Search found 125 matches

by gcc
Mon Nov 19, 2018 10:41 pm
Forum: General Mod Making
Topic: Max Level to Use a Potion
Replies: 2
Views: 242
Austria

Re: Max Level to Use a Potion

Use a formula similar to this one:
(stat('ulvl'.accr)<11)?1000:0

If your potion adds +%xp for x seconds you also should use a formula for the duration and set the duration to 0 at lvl 11 or higher in order to make the item not consumable.
by gcc
Thu Sep 27, 2018 9:36 pm
Forum: General Mod Making
Topic: Stack Items in the INPUT Cube Recipe
Replies: 1
Views: 272
Austria

Re: Stack Items in the INPUT Cube Recipe

Have you tried using the OP columns with itemstat #70?
by gcc
Wed May 23, 2018 10:05 pm
Forum: General Mod Making
Topic: CubeMain + ItemTypes + TreasureClassEx problem
Replies: 3
Views: 298
Austria

Re: CubeMain + ItemTypes + TreasureClassEx problem

The value 0 in itemratio.txt prevents an item from getting downgraded to the next lower quality. If you enable the white items again by changing the value to something larger than 0, they will drop ofc.
by gcc
Wed May 23, 2018 9:07 am
Forum: General Mod Making
Topic: CubeMain + ItemTypes + TreasureClassEx problem
Replies: 3
Views: 298
Austria

Re: CubeMain + ItemTypes + TreasureClassEx problem

Open Itemratio.txt and change the "magic" column to 0.
by gcc
Wed May 16, 2018 9:58 pm
Forum: General Mod Making
Topic: Mod with only 1 difficulty
Replies: 4
Views: 534
Austria

Re: Mod with only 1 difficulty

Both can be done with code editing, the first part should be quite simple (removing the check for difficulty when creating a game), the second one will probably require more edits. Check code editing forum, there are a few topics about removing nightmare / hell.
by gcc
Wed May 16, 2018 9:34 pm
Forum: General Mod Making
Topic: Newbie questions: are these things possible without CE?
Replies: 11
Views: 911
Austria

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

This will work for all types of damage. However, converting physical damage to elemental will not work for poison. Non-physical damage on weapon attacks (for example if you have an amulet that adds 10-20 fire damage) will not get converted. Procs and almost all other stuff including slow, openwounds...
by gcc
Tue May 15, 2018 9:13 am
Forum: General Mod Making
Topic: Newbie questions: are these things possible without CE?
Replies: 11
Views: 911
Austria

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

So adding srcdmg to elemental spells will let them work like physical skills that have a chance to proc on hit, CB and maybe even Deadly Strike etc?! Okay, that is cool. srcdmg actually does add weapon dmg to a skill or missile. The damage can also be converted to elemental dmg, like lightning dmg ...
by gcc
Sun May 13, 2018 4:33 pm
Forum: General Mod Making
Topic: Newbie questions: are these things possible without CE?
Replies: 11
Views: 911
Austria

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

Using skill functions to achieve something special (like generating mana) means that you cannot use them for any skills that already have another skill function. Also, some skill functions require a melee hit, this is most likely the case for the one generating mana. You can spawn missiles with any ...
by gcc
Sat May 12, 2018 2:47 am
Forum: General Mod Making
Topic: Changing drop sounds for runes/gems/uniques/skills
Replies: 4
Views: 438
Austria

Re: Changing drop sounds for runes/gems/uniques/skills

In data/global/excel you can find several txt files that contain tables with data for skills, items, monsters, etc. If you never modded D2 before, this folder will not be present. You should take a look into some starter guides before you start making changes. This topic contains links to some usefu...
by gcc
Sat May 12, 2018 2:40 am
Forum: General Mod Making
Topic: Newbie questions: are these things possible without CE?
Replies: 11
Views: 911
Austria

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

You mean Cobra Strike? That is the only Assassin skill that comes to my mind that generates mana, but afaik it is more of charge that grants mana leech to your next finisher... The skill functions for charge up skills used can be used in other skills, too. Sounds complicated... My idea was to have ...
by gcc
Fri May 11, 2018 2:16 am
Forum: General Mod Making
Topic: Changing drop sounds for runes/gems/uniques/skills
Replies: 4
Views: 438
Austria

Re: Changing drop sounds for runes/gems/uniques/skills

Sure, you can make sounds for every entry in misc.txt, weapons.txt, armor.txt, skills.txt, etc. Simply change the sound columns in these files. For example "dropsound" in misc.txt refers to the sound.txt file entry played when an item is dropped.
by gcc
Fri May 11, 2018 2:10 am
Forum: General Mod Making
Topic: Newbie questions: are these things possible without CE?
Replies: 11
Views: 911
Austria

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

1) letting some skills generate Mana instead of costing Mana when they are used (aka “negative Mana cost”) to create some Mana generating skills (like Fire Bolt, Ice Bolt, Magic Arrow, Bash etc.) There is an assassin skill that generates mana, and it's possible to create skills that add x mana per s...
by gcc
Sun Apr 08, 2018 6:06 pm
Forum: General Mod Making
Topic: How to let a new character born with an unique charm?
Replies: 5
Views: 532
Austria

Re: How to let a new character born with an unique charm?

Starting items will always be normal quality. You could create a new item, set "unique" to 1 and then create a unique version of that item. I don't know if this works, but I don't think so. You could ofc code edit the function that creates starting items, try to look in code editing forum probably s...
by gcc
Sat Mar 31, 2018 11:35 pm
Forum: General Mod Making
Topic: How to generate .bin files in linux?
Replies: 6
Views: 456
Austria

Re: How to generate .bin files in linux?

virtualbox since it's easy to use and supports everything I need. Guest OS is XP since almost all the programs not running that good with wine runs on it and XP was the last Windows version I used.
by gcc
Sat Mar 31, 2018 11:28 pm
Forum: General Mod Making
Topic: Removing immunities from all monsters - also from super uniques
Replies: 9
Views: 539
Austria

Re: Removing immunities from all monsters - also from super uniques

manahit -> magic resist
spectralhit -> fire/cold/ltng resist
stoneskin -> phys resist

all of them can cause immunities.
by gcc
Sat Mar 31, 2018 2:41 am
Forum: General Mod Making
Topic: Removing immunities from all monsters - also from super uniques
Replies: 9
Views: 539
Austria

Re: Removing immunities from all monsters - also from super uniques

chanc to spawn is controlled by cpick and upick columns.
suprunique mods need to be changed by hand.
by gcc
Sat Mar 31, 2018 12:34 am
Forum: General Mod Making
Topic: How to generate .bin files in linux?
Replies: 6
Views: 456
Austria

Re: How to generate .bin files in linux?

I'm running it in a VM with Win XP. Much more convenient than Wine, since not all tools will work out of the box. Maybe this has changed with newer Wine versions, but I'm doing it this way since several years.
by gcc
Thu Mar 29, 2018 11:01 pm
Forum: General Mod Making
Topic: Removing immunities from all monsters - also from super uniques
Replies: 9
Views: 539
Austria

Re: Removing immunities from all monsters - also from super uniques

And yes. you could simply remove all monumod entries that cause res (set chance to 0 so that they do not spawn, and remove them from superuniques.txt) - but this will limit the available monumods to strong, cursed, fast, multishot, aura and teleport. Ghostly champions would also have to be removed.
by gcc
Mon Mar 26, 2018 9:25 pm
Forum: General Mod Making
Topic: what is the max lvl for hit-skills ?
Replies: 17
Views: 876
Austria

Re: what is the max lvl for hit-skills ?

Sure you can - but increasing by a fixed value is harder than increasing by a percentage since the synergy columns will always apply percentages. But with the right formula it should work, enjoy figuring out the correct formula :D Increasing minion dmg / hp / other stats by fixed amounts is much eas...
by gcc
Sun Mar 25, 2018 5:30 pm
Forum: Mod Concepts & Research
Topic: Bloopers - What your mod Doesn't look like
Replies: 12
Views: 1790
Austria

Re: Bloopers - What your mod Doesn't look like

I was surprised that the game did not simply crash with an unhandled exception...
All I made was a typo - misspelled the item type...

Image
by gcc
Sun Mar 25, 2018 5:16 pm
Forum: General Mod Making
Topic: what is the max lvl for hit-skills ?
Replies: 17
Views: 876
Austria

Re: what is the max lvl for hit-skills ?

Simply leave divide at 1024. Use add / multiply to increase item value if you want to do that. The difference between properties.txt and itemstatcost.txt is that properties.txt is used to add modifiers to items in an more conventient way - automagic attributes, rare items, uniques, sets, runes - whi...
by gcc
Sun Mar 25, 2018 5:02 pm
Forum: General Mod Making
Topic: Diablo 2 Mod Testing
Replies: 7
Views: 574
Austria

Re: Diablo 2 Mod Testing

You can also us misc.txt to create potions or tokens or something like that to increase experience so that leveling is not needed at all. Almost everything else can be done with items, there is nothing bad in creating a charm with +1 teleport, +2000 life and +1000 mana if you just want to test somet...
by gcc
Sun Mar 18, 2018 3:54 pm
Forum: General Mod Making
Topic: what is the max lvl for hit-skills ?
Replies: 17
Views: 876
Austria

Re: what is the max lvl for hit-skills ?

Create a new entry in itemstatost.txt (let's call it "chargedboltsyn" which can store at least a value of 100. Then create a new property in properties.txt which is linked to this itemstatcost.txt entry. In skills.txt simply put some calculation with the "chargedboltsyn" stat in the synergy column. ...
by gcc
Tue Mar 13, 2018 8:26 pm
Forum: General Mod Making
Topic: making runewords
Replies: 11
Views: 568
Austria

Re: making runewords

You can do that, yes. If a string cannot be found in patchstring.tbl, the game will simply display "An evil force". For runewords you have to make sure that the patchstring.tbl entry exists, otherwise the game will crash. For everything else - regular items, skill names, monsters, uniques, etc, it w...
by gcc
Tue Mar 13, 2018 4:03 pm
Forum: General Mod Making
Topic: making runewords
Replies: 11
Views: 568
Austria

Re: making runewords

Exactly, you can change this entry to whatever you want.
You also can add more columns if you need some space for comments in all txt files. Simply add * as the first character, and the column will be treated as a comment.

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