Search found 470 matches

by Ogodei
Fri Jan 12, 2024 1:50 pm
Forum: Code Editing
Topic: [1.10f] Softcoding NecroPet's skill usage
Replies: 1
Views: 392
Italy

[1.10f] Softcoding NecroPet's skill usage

Hey everyone :) Today's chat on Discord with TrueMage prompted me to investigate the NecroPet's AI and I've found out that with just a few modified lines we can get any minion whose AI is NecroPet to adopt the Necromages' behavior, which essentially fires the skill stated in the 'Skill1' field of th...
by Ogodei
Wed Nov 29, 2023 8:20 pm
Forum: Code Editing
Topic: [1.10] Restoring Hireling Running animation
Replies: 14
Views: 6358
Italy

Re: [1.10] Restoring Hireling Running animation

Edit Nov 29 2023 - Code updated in order not to bug out and to only affect the Hireables as originally intended.
by Ogodei
Wed Aug 30, 2023 6:27 pm
Forum: Skill Clinic
Topic: Something about shadowwarrior AI
Replies: 2
Views: 978
Italy

Re: Something about shadowwarrior AI

Hey :)

If it can help, the Shadow Warrior's AI actually makes uses of a few AITypes. They are fewer and much more predictable than the Shadow Master's. One of said AITypes makes the AI treat skills as ranged.

Take a look at this:

viewtopic.php?f=4&t=65395
by Ogodei
Tue Jun 13, 2023 3:49 pm
Forum: Code Editing
Topic: [1.10f / 1.13c ] Fixing Shadow Master's AI
Replies: 11
Views: 5862
Italy

Re: [1.10f / 1.13c ] Fixing Shadow Master's AI

Thread updated with the offsets for 1.13c :) enjoy!
by Ogodei
Sat May 20, 2023 9:36 am
Forum: General Mod Making
Topic: ShadowMasterNoInit AI
Replies: 2
Views: 239
Italy

Re: ShadowMasterNoInit AI

Hello, If I remember correctly, the Shadow Master's AI initialises the unit's skills by taking a look at the summoner's own skills and then proceeds to assign them to the minion. Whether the minion is able to use them or not, and how they are used, depends on the skill's AIType field in skills.txt ....
by Ogodei
Mon Jan 23, 2023 7:56 am
Forum: Dark Alliance
Topic: [Release] patch v 0.05.04
Replies: 3
Views: 4015
Italy

Re: [Release] patch v 0.05.03

Hey, and thanks for your interest. I am the co-dev in Kingpin's Dark Alliance mod. I can assure you we are still continuing the project but we need some time to rebuild the code base from scratch. We ended up with many untested features and translations from ASM to C that caused odd and seemigly ran...
by Ogodei
Wed Jan 18, 2023 8:18 am
Forum: General Mod Making
Topic: new monsters sound issue
Replies: 2
Views: 474
Italy

Re: new monsters sound issue

If I recall correctly, Monster sounds are in .wav format , either mono or stereo, set to 22050 hz and 16-bit.

Also remember that, in case, the correct path is Data\Global\sfx\monster\your folder (not "monsterS").

Did you try converting the sounds like that?

I hope this helps.
by Ogodei
Tue Nov 22, 2022 7:32 am
Forum: Diablo I Chatter
Topic: Welcome to the Diablo I Chatter section !
Replies: 12
Views: 4013
Italy

Re: Welcome to the Diablo I Chatter section !

I tried, too, but couldn't find anything. Here, take it from the attachment. Credits for this awesome tool to ArthurDent and the people mentioned in the acknowledgements section of its help manual ( Zamal , Zenda , Ulmo and the several posters of The Dark forum community) I uploaded the archive with...
by Ogodei
Mon Nov 21, 2022 2:26 pm
Forum: Diablo I Chatter
Topic: Welcome to the Diablo I Chatter section !
Replies: 12
Views: 4013
Italy

Re: Welcome to the Diablo I Chatter section !

In that case, I don't know the process of converting D2 animations to D1 very well, but you can ask on our discord if somebody knows :)
by Ogodei
Fri Nov 18, 2022 4:59 pm
Forum: Diablo I Modding
Topic: What tool is used for cl2 format
Replies: 1
Views: 708
Italy

Re: What tool is used for cl2 format

Please refrain from doing multiple post for the same topic. I had to remove two of them.

I answered in your fourth post under the Diablo I chatter section.

> > Here! < <

Have a nice day and remember to read the terms of service in case you have doubts :)
by Ogodei
Fri Nov 18, 2022 4:53 pm
Forum: Diablo I Chatter
Topic: Welcome to the Diablo I Chatter section !
Replies: 12
Views: 4013
Italy

Re: Welcome to the Diablo I Chatter section !

Hello,

As for that, you can use TDG23 , made by Arthur Dent, or Savagesteel's Diablo 1 Graphic editor :)
by Ogodei
Mon Aug 22, 2022 6:09 am
Forum: Code Editing
Topic: [1.10] Restoring Hireling Running animation
Replies: 14
Views: 6358
Italy

Re: [1.10] Restoring Hireling Running animation

Hey :) I'm good, thanks. What I meant is that since there are many functions that use 'push 02' as one of their arguments, you're better off with removing every breakpoint that is unrelated to the mercenary walk animation. What you should do is starting a game without a mercenary, set a breakpoint o...
by Ogodei
Fri Jan 14, 2022 1:30 pm
Forum: General Mod Making
Topic: [Tutorial] Summoning minions with random skills
Replies: 4
Views: 3457
Italy

Re: [Tutorial] Summoning minions with random skills

great guide, but i have a question, why not assign the skill directly in the monstat instead of using a monprop? Hello :) If you assign the skills directly in monstats every minion you summon will have every assigned skill and use them all accordingly, as the ShadowMaster's AI can use all of the sk...
by Ogodei
Tue Nov 09, 2021 9:49 pm
Forum: Multimedia
Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Replies: 48
Views: 9632
Italy

Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3

Sad indeed !
To think that I was about to re-release the plugin without the patches..
This kind of attitude is the reason why I stopped working on public assets and resources. Thanks a lot for confirming it.
by Ogodei
Mon Aug 23, 2021 5:59 am
Forum: General Mod Making
Topic: [Tutorial] Summoning minions with random skills
Replies: 4
Views: 3457
Italy

Re: [Tutorial] Summoning minions with random skills

Hello and thanks! :) I did not, the main problem being that enemies cannot use the Shadow Master's AI as it requires a player to be the owner of the unit (vanilla speaking). All the other AIs are set to only use the skills they got from MonStats.txt (and Hireling.txt in the case of 'Hireable'). That...
by Ogodei
Fri Aug 20, 2021 6:05 pm
Forum: General Mod Making
Topic: [Tutorial] Summoning minions with random skills
Replies: 4
Views: 3457
Italy

[Tutorial] Summoning minions with random skills

Hello, Today I would like to share a simple guide on how to give more flexibility to your summoner characters. We are going to add a skill that summons a monster that gets a random skill and uses it to fight by your side. 1) First things first, we need to create our new minion. You will need to crea...
by Ogodei
Mon May 31, 2021 5:54 am
Forum: Member Аnnouncements
Topic: Waking up
Replies: 9
Views: 1839
Italy

Re: Waking up

All I can say is that your "dusty posts" have been a source of inspiration for me when I was a mere beginner :)
Welcome back! and make sure to join our Discord channel :D
by Ogodei
Mon May 24, 2021 2:59 pm
Forum: General Mod Making
Topic: Equip two SC Aura in same character
Replies: 1
Views: 347
Italy

Re: Equip two SC Aura in same character

We do not support discussions in regards to private servers. We only support single player \ LAN modmaking.
Please, have a look at our terms of service in order to avoid further misunderstandings.
The thread is now closed.
by Ogodei
Wed May 05, 2021 2:05 pm
Forum: General Mod Making
Topic: Transform to Bloodraven
Replies: 5
Views: 705
Italy

Re: Transform to Bloodraven

Hello,

Keep in mind that Diablo 2 Classic monster tokens are stored within D2Data.mpq while Expansion monsters are in D2Exp.mpq. You want to look into D2Data\Global\Monsters\CR as CR is Blood Raven and Corrupt Rogue's token.
by Ogodei
Tue May 04, 2021 9:20 pm
Forum: General Mod Making
Topic: Transform to Bloodraven
Replies: 5
Views: 705
Italy

Re: Transform to Bloodraven

Hey and welcome!

Work around the brief explanation I posted here. You can easily create a new monster token with all the Blood Raven's specific components renamed as "LIT"
by Ogodei
Fri Apr 16, 2021 5:39 am
Forum: General Mod Making
Topic: Transformed States and Casting
Replies: 4
Views: 501
Italy

Re: Transformed States and Casting

I'll take the Succubus as example: - Extract her token (either 0B or 0C depending on the model you chose) from D2Exp.mpq to your Data\Global\Monsters. - Browse through Data\Global\Monsers\0C or 0B\ COF and make a duplicate of the S2 Mode, renaming it as SC. Do the same with the DCC file in the TR fo...
by Ogodei
Tue Apr 13, 2021 4:43 pm
Forum: General Mod Making
Topic: Transformed States and Casting
Replies: 4
Views: 501
Italy

Re: Transformed States and Casting

Chill and Increase Attack Speed affect all the 'action' animations except SC.
You should clone your animation of choice (like S2 for Succubi) and rename it to SC along with the proper Animdata editing.
by Ogodei
Tue Nov 03, 2020 5:18 pm
Forum: Skill Clinic
Topic: "Player" pet from shadow master template
Replies: 8
Views: 1554
Italy

Re: "Player" pet from shadow master template

the player-like look the Shadowmaster has is given by the state that it's assigned to the pet when it's summoned. Have a look at the 'aurastate' of the vanilla shadowmaster's summoning skill, and you'll see that it's called 'shadowwarrior'. If you take a look to said state in states.txt you will see...
by Ogodei
Wed Oct 07, 2020 9:19 pm
Forum: General Mod Making
Topic: On Life Tap
Replies: 4
Views: 520
Italy

Re: On Life Tap

Not directly, because there is no "curse resist" column. However, you can make a passive skill that adds 100 to the curse resistance stat and give it to your monster of choice via Skill8 ( IIRC , Skill8 is never used by vanilla monstats rows nor by any AI , so you should be fine I guess ) . Aside fr...
by Ogodei
Sat Sep 26, 2020 5:04 am
Forum: Multimedia
Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Replies: 48
Views: 9632
Italy

Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3

I must confess I just threw in random values when doing the template files :)

Did you try messing with Missiles.txt ? IIRC they're also taking their damage from there.

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