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?
Search found 121 matches
- Wed May 28, 2014 11:59 am
- Forum: General Mod Making
- Topic: skill delay problem
- Replies: 3
- Views: 629
- Wed May 28, 2014 11:49 am
- Forum: Feedback
- Topic: search.php does't work sometimes
- Replies: 2
- Views: 2633
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...
- Fri May 23, 2014 2:57 am
- Forum: General Mod Making
- Topic: assassins finishing move as death skill softcoded possible?
- Replies: 3
- Views: 857
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...
- Thu May 22, 2014 12:41 pm
- Forum: General Mod Making
- Topic: assassins finishing move as death skill softcoded possible?
- Replies: 3
- Views: 857
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?
is it possible to do that in softcode?
- Fri May 02, 2014 11:56 am
- Forum: General Mod Making
- Topic: Error while trying to duplicate items.
- Replies: 1
- Views: 582
Re: Error while trying to duplicate items.
works fine for me
input "weap,any" output useitem 99 99 99 outputb useitem 99 99 99
input "weap,any" output useitem 99 99 99 outputb useitem 99 99 99
- Fri May 02, 2014 11:38 am
- Forum: General Mod Making
- Topic: Adding more key-bindings?
- Replies: 2
- Views: 552
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...
- 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: 461
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?
you can go ahead with ollydbg google it
good luck with your project
why would you like to do that in the first place?
no it will read the other onewangyxmike1999" wrote:the game.exe will read Patch2.mpq
you can go ahead with ollydbg google it
good luck with your project
- Fri May 02, 2014 11:08 am
- Forum: General Mod Making
- Topic: Help with Custom
- Replies: 1
- Views: 437
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...
- Fri May 02, 2014 10:49 am
- Forum: General Mod Making
- Topic: make new armor spawn without affixes
- Replies: 0
- Views: 366
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...
- 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: 1118
[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 ...
- Sun Feb 09, 2014 9:05 am
- Forum: Code Editing
- Topic: unused items transformation on rightclick
- Replies: 7
- Views: 1628
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?
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?
- Sun Feb 09, 2014 4:49 am
- Forum: Code Editing
- Topic: unused items transformation on rightclick
- Replies: 7
- Views: 1628
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...
- Fri Nov 08, 2013 9:37 pm
- Forum: General Mod Making
- Topic: telekinesis knockback
- Replies: 2
- Views: 561
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...
- Fri Nov 08, 2013 10:49 am
- Forum: General Mod Making
- Topic: Little question about aura type skills
- Replies: 5
- Views: 614
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
cubemain.txt
mod1 aura yournewaura 1 1
- Tue Nov 05, 2013 10:20 pm
- Forum: General Mod Making
- Topic: telekinesis knockback
- Replies: 2
- Views: 561
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)
(at the moment it does it sometimes)
- Sat Sep 21, 2013 5:30 pm
- Forum: General Mod Making
- Topic: patchstring.tbl problems
- Replies: 0
- Views: 603
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 ...
- Wed Sep 11, 2013 2:53 pm
- Forum: General Mod Making
- Topic: patchstring.tbl new monster
- Replies: 4
- Views: 589
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 ...
- Wed Sep 11, 2013 2:51 pm
- Forum: General Mod Making
- Topic: random out of chosen items output, cubemain.txt
- Replies: 0
- Views: 473
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...
- Tue Sep 10, 2013 12:21 pm
- Forum: General Mod Making
- Topic: Rand-skill into Rand-oskill?
- Replies: 1
- Views: 524
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
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
- Tue Sep 10, 2013 11:35 am
- Forum: General Mod Making
- Topic: Quick Question
- Replies: 1
- Views: 365
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
so no one will guide you on this forum.
google will help you in this case.
gl hf
- Tue Sep 10, 2013 11:32 am
- Forum: General Mod Making
- Topic: Secret Cow Level always enabled
- Replies: 6
- Views: 1150
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...
- Mon Sep 09, 2013 4:26 pm
- Forum: General Mod Making
- Topic: patchstring.tbl new monster
- Replies: 4
- Views: 589
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.
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.
- Mon Sep 09, 2013 3:17 pm
- Forum: General Mod Making
- Topic: patchstring.tbl new monster
- Replies: 4
- Views: 589
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?
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?
- Fri Aug 09, 2013 2:13 am
- Forum: General Mod Making
- Topic: Cubemain.txt output 3+ items?
- Replies: 4
- Views: 1012
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.
thanks for the idea.
- Thu Aug 08, 2013 9:53 pm
- Forum: General Mod Making
- Topic: Cubemain.txt output 3+ items?
- Replies: 4
- Views: 1012
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.
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.