I have solved.Something wrong with my Edge...
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- Thu Sep 27, 2018 3:24 pm
- Forum: Multimedia
- Topic: [Release] Inertia's Animation Pack - Monsters & Summons
- Replies: 7
- Views: 3760
Re: [Release] Inertia's Animation Pack - Monsters & Summons
- Fri Sep 21, 2018 12:40 pm
- Forum: Multimedia
- Topic: [Release] Inertia's Animation Pack - Monsters & Summons
- Replies: 7
- Views: 3760
Re: [Release] Inertia's Animation Pack - Monsters & Summons
Hey guy,the link is failure.
- Thu May 10, 2018 1:37 pm
- Forum: Skill Clinic
- Topic: How to make Fist of the Heavens heal allys like Holy Bolt?
- Replies: 0
- Views: 1169
How to make Fist of the Heavens heal allys like Holy Bolt?
I notice that the missile of Fist of the Heavens is same as Holy Bolt in Missiles.txt,But it can not heal allys like holybolt,I don't know which function control this ability.
- Sat May 05, 2018 12:19 pm
- Forum: Skill Clinic
- Topic: How to make a persistent skill's(like Armageddon) damage controled by the type of weapon?
- Replies: 2
- Views: 1180
Re: How to make a persistent skill's(like Armageddon) damage controled by the type of weapon?
Thank you!Cypress wrote: ↑Thu May 03, 2018 4:24 amThis is possible, at least for thunderstorm. Set it as an aura and it will update the weapon damage every time it hits. Unfortunately, this method only seems to work for thunderstorm; other persistent skills like armageddon don't do anything when set as an aura.
- Wed Apr 25, 2018 4:36 am
- Forum: Skill Clinic
- Topic: How to make a persistent skill's(like Armageddon) damage controled by the type of weapon?
- Replies: 2
- Views: 1180
How to make a persistent skill's(like Armageddon) damage controled by the type of weapon?
The skill‘s weapsel is set as miss in Skill.txt. But when I release the skill,in it's period I can press 'W' to change the weapon. So now the skill can use the hammer's damage...it's terrible. I have tried many ways to solve this problem but useless. For example,I try to create a new stat in ItemSta...
- Sun Apr 08, 2018 2:44 am
- Forum: General Mod Making
- Topic: How to let a new character born with an unique charm?
- Replies: 5
- Views: 941
Re: How to let a new character born with an unique charm?
Yes I know that,but I want to get it at the very beginning,still to say thank you.
- Sat Apr 07, 2018 3:43 pm
- Forum: General Mod Making
- Topic: How to let a new character born with an unique charm?
- Replies: 5
- Views: 941
How to let a new character born with an unique charm?
How to let a new character born with an unique charm?
I know it can born with a box or a weapon,but it sames that a character can not born with a unique misc.
I know it can born with a box or a weapon,but it sames that a character can not born with a unique misc.
- Tue Apr 03, 2018 2:06 pm
- Forum: Code Editing
- Topic: [1.13c] Allowing whirlwind to proc CTC on hit
- Replies: 1
- Views: 993
Re: [1.13c] Allowing whirlwind to proc CTC on hit
Have you solve this problem?
- Tue Apr 03, 2018 1:19 pm
- Forum: Member news
- Topic: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
- Replies: 45
- Views: 22068
- Tue Apr 03, 2018 10:38 am
- Forum: Skill Clinic
- Topic: Problem with the pets that summoned by the Hydra's func
- Replies: 6
- Views: 2307
Re: Problem with the pets that summoned by the Hydra's func
Well,Thank youOgodei wrote: ↑Tue Apr 03, 2018 8:38 amUnfortunately this effect belongs to the srvDoFunc that is used by the Hydra skill. it deletes the minion's attraction for enemies. I tried many times to achieve a fully working multiple summoning with only txt editing but it seems there's no chance nor a decent workaround.
- Tue Apr 03, 2018 5:32 am
- Forum: Skill Clinic
- Topic: Problem with the pets that summoned by the Hydra's func
- Replies: 6
- Views: 2307
Problem with the pets that summoned by the Hydra's func
I notice that the skill Hydra can summon three monster at once,so I create a new skill using these func(srvstfunc:14 srvdofunc:144),and successfully summon these pets. But!The problem is that these three pets can not attract monter to attack them,even I change their threat in monsters.txt it's not w...
- Tue Apr 03, 2018 3:34 am
- Forum: Member news
- Topic: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
- Replies: 45
- Views: 22068
Re: Nizari's & Jetaman's Treasure Goblin Plugin [all versions]
Thanks for your incredible work!However I have problem with it,when I add the gobin in level.txt,they don't show up as my imagination.So I replace all the monsters in cave by goblin,but the cave became empty in game.So,what is the right way to add these goblin? (I'm not a native speaker,so plz forgi...
- Sun Jan 22, 2017 2:56 pm
- Forum: Diablo II Chatter
- Topic: Missiles.txt has a limit on the number of lines.
- Replies: 4
- Views: 1602
Re: Missiles.txt has a limit on the number of lines.
Really?I am sure all eol lines have been set 0J'P" wrote:Hello,
missiles.txt is limited to 32768 lines. I got ~1000 lines currently without any problem.
Check if u have set all eol lines (0) and/or if nothing is written wrong or doubled.
Greetings
- Sun Jan 22, 2017 2:37 pm
- Forum: Diablo II Chatter
- Topic: Missiles.txt has a limit on the number of lines.
- Replies: 4
- Views: 1602
Missiles.txt has a limit on the number of lines.
I define a new skill called the 822nd line of missiles.txt.but it is forced to call 818th.i am sure that my code in skill.txt is correct.so i think the lines in missiles.txt can only be used no more than 818.
- Sun Dec 04, 2016 2:53 pm
- Forum: Diablo II Chatter
- Topic: How to let pet follow me with its AI changed to a monster's?
- Replies: 1
- Views: 1243
How to let pet follow me with its AI changed to a monster's?
How to let pet follow me with its AI changed to a monster's?
For example,changing the AI of shadowmaster from shadowwarrior to vampire.And she doesn't follow me ang longer,how to deal with that?
For example,changing the AI of shadowmaster from shadowwarrior to vampire.And she doesn't follow me ang longer,how to deal with that?
- Sun Sep 25, 2016 5:58 pm
- Forum: General Mod Making
- Topic: How to add a missile to a skill which already have damage
- Replies: 0
- Views: 541
How to add a missile to a skill which already have damage
For example,adding fireball which already have damage defined in Missiles.txt to armageddon,so The armageddon can have damage both from skill.txt and Missiles.txt.:)
- Fri Sep 23, 2016 5:58 pm
- Forum: General Mod Making
- Topic: How to create cold damage to Armageddon?
- Replies: 4
- Views: 967
Re: How to create cold damage to Armageddon?
I wanna have the damage value shown on character attributes.And can the physical damage of magic(not weapon) change to element damage?rondel123" wrote:Check how magicarrow missile works. You can have a missile dealing 2 elemental attack thanks to that.
Forgive me with my poor english,i'm not a native speaker.
- Fri Sep 23, 2016 2:29 pm
- Forum: General Mod Making
- Topic: How to create cold damage to Armageddon?
- Replies: 4
- Views: 967
Re: How to create cold damage to Armageddon?
Well,I tried but it didn't work.J'P" wrote:Hi,
Look at vengance and u should know how to do that.
Greetinga
J'P
It seems can only used on melee skill.
- Fri Sep 23, 2016 1:30 pm
- Forum: General Mod Making
- Topic: How to create cold damage to Armageddon?
- Replies: 4
- Views: 967
How to create cold damage to Armageddon?
How to create cold damage to Armageddon with fire damage still exist?
I mean,how to let a skill have two kinds of element damage.
I mean,how to let a skill have two kinds of element damage.