Search found 121 matches

by sonic
Wed May 28, 2014 11:59 am
Forum: General Mod Making
Topic: skill delay problem
Replies: 3
Views: 422

skill delay problem

i have made a new skill that needs a very high delay and to be casted only once per game.
delay is set and works fine but most of the druid skills are blocked now.
is there a way to fix it?
by sonic
Wed May 28, 2014 11:49 am
Forum: Feedback
Topic: search.php does't work sometimes
Replies: 2
Views: 1772

search.php does't work sometimes

i didn't know where to report it so i posted it here. it didn't work with the following words together: "skill delay" most of the other things do work error message: Forbidden You don't have permission to access /forum/search.php on this server. Additionally, a 404 Not Found error was encountered wh...
by sonic
Fri May 23, 2014 2:57 am
Forum: General Mod Making
Topic: assassins finishing move as death skill softcoded possible?
Replies: 3
Views: 619

Re: assassins finishing move as death skill softcoded possib

But what do you want it to be precisely? So that when assassin dies her charges go off and, say, when having 3 orbs of rolaystrike it strikes frost bolts nova? i would like to use the second charge of phoenix strike (chain lightning) as death skill without having to use the charge up skill chain li...
by sonic
Thu May 22, 2014 12:41 pm
Forum: General Mod Making
Topic: assassins finishing move as death skill softcoded possible?
Replies: 3
Views: 619

assassins finishing move as death skill softcoded possible?

hi guys i have been thinking to softcode the finishing move of the assassin in skills.txt in order to put it on a item that will cast it 100% when the assassin dies.
is it possible to do that in softcode?
by sonic
Fri May 02, 2014 11:56 am
Forum: General Mod Making
Topic: Error while trying to duplicate items.
Replies: 1
Views: 433

Re: Error while trying to duplicate items.

works fine for me
input "weap,any" output useitem 99 99 99 outputb useitem 99 99 99
by sonic
Fri May 02, 2014 11:38 am
Forum: General Mod Making
Topic: Adding more key-bindings?
Replies: 2
Views: 452

Re: Adding more key-bindings?

it is possible but probably not easy, cheat engine/ollydbg and/or C++ could help you could try looking for the values of zero in and one for start in cheat engine while moving in a direction 0 not moving 1 moving (up, down, left, right will probably have different addresses) or may be its even: 1= u...
by sonic
Fri May 02, 2014 11:19 am
Forum: General Mod Making
Topic: How can change Patch_D2.mpq name that game.exe read? ?
Replies: 1
Views: 346

Re: How can change Patch_D2.mpq name that game.exe read? ?

probably hardcoded.
why would you like to do that in the first place?
wangyxmike1999" wrote:the game.exe will read Patch2.mpq
no it will read the other one

you can go ahead with ollydbg google it
good luck with your project :lol:
by sonic
Fri May 02, 2014 11:08 am
Forum: General Mod Making
Topic: Help with Custom
Replies: 1
Views: 324

Re: Help with Custom

did you try to use the flippyfile and invfile columns in uniqueitems.txt? also do you want it to be a jewel or a new code that acts like a jewel? you can use the jew code for it in uniqueitems.txt also check if you have not messed up the properties on the jewel that can cause it not to spawn easiest...
by sonic
Fri May 02, 2014 10:49 am
Forum: General Mod Making
Topic: make new armor spawn without affixes
Replies: 0
Views: 272

make new armor spawn without affixes

hi guys i made a new shield base in armors.txt and it automatically gets affixes assigned when magic i would like to prevent that and set my own affixes instead if i don't set a equiv1 in itemtypes.txt then i have no problem with setting my own affixes but then i have no block durability etc. i woul...
by sonic
Tue Mar 25, 2014 5:56 pm
Forum: Map Editing
Topic: [solved] act 5 mapclone in act 1 behaves like its in act 5
Replies: 0
Views: 791

[solved] act 5 mapclone in act 1 behaves like its in act 5

hi guys im new into mapmodding and after over 8 hours... i got something working Diablo 2 CACHE? is there something that beside of the patch_d2.mpq and the -direct -txt through the "data" modding folder gets information from somewhere else that ignores a part of the mod since "it knows" what a part ...
by sonic
Sun Feb 09, 2014 9:05 am
Forum: Code Editing
Topic: unused items transformation on rightclick
Replies: 7
Views: 1262

Re: unused items transformation on rightclick

thanks for that, i forgot to mention that i am using 1.13c and there is quite a lot done.
i am still looking forward to code edit it instead of applying plugins,
i just hope there is someone out there that could provide me with some info's
regarding the dll's.

which DLL file would that be located in?
by sonic
Sun Feb 09, 2014 4:49 am
Forum: Code Editing
Topic: unused items transformation on rightclick
Replies: 7
Views: 1262

unused items transformation on rightclick

i am working on a item that i want to rightclick to open the cowportal (act 1 only ofc) question: can i use one of the unused items that transmutes into the arrows or stamina portions by default to change the code to open a cow portal? (harder part i guess would be making the item perm so that it ca...
by sonic
Fri Nov 08, 2013 9:37 pm
Forum: General Mod Making
Topic: telekinesis knockback
Replies: 2
Views: 384

Re: telekinesis knockback

thanks for your quick reply necrolis, its nice to see you guys still active after such a long time :) i have found a simple workaround after i didn't manage to add 100% chance on knockback on telekinesis, i took assassin's psychic hammer and replaced sound cast overlay etc with the one from telekine...
by sonic
Fri Nov 08, 2013 10:49 am
Forum: General Mod Making
Topic: Little question about aura type skills
Replies: 5
Views: 468

Re: Little question about aura type skills

put the aura when equipped on an item, like a charm.
cubemain.txt
mod1 aura yournewaura 1 1
by sonic
Tue Nov 05, 2013 10:20 pm
Forum: General Mod Making
Topic: telekinesis knockback
Replies: 2
Views: 384

telekinesis knockback

is it possible to set telekinesis to always knock back the enemy? if so, what would i have to change in skills.txt?
(at the moment it does it sometimes)
by sonic
Sat Sep 21, 2013 5:30 pm
Forum: General Mod Making
Topic: patchstring.tbl problems
Replies: 0
Views: 506

patchstring.tbl problems

i have made a new monster in act 1 blood moor added new in patchstring.tbl (data\local\lng\eng\patchstring.tbl) everything fine in game as it should be. then i added patchstring.tbl to patch_D2.mpq launched it and took a look at the monster and his name "an evil force" have i missed something? i am ...
by sonic
Wed Sep 11, 2013 2:53 pm
Forum: General Mod Making
Topic: patchstring.tbl new monster
Replies: 4
Views: 417

Re: patchstring.tbl new monster

i am using patchstring.tbl from patch_d2.mpq (and it works fine with -direct -txt) then i insert the patchstring.tbl with winmpq into patch_d2.mpq (with Diablo lod compatibility settings as i always did with everything else in the past) starting game without -direct -txt and then when i look at the ...
by sonic
Wed Sep 11, 2013 2:51 pm
Forum: General Mod Making
Topic: random out of chosen items output, cubemain.txt
Replies: 0
Views: 337

random out of chosen items output, cubemain.txt

is it possible to put certain items from uniqueitems.txt in a group (like misc, armo, weap in itemtypes.txt) to then randomly output one of them when using the cube to transmute? i have seen in armor.txt that items can have a second type (type2) so i was thinking to give diadem corona etc a second t...
by sonic
Tue Sep 10, 2013 12:21 pm
Forum: General Mod Making
Topic: Rand-skill into Rand-oskill?
Replies: 1
Views: 390

Re: Rand-skill into Rand-oskill?

https://d2mods.info/index.php?ind=revie ... w&iden=345
line is:
roskill 0 1 12 item_nonclassskill

item:
roskill 1 6 155

problem:
skills from druid and assassin not included cause its from line 221-280
by sonic
Tue Sep 10, 2013 11:35 am
Forum: General Mod Making
Topic: Quick Question
Replies: 1
Views: 250

Re: Quick Question

well, talking about private servers is not prohibited.
so no one will guide you on this forum.
google will help you in this case.
gl hf
by sonic
Tue Sep 10, 2013 11:32 am
Forum: General Mod Making
Topic: Secret Cow Level always enabled
Replies: 6
Views: 745

Re: Secret Cow Level always enabled

if it was me i would probably replace the cowking in monpreset.txt not sure but i think you could also clone cowking lines add same at bottom just change the name add to monstats.txt monstats2.txt monpreset.txt patchstring.tbl i have replaced my cowking with another monster easiest thing monpreset.t...
by sonic
Mon Sep 09, 2013 4:26 pm
Forum: General Mod Making
Topic: patchstring.tbl new monster
Replies: 4
Views: 417

Re: patchstring.tbl new monster

yes, this is the location i have been using
i just don't understand why patchstring.tbl is working as -direct -txt
and when i copy the new patchstring.tbl to patch_d2.mpq its not working.
by sonic
Mon Sep 09, 2013 3:17 pm
Forum: General Mod Making
Topic: patchstring.tbl new monster
Replies: 4
Views: 417

patchstring.tbl new monster

i have made a new monster in act 1 blood moor
added in patchstring.tbl everything fine in game as it should be.
added patchstring.tbl to patch_D2.mpq launched it and took a look at the monster and his name "an evil force"
have i missed something?
by sonic
Fri Aug 09, 2013 2:13 am
Forum: General Mod Making
Topic: Cubemain.txt output 3+ items?
Replies: 4
Views: 802

Re: Cubemain.txt output 3+ items?

yea that idea came as well in to my mind and i guess i will have to go with that.
thanks for the idea.
by sonic
Thu Aug 08, 2013 9:53 pm
Forum: General Mod Making
Topic: Cubemain.txt output 3+ items?
Replies: 4
Views: 802

Cubemain.txt output 3+ items?

is it possible to get more then 3 outputs?
we got a, b and c. i wonder if it is possible without changing the hardcode to get more outputs then 3.
i have tried to add in the output qty=5 for an item and that didn't work and it was as well not really what i am looking for.

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