers = 8 (number of parts the unit uses) layer_order = 02 03 01 08 04 09 07 00 (part order to tell which part will overlap which (this is tied with "layer_composit" AFAIK), see composit....
by Okapi
Thu Dec 10, 2015 1:40 am
Forum: General Mod Making
Topic: Please help with hydras
Replies: 3
Views: 732

Re: Please help with hydras

Hello, Those three files are the correct ones. Just make sure you are using the fixed .txt files (for 1.13 see here ), the files are placed into the correct folder (Diablo II\data\global\excel\) and you're starting the game with "-direct -txt" added. If you happen to need more guidance with this or ...
by Okapi
Mon Nov 30, 2015 4:18 pm
Forum: Multimedia
Topic: New Animations
Replies: 98
Views: 23139

Re: New Animations

Hello,

Those are some fine looking animations :). Good stuff.

Cheers,

~Okapi
by Okapi
Wed Nov 11, 2015 4:25 pm
Forum: Multimedia
Topic: [Release] Daim's Assets -:| May22, 2015 |:-
Replies: 53
Views: 12589

Re: [Release]Daim's Assets -:| November 3, 2015 |:-

Hello, Your creations look amazing Daimoth; can't wait for more :). About the units palette, you could save the .gif file as seperate .gif/.bmp files, open PsP and run a script which loads the units palette on all seperated files. (I could do this for you if needed) i am having a hard time finding a...
by Okapi
Mon Oct 19, 2015 12:12 pm
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1732

Re: Perfect hit chance

Hello, The reason my game crashed after the D2Game edits (not the D2Client edits, they work like a charm) was because of the way I'm saving the .dll file. I select all, copy it to an executable and then save the file but when I only select the modifications, copy those to an executable and save the ...
by Okapi
Fri Oct 16, 2015 12:46 pm
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1732

Re: Perfect hit chance

Hello Devurandom, Thanks for replying; it's good to see someone was willing to offer assistance . I've changed the following (from 5F to 64): [1.13c] D2Client (breakpoint at opening character pane) 6FB6D91F 83F8 64 CMP EAX,64 6FB6D922 |. 7C 05 |JL SHORT D2Client.6FB6D929 6FB6D924 B8 64000000 MOV EAX...
by Okapi
Fri Sep 25, 2015 10:23 am
Forum: Map Editing
Topic: Chance to spawning Superunique in a maze level
Replies: 6
Views: 1575

Re: Chance to spawning Superunique in a maze level

Hello, Monstats.txt always spawns several monsters not one. Even with a low spawn rate there will be 2 or 3 of that monsters in a level. Isn't that right? Not necessarily, if your monster has got a "rarity" of 1 and a "sparsePopulate" of ~5 there will be a very low chance of seeing just one, let alo...
by Okapi
Thu Sep 24, 2015 10:03 am
Forum: Map Editing
Topic: Chance to spawning Superunique in a maze level
Replies: 6
Views: 1575

Re: Chance to spawning Superunique in a maze level

Hello, Super unique monsters can mean two things, atleast for me that is. First one is a monster with an entry in SuperUniques.txt, second one is a monster with an entry in MonStats.txt (which gets buffed by MonProp.txt; has high stats etc.). Although super unique monsters from SuperUniques.txt can ...
by Okapi
Tue Sep 22, 2015 1:33 pm
Forum: Multimedia
Topic: Animations
Replies: 1
Views: 1558

Re: Animations

Hello Trevor,
Trevor" wrote:Can monsters have more than 8 directions? I don't think they can but I'm not sure
Same here, not sure about it but you could always give it a go.
Trevor" wrote:what is the order the directions need to be saved in?
Image

There you go.

Cheers,

~Okapi
by Okapi
Fri Sep 18, 2015 4:24 pm
Forum: General Mod Making
Topic: Poison Creeper - Weird as hell skill?
Replies: 5
Views: 935

Re: Poison Creeper - Weird as hell skill?

Hello, Tested giving the character +461% poison spell dmg one moment ago; creeper's damage went from 4-6 to 26-34 (level 1 creeper) and it was obvious in game the damage was boosted (tested with level 10 creeper as well; same result). Not sure if I should even say the following because you are proba...
by Okapi
Thu Sep 17, 2015 5:56 pm
Forum: General Mod Making
Topic: Energy Shield Graphics
Replies: 2
Views: 511

Re: Energy Shield Graphics

Hello,

You could change all "ManaShieldDir" entries to e.g. "Meditation" in Overlay.txt so it uses the same overlay for all directions.

Hope this helps.

Cheers,

~Okapi
by Okapi
Mon Sep 07, 2015 8:52 pm
Forum: Skill Clinic
Topic: Energy Synergies
Replies: 4
Views: 1336

Re: Energy Synergies

Hello,

With the calc "(stat('energy'.accr)/20)" it's base plus bonus.

Cheers,

~Okapi
by Okapi
Mon Sep 07, 2015 2:30 pm
Forum: Skill Clinic
Topic: Energy Synergies
Replies: 4
Views: 1336

Re: Energy Synergies

Hello,

You could add the calc "(stat('energy'.base)/20)" to the column "EDmgSymPerCalc" in Skills.txt to achieve the damage bonus you're aiming for.

Cheers,

~Okapi
by Okapi
Mon Sep 07, 2015 11:54 am
Forum: General Mod Making
Topic: Poison Creeper - Weird as hell skill?
Replies: 5
Views: 935

Re: Poison Creeper - Weird as hell skill?

Hello, This summon uses a skill called "Vine Attack". It will launch several invisible missiles which hits every 15 frames. Giving the summon the following passive stats will increase the damage it does when the character has got poison mastery items equipped: Passivestat1 + Passivecalc1 passive_poi...
by Okapi
Mon Aug 31, 2015 11:37 am
Forum: Multimedia
Topic: DT1 to Monster Animation
Replies: 12
Views: 3119

Re: DT1 to Monster Animation

Hello,

Glad I could help :lol:.

Might I be able to take a look at your files?

Cheers,

~Okapi
by Okapi
Sun Aug 30, 2015 9:16 pm
Forum: Multimedia
Topic: DT1 to Monster Animation
Replies: 12
Views: 3119

Re: DT1 to Monster Animation

Hello, + I need to get rid of that background. (DONE) I cant properly set their x/y coordinates on Cv52 Those quotes do not add up :P*; is the background still that greyish color (which matches the X/Y lines of Cv52)? Setting the background color to 0,0,0 should help you. Cheers, ~Okapi *With "getti...
by Okapi
Sun Aug 30, 2015 6:28 pm
Forum: Multimedia
Topic: DT1 to Monster Animation
Replies: 12
Views: 3119

Re: DT1 to Monster Animation

Hello, The triple post looks nice ;). I've got some questions about the animation which might lead to a solution: are you using the "idle" AI (so it won't do anything)?, only one animation part (e.g. TR; total pieces set to 1?)?, is the column "dNU" set to 1 (so it only uses one direction)? and/or d...
by Okapi
Tue Aug 18, 2015 1:33 pm
Forum: General Mod Making
Topic: d2excel : we can't past lines from a file to
Replies: 2
Views: 314

Re: d2excel : we can't past lines from a file to

Hello,

You could make use of AFJ Sheet Editor instead.

Cheers,

~Okapi
by Okapi
Sun Aug 09, 2015 12:33 pm
Forum: Code Editing
Topic: Perfect hit chance
Replies: 8
Views: 1732

Perfect hit chance

Hello fellow modders,

Is it achievable to get a 100% chance to hit rather than 95%? If so, where could I edit this value? (v1.13C)

Cheers,

~Okapi

P.S. Where could I find the calc(s) used for AR?

Edit: Bump, anyone?
by Okapi
Tue May 05, 2015 8:34 pm
Forum: Multimedia
Topic: FF Gunblades
Replies: 2
Views: 1398

Re: FF Gunblades

Hello,

Are you talking about inventory graphics or character animations?

If you were talking about intentory graphics you could take a look at this topic so you won't get in trouble with the palette.

Cheers,

~Okapi
by Okapi
Mon Apr 27, 2015 9:10 pm
Forum: Mod Concepts & Research
Topic: Luciferi - mod in development...need some advice...
Replies: 11
Views: 2487

Re: Luciferi - mod in development...need some advice...

Hello, The Wind/Mag calc is (stat('energy'.base)-15)/5. If I put the calc "(stat('energy'.base)-15)/4" in the "EDmgSymPerCalc" column (the Skill.txt calc field I meant) the elemental damage will improve when Energy is stat. The ES way is to have a passive skill with passive mastery properties (these...
by Okapi
Sat Apr 25, 2015 3:15 pm
Forum: Skill Clinic
Topic: Need help with a summoning skill
Replies: 21
Views: 3097

Re: Need help with a summoning skill

Hello,

Add "minionpaladin" (skill name) to the column "SkillDamage" in MonStats.txt at your paladin summon and it should hit more often.

Cheers,

~Okapi

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