Search found 68 matches

by Cypress
Tue Aug 04, 2020 2:27 am
Forum: General Mod Making
Topic: Save out of AFJ Editor
Replies: 5
Views: 44

Re: Save out of AFJ Editor

I recommend using patchstring.tbl instead since it has priority over all other tbls. You can extract it from patch_d2.mpq, then just place it into the same location. If you don't see the gem strings in patchstring.tbl, then you can add them (hit the + button), name them the same as the gem strings i...
by Cypress
Tue Aug 04, 2020 1:07 am
Forum: General Mod Making
Topic: Save out of AFJ Editor
Replies: 5
Views: 44

Re: Save out of AFJ Editor

Are you able to edit other strings, or is it just the gem-related strings (that are having a problem)? Is it only colors that have a problem, or are all string changes not working? Are you editing patchstring.tbl, or something else? Can you add in and save new strings?
by Cypress
Mon Aug 03, 2020 9:38 pm
Forum: Feedback
Topic: Please Replace AFJ Table Editor 1.11 on the Download Page with 1.12
Replies: 0
Views: 18

Please Replace AFJ Table Editor 1.11 on the Download Page with 1.12

I suggest that AFJ Table Editor 1.11 and 1.11u (https://d2mods.info/forum/downloadsystemcat?id=18) be removed from the Download Page and replaced with version 1.12 (https://d2mods.info/forum/viewtopic.php?t=15454). As far as I know, it has no real reason to still be around given that it will not sav...
by Cypress
Mon Aug 03, 2020 9:18 pm
Forum: General Mod Making
Topic: Save out of AFJ Editor
Replies: 5
Views: 44

Re: Save out of AFJ Editor

Don't use AFJ Table Editor 1.11. I'm not sure why it is still available through the download page considering it does not work and how many modders (me included) have been burned by it. I suggest using AFJ Table Editor 1.12 (viewtopic.php?t=15454).
by Cypress
Fri Jul 31, 2020 1:10 pm
Forum: General Mod Making
Topic: Cube recipe for a normal/basic item?
Replies: 2
Views: 58

Re: Cube recipe for a normal/basic item?

I believe you would have to manually add in each recipe yourself if you want to downgrade to the base item (I tested it myself and could find no way of easily doing it, and this thread suggests the same). Considering cubemain.txt has a very, very high limit, you could definitely go and add each reci...
by Cypress
Thu Jul 30, 2020 4:57 pm
Forum: General Mod Making
Topic: Charms don't give bonuses
Replies: 4
Views: 63

Re: Charms don't give bonuses

The only thing I can think of that would cause that is if you are using a charmzone plugin/code edit. Are you using the Basemod plugin? If so, you might want to check the charmzone settings and make sure it is not enabled, or to expand the charmzone area if it is enabled and encapsulating only a sma...
by Cypress
Sun Jul 26, 2020 4:19 pm
Forum: General Mod Making
Topic: Question regarding melee splash damage
Replies: 3
Views: 107

Re: Question regarding melee splash damage

I see the problem. I misunderstood how the skill worked, I just quickly glanced at the txt files without actually testing how it works. The problem is that this skill sends out missiles as a wave from the player instead of a nova from the target. If you were to use a skill that is like the latter c...
by Cypress
Sat Jul 25, 2020 10:23 pm
Forum: General Mod Making
Topic: Question regarding melee splash damage
Replies: 3
Views: 107

Re: Question regarding melee splash damage

You can modify calc2 of skills.txt for proc_SplashDamage and it will determine how many frames must pass before the missile will come into existence. This means you can set it high enough that by the time it spawns it will be outside the radius of the given monster. You should increase this incremen...
by Cypress
Wed Jul 22, 2020 5:47 pm
Forum: General Mod Making
Topic: Something about CoS crashes
Replies: 1
Views: 60

Re: Something about CoS crashes

I believe that crash is caused by any monster that uses a skill with SQ in the anim column. You can probably fix most of the skills by cloning them, giving the cloned skill to monsters and changing anim from SQ to something else (or maybe Sk#mode, but from what you are saying you only had to change...
by Cypress
Tue Jul 14, 2020 9:41 pm
Forum: General Mod Making
Topic: Question about creating pseudo lootfilter with treasureclassex
Replies: 2
Views: 42

Re: Question about creating pseudo lootfilter with treasureclassex

As far as I know, there shouldn't be an issue as long as all the changes you made are downstream of the non-junk drops. It also might be worth noting that you can change the names of items directly by changing their strings (so you could blank out or shorten the names of items you don't care that mu...
by Cypress
Wed Jul 01, 2020 9:55 pm
Forum: General Mod Making
Topic: Looking for Hung Skeleton
Replies: 2
Views: 146

Re: Looking for Hung Skeleton

Hung Skeleton is in the folder for token xq. No idea why they did this.
by Cypress
Mon Jun 29, 2020 8:46 pm
Forum: General Mod Making
Topic: Adding Auras when Equipped to Skills.txt/Sets.txt Problem
Replies: 0
Views: 119

Adding Auras when Equipped to Skills.txt/Sets.txt Problem

I have added an Aura when Equipped as a set bonus (via Sets.txt) and noticed that this disables all other Aura when Equipped auras. But adding an Aura when Equipped as an item-specific set bonus (via SetItems.txt) does not cause this behavior. I've also added the Aura when Equipped stat to passive s...
by Cypress
Mon Jun 22, 2020 12:36 am
Forum: General Mod Making
Topic: Descline 51 and 66 in SkillDesc.txt
Replies: 2
Views: 127

Re: Descline 51 and 66 in SkillDesc.txt

The only difference I can see is that they produce different numbers if you add in more instances of %d%%. I have no idea what formula they are using for generating each instance of %d%%, but it seems like it is somewhat a function of C1 (although some of the early instances of %d%% are always ident...
by Cypress
Sun Jun 21, 2020 2:54 pm
Forum: General Mod Making
Topic: How To remove Gloams Transparency
Replies: 6
Views: 136

Re: How To remove Gloams Transparency

You don't put anything back into D2data.mpq, place it in your modded Data folder. Diablo 2 knows to override anything that you place in your modded Data folder with whatever is in the Data folder of other mpqs (and be sure to use the same folder location; if you found the file in d2data.mpq's Data/G...
by Cypress
Fri Jun 19, 2020 11:09 pm
Forum: General Mod Making
Topic: How To remove Gloams Transparency
Replies: 6
Views: 136

Re: How To remove Gloams Transparency

Data/global/monsters is in d2data.mpq, which you can take out via winmpq or some other mpq editor. For DCC editing, you can use CV v5.2 (which is in the download section under Animation Editing) although the program is a bit buggy.
by Cypress
Fri Jun 19, 2020 2:57 pm
Forum: General Mod Making
Topic: item_kickdamage cap?
Replies: 3
Views: 77

Re: item_kickdamage cap?

I think I know what the problem is. In itemstatcost.txt, you need to change SendBits of item_kickdamage. By default, it is 7 which means 2^7, or 128, but since it is signed it is actually 2^(7-1)=64. From my brief experimentation, lowering or increasing the limit doesn't actually do anything except ...
by Cypress
Fri Jun 19, 2020 2:28 am
Forum: General Mod Making
Topic: item_kickdamage cap?
Replies: 3
Views: 77

Re: item_kickdamage cap?

How exactly are you adding the kick damage to your character and how do you know it is capped at +255? I was able to get at least +1000 kick damage adding onto kicks via an aura (which I tested in comparison to +1000 damage melee attack which seemed to do about the same damage). I presume the limit ...
by Cypress
Fri Jun 19, 2020 2:25 am
Forum: General Mod Making
Topic: How To remove Gloams Transparency
Replies: 6
Views: 136

Re: How To remove Gloams Transparency

I think the transparency is from the Gloam's walking animation, which you can find in monsters/WW/WWTRLITWLHTH.dcc.
by Cypress
Fri Jun 05, 2020 1:53 pm
Forum: Kingdom of Tenai
Topic: KOT crash after killing Diablo
Replies: 11
Views: 698

Re: KOT crash after killing Diablo

man i find diablo 2 1.10f do it all and dont work .... :S I don't recommend running it directly off 1.10f, it is a lot harder to run mods that way. Instead, if you managed to downgrade to 1.10f, then you can upgrade to 1.13c from there and install D2SE, then download this and put it into your mods ...
by Cypress
Fri Jun 05, 2020 1:43 pm
Forum: General Mod Making
Topic: Spawn minions of destruction in other level
Replies: 2
Views: 80

Re: Spawn minions of destruction in other level

kb/viewarticle?a=360
Check the Enabled, IsSpawn and Rarity columns. Monsters that are not spawned in the normal, level-generating way usually have at least one of these set to 0.
by Cypress
Tue Jun 02, 2020 1:48 pm
Forum: Kingdom of Tenai
Topic: KOT crash after killing Diablo
Replies: 11
Views: 698

Re: KOT crash after killing Diablo

This mod is meant for Diablo 2 version 1.10f. Any other version will have problems. Either downgrade to 1.13c and install D2SE then download Kingdom of Tenai for D2SE, or install Cactus (which does work for 1.14d) and add Kingdom of Tenai as a mod. If you choose to go with the Cactus route: 1) You w...
by Cypress
Tue Jun 02, 2020 12:32 am
Forum: Kingdom of Tenai
Topic: KOT crash after killing Diablo
Replies: 11
Views: 698

Re: KOT crash after killing Diablo

What version of Kingdom of Tenai are you running? Where did you download it from? Are you running it through D2SE or no? What game version of Diablo 2 are you running it from? Are you having the same problem of crashing at the Act 4 portal?
by Cypress
Mon Jun 01, 2020 12:40 am
Forum: Code Editing
Topic: How to chance rune drop rate
Replies: 1
Views: 99

Re: How to chance rune drop rate

That doesn't require hardcoding. Assuming you are completely new to modding Diablo 2, then all you need to do is: 1) Download an MPQ extractor 2) Download AFJ Sheet Editor 3) Use the MPQ extractor to extract the Data folder from Patch_D2.mpq 4) Place the data folder into its own mod folder and add i...
by Cypress
Tue May 19, 2020 3:11 pm
Forum: General Mod Making
Topic: Where are Classic Diablo no CD patches?
Replies: 1
Views: 86

Re: Where are Classic Diablo no CD patches?

You can use Cactus (https://github.com/fearedbliss/Cactus). It is pretty much D2SE but adaptable for any mod or version of the game.
by Cypress
Tue May 05, 2020 2:56 pm
Forum: General Mod Making
Topic: Summon Animation
Replies: 8
Views: 225

Re: Summon Animation

You can put the missile graphics as an overlay, and then activate it as an overlay via sumoverlay. I am assuming that you only want the missile for the graphical effect, otherwise it'll require a bit of a more involved solution. You can also give the golem a state that launches the missile (see rest...

Go to advanced search