Search found 470 matches
- Fri Jan 12, 2024 1:50 pm
- Forum: Code Editing
- Topic: [1.10f] Softcoding NecroPet's skill usage
- Replies: 1
- Views: 398
[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...
- Wed Nov 29, 2023 8:20 pm
- Forum: Code Editing
- Topic: [1.10] Restoring Hireling Running animation
- Replies: 14
- Views: 6390
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.
- Wed Aug 30, 2023 6:27 pm
- Forum: Skill Clinic
- Topic: Something about shadowwarrior AI
- Replies: 2
- Views: 983
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
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
- Tue Jun 13, 2023 3:49 pm
- Forum: Code Editing
- Topic: [1.10f / 1.13c ] Fixing Shadow Master's AI
- Replies: 11
- Views: 5878
Re: [1.10f / 1.13c ] Fixing Shadow Master's AI
Thread updated with the offsets for 1.13c enjoy!
- Sat May 20, 2023 9:36 am
- Forum: General Mod Making
- Topic: ShadowMasterNoInit AI
- Replies: 2
- Views: 245
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 ....
- Mon Jan 23, 2023 7:56 am
- Forum: Dark Alliance
- Topic: [Release] patch v 0.05.04
- Replies: 3
- Views: 4035
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...
- Wed Jan 18, 2023 8:18 am
- Forum: General Mod Making
- Topic: new monsters sound issue
- Replies: 2
- Views: 478
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.
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.
- Tue Nov 22, 2022 7:32 am
- Forum: Diablo I Chatter
- Topic: Welcome to the Diablo I Chatter section !
- Replies: 12
- Views: 4025
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...
- Mon Nov 21, 2022 2:26 pm
- Forum: Diablo I Chatter
- Topic: Welcome to the Diablo I Chatter section !
- Replies: 12
- Views: 4025
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
- Fri Nov 18, 2022 4:59 pm
- Forum: Diablo I Modding
- Topic: What tool is used for cl2 format
- Replies: 1
- Views: 713
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
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
- Fri Nov 18, 2022 4:53 pm
- Forum: Diablo I Chatter
- Topic: Welcome to the Diablo I Chatter section !
- Replies: 12
- Views: 4025
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
As for that, you can use TDG23 , made by Arthur Dent, or Savagesteel's Diablo 1 Graphic editor
- Mon Aug 22, 2022 6:09 am
- Forum: Code Editing
- Topic: [1.10] Restoring Hireling Running animation
- Replies: 14
- Views: 6390
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...
- Fri Jan 14, 2022 1:30 pm
- Forum: General Mod Making
- Topic: [Tutorial] Summoning minions with random skills
- Replies: 4
- Views: 3462
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...
- Tue Nov 09, 2021 9:49 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9679
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.
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.
- Mon Aug 23, 2021 5:59 am
- Forum: General Mod Making
- Topic: [Tutorial] Summoning minions with random skills
- Replies: 4
- Views: 3462
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...
- Fri Aug 20, 2021 6:05 pm
- Forum: General Mod Making
- Topic: [Tutorial] Summoning minions with random skills
- Replies: 4
- Views: 3462
[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...
- Mon May 31, 2021 5:54 am
- Forum: Member Аnnouncements
- Topic: Waking up
- Replies: 9
- Views: 1847
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
Welcome back! and make sure to join our Discord channel
- Mon May 24, 2021 2:59 pm
- Forum: General Mod Making
- Topic: Equip two SC Aura in same character
- Replies: 1
- Views: 347
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.
Please, have a look at our terms of service in order to avoid further misunderstandings.
The thread is now closed.
- Wed May 05, 2021 2:05 pm
- Forum: General Mod Making
- Topic: Transform to Bloodraven
- Replies: 5
- Views: 708
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.
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.
- Tue May 04, 2021 9:20 pm
- Forum: General Mod Making
- Topic: Transform to Bloodraven
- Replies: 5
- Views: 708
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"
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"
- Fri Apr 16, 2021 5:39 am
- Forum: General Mod Making
- Topic: Transformed States and Casting
- Replies: 4
- Views: 501
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...
- Tue Apr 13, 2021 4:43 pm
- Forum: General Mod Making
- Topic: Transformed States and Casting
- Replies: 4
- Views: 501
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.
You should clone your animation of choice (like S2 for Succubi) and rename it to SC along with the proper Animdata editing.
- Tue Nov 03, 2020 5:18 pm
- Forum: Skill Clinic
- Topic: "Player" pet from shadow master template
- Replies: 8
- Views: 1566
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...
- Wed Oct 07, 2020 9:19 pm
- Forum: General Mod Making
- Topic: On Life Tap
- Replies: 4
- Views: 520
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...
- Sat Sep 26, 2020 5:04 am
- Forum: Multimedia
- Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
- Replies: 48
- Views: 9679
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.
Did you try messing with Missiles.txt ? IIRC they're also taking their damage from there.