simply add to merc only items the automod "-2000 vita"
its dirty, but requires much much less then the other options
i think with a little tbl editing this can even be invisible or simply changed in "merc only" (just an assumption!)
Search found 14 matches
- Tue Sep 13, 2016 7:04 pm
- Forum: General Mod Making
- Topic: Merc only Items
- Replies: 2
- Views: 712
- Tue Sep 13, 2016 4:29 pm
- Forum: General Mod Making
- Topic: Unique+Ist=same baseitem Unique
- Replies: 0
- Views: 416
Unique+Ist=same baseitem Unique
Hi, i made a recipe which enables to reroll uniques or get another unique if there are more then one with the same base. now the Problem is if i make my mod, then someone could just upgrade for example "The Occulus", get a Dimensional Shard Occu, cube it and gets death fathom. So i have a few soluti...
- Tue Sep 13, 2016 3:25 pm
- Forum: General Mod Making
- Topic: Ethereal Items
- Replies: 9
- Views: 1311
Re: Ethereal Items
hi, thanks you 2
with selfep it indeed works
with "of Ages" (indestrucatble) i test it out later, if the etheral has to be before indestruct
but can an item spawn etheral with "of Ages" in unmodded game?
with selfep it indeed works
with "of Ages" (indestrucatble) i test it out later, if the etheral has to be before indestruct
but can an item spawn etheral with "of Ages" in unmodded game?
- Tue Sep 13, 2016 1:21 pm
- Forum: General Mod Making
- Topic: Ethereal Items
- Replies: 9
- Views: 1311
Re: Ethereal Items
Hi, i have a question.
What is the code in magic suffix for etheral?
simply eth?
i want to combine selfrepair and of Ages with etheral.
What is the code in magic suffix for etheral?
simply eth?
i want to combine selfrepair and of Ages with etheral.
- Mon Sep 12, 2016 6:20 pm
- Forum: General Mod Making
- Topic: softcoded waypointmod - workaround?
- Replies: 1
- Views: 510
softcoded waypointmod - workaround?
so i changed cold plains with moomoo farm and some other wps to other locations they work, but without the modplugin you either have the wps already, or are lost so a dirty workaround would be to, if the mod is final, deliver an additional levels.txt with unmodified wps, so one can take them as they...
- Sun Sep 11, 2016 11:41 pm
- Forum: General Mod Making
- Topic: Big Inventory Mod + Gomule
- Replies: 3
- Views: 808
Re: Big Inventory Mod + Gomule
Hi,
the problem is, gomuleXs inventory is "only" 6*10
while i run a mod that has 10*10 inventory
it doesnt matter that much, but would still be cool.
is gomule opensource?
the problem is, gomuleXs inventory is "only" 6*10
while i run a mod that has 10*10 inventory
it doesnt matter that much, but would still be cool.
is gomule opensource?
- Sun Sep 11, 2016 10:55 pm
- Forum: Mod Concepts & Research
- Topic: No {filtered} items - how would it work?
- Replies: 1
- Views: 1458
No {filtered} items - how would it work?
Hi, I for one dont like that in games like D2, Torchlight, Dungeon Siege ect there are an abundance of {filtered} Like, why even have so many possibilities if only one gets chosen by 99% of players. Lets keep it simple and talk about D2C. Here we have a good example in the Spear-Weapons Because the ...
- Sat Sep 10, 2016 7:38 pm
- Forum: General Mod Making
- Topic: Big Inventory Mod + Gomule
- Replies: 3
- Views: 808
Big Inventory Mod + Gomule
Hi, everything works fine, except: in gomule the chars only have a small inventory, still bigger then normal but not as big as ingame gomule even displays items which a put their, but the belt is in the way it doesnt delete those items and this is just a luxury problem i guess. but if anyone knows h...
- Thu Sep 08, 2016 10:58 pm
- Forum: General Mod Making
- Topic: flip file changes for precious items - ToS?
- Replies: 0
- Views: 363
flip file changes for precious items - ToS?
Hi, i just tried it out just out of curiosity. You can change the flipfile so, that the image on the ground is what you desire, and from what it seems whatever dimensions you want (standard is something like 4-10 pixels) an obvious mod be for example all uniques with a big flashy groundgraphic like ...
- Wed Sep 07, 2016 3:14 pm
- Forum: Mod Concepts & Research
- Topic: set item mod
- Replies: 1
- Views: 1458
set item mod
Hi, i want to make a mod that enables some additional possibilities for the elite-sets i saw something like this somewhere, and would be helpful if you could point me to it :) the idea is basicly: cube recipes immortal king hammer -> sword -> polearm -> staff -> ect (to have all masteries and singer...
- Wed Sep 07, 2016 9:51 am
- Forum: General Mod Making
- Topic: No junk - Treasureclassex.txt
- Replies: 5
- Views: 965
Re: No junk - Treasureclassex.txt
i didnt looked to deep in it, but is junk actually only potions/quivers/scrolls or do they contain jewelry/charms too? well if the former then big thanks :) i figured it nearly out myself, i made gld with zero and deleted all itemcodes that suck (wich worked, gld was the problem, as mentioned in a t...
- Wed Sep 07, 2016 2:17 am
- Forum: General Mod Making
- Topic: No junk - Treasureclassex.txt
- Replies: 5
- Views: 965
Re: No junk - Treasureclassex.txt
hi, thanks for reply, in my first edit i used the "delete" key on my keyboard on various itemcodes, such as tsc, mp1 to 5, hp1 to 5 ect so that didnt work (nothing except champs drop then) so another idea i have is: is there some kind of dummy item which cant spawn but can be put into a tc to have t...
- Tue Sep 06, 2016 5:33 pm
- Forum: General Mod Making
- Topic: No junk - Treasureclassex.txt
- Replies: 5
- Views: 965
No junk - Treasureclassex.txt
Hi, i wanted to make a minimod, so that no junk drops anymore, such as gold, crappotions, scrolls of portal/id since the txt has a special tc for multiplied gold such as the council (or any champion for that matter) its ok that they drop gold tho, its just silly to have 500 gold piles all over the s...
- Sat Aug 06, 2016 7:50 am
- Forum: General Mod Making
- Topic: [Classic 1.00] De Seis Theft and crashes...
- Replies: 0
- Views: 377
[Classic 1.00] De Seis Theft and crashes...
Hi folks, i play 1.00 and De Seis with his theft, while gameplaywise only a mild annoyance (with 4 pot rows it really doesnt matter) it seems that theft crashes the game it actually gives a usefull errorcode and not the classic "c000..05" "i dont know the {filtered} happened" it says something like ...