Search found 31 matches

by Cypress
Wed Sep 18, 2019 9:14 am
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

Explain the exact process in which you are implementing these new skills. Are you copy pasting it verbatim and leaving the same name in the row "Skill"? Because that is the only issue I can immediately see based on your previous post; your new skill has the first column "Skill" as "Summon Grizzly" w...
by Cypress
Sun Sep 15, 2019 5:44 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

Based on what I can see, MonProp.txt should work. But if you can't even select the skill, then how do you expect to know if MonProp.txt is working correctly or not? First fix the skill, then work on MonProp. Try reverting changes you have made to the skill until it works so that you can pinpoint the...
by Cypress
Sun Sep 15, 2019 5:29 am
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

What skill are you trying to make into an on striking effect via Monprop.txt? It would be best to start off with something simple that should work (i.e. frost nova) so that you can figure out if it is a problem with the skill itself, with applying it via Monprop or if the skill requires special sett...
by Cypress
Mon Sep 09, 2019 7:28 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

1) hit-skill should work. Make sure that the skill you are using for this has the column ItemEffect set to 1. 2) I don't really understand what you are asking, but if you want a buff skill then you will likely want to create a skill based off another buff skill, like a warcry or enchant. 3) Refer to...
by Cypress
Wed Sep 04, 2019 6:54 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

To use monprop.txt: Go to monprop.txt Create a new row Add 0 to the column *eol (this is at the very end of the row and whenever you see this, you should put in 0) In the column "ID", choose any name you feel like. I used iceman since I'm giving frost nova on striking. Set the "prop1" column to some...
by Cypress
Mon Sep 02, 2019 2:19 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

You can add equipment via monequip.txt, but you can also add effects like a proc directly via monprop.txt. If you use monequip.txt, you have to first set the inventory column in monstats.txt for your monster to 1, otherwise it cannot use equipment. You can also add auras through monprop.txt by givin...
by Cypress
Mon Sep 02, 2019 3:10 am
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

SkillDesc requires you to use a string editor. I would recommend using AFJ Sheet Edit 1.12 . Do not use AFJ Sheet Edit 1.11. Extract the patchstring.tbl from your patch_d2.mpq, put it into your data folder in the same location and use your string editor to edit the tbl. In the tbl you will find the ...
by Cypress
Sun Sep 01, 2019 9:44 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

You can directly give monsters cast on struck/attack/strike/death through monprops.txt. And if you want them to cast skills, you can use the Druid Bear AI and change smite to some other skill. As for auras, look at how the Fire Golem gains his aura.
by Cypress
Sun Sep 01, 2019 4:05 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

Note that editing your posts will automatically bump the thread, you do not need to make a new post each time. Just use edit. The changes you have made to the necroskeleton look fine and should work. As for the error, there could be a variety of reasons. One way this can occur is if you add a new sk...
by Cypress
Sun Sep 01, 2019 12:45 pm
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 36
Views: 1925

Re: Question of the 1st step.

Go to monstats.txt Find the columns Monstatsex and Code Put in the matching entries from whatever monster you want your monster to look like (i.e. if you want your skeletons looking like goatman, put goatman1 into Monstatsex and GM in Code) I strongly recommend looking up the guides for any txt file...
by Cypress
Sun Jul 28, 2019 1:48 am
Forum: General Mod Making
Topic: A Softcoded Approach to Expanding ItemStatCost.txt
Replies: 2
Views: 203

Re: A Softcoded Approach to Expanding ItemStatCost.txt

What about life/mana/stamina values? They roll-over at 8388607... If you are using a stat with a roll-over at 8388607, then the minimum value must be 1000000 and the value must not be greater than 7999999. You would also only use the formulae up to digit 7, since the digits past that do not exist (...
by Cypress
Mon Jul 08, 2019 2:35 pm
Forum: General Mod Making
Topic: A Softcoded Approach to Expanding ItemStatCost.txt
Replies: 2
Views: 203

A Softcoded Approach to Expanding ItemStatCost.txt

I've been working on my mod and came to realize that I would need upwards of thousands of new stats to create a functional and expansive system by which NPC conversations and events can be controlled by player stats. To circumvent the inherent limits of itemstatcost.txt, I had to come up with a meth...
by Cypress
Sat Jun 01, 2019 2:13 pm
Forum: General Mod Making
Topic: a question about damage from skill of summon
Replies: 1
Views: 157

Re: a question about damage from skill of summon

You can add the elemental damage directly through the missile. So if you are using multiple shot, then you can go to multipleshotarrow in missiles.txt and fill out the elemental damage columns.
by Cypress
Tue May 28, 2019 7:14 am
Forum: Member Аnnouncements
Topic: [Mod RELEASE] E=MC2 Heroic Edition
Replies: 4
Views: 405

Re: [Mod RELEASE] E=MC2 Heroic Edition

Thanks, I understand how it works now. I'm now at the new act 3, which is really different, but very fun. Definitely a big change in tone from the silly Den of Evil. But it seems that my character has spawned a bugged Abandoned Nest, which doesn't have the exit to the Bloody Woods. Resetting the lev...
by Cypress
Sat May 25, 2019 2:31 pm
Forum: Member Аnnouncements
Topic: [Mod RELEASE] E=MC2 Heroic Edition
Replies: 4
Views: 405

Re: [Mod RELEASE] E=MC2 Heroic Edition

Stepped into the Den of Evil and immediately knew this mod was going to be great. The only problem I've run into so far is that frozen orb, hound of the wild hunt and shocking glacial star have misaligned prerequisites, preventing any allocation.
by Cypress
Thu Mar 21, 2019 3:51 am
Forum: General Mod Making
Topic: Hello, guys! Do you know how to change hatred from the summon?
Replies: 5
Views: 2882

Re: Hello, guys! Do you know how to change hatred from the summon?

That feature of raven is part of its SrvDoFunc. This means you can set the SrvDoFunc of the other druidic summons to 114 and they will be ignored by enemies.
by Cypress
Sat Dec 15, 2018 2:34 pm
Forum: General Mod Making
Topic: Replacement idea for Sin MA skills?
Replies: 4
Views: 293

Re: Replacement idea for Sin MA skills?

If you want to make charge-ups less annoying, then turn them into auras. It makes it so the skill automatically attacks in conjunction with your normal attacks. As a result, you will automatically build charges.
by Cypress
Mon Nov 26, 2018 10:26 am
Forum: General Mod Making
Topic: Inner Sight w/ -dmg resist?
Replies: 4
Views: 250

Re: Inner Sight w/ -dmg resist?

You can actually just change SrvDoFunc from 6 to 30 for Inner Sight and it will allow it to have additional aurastats, which brings into question why anyone would even use SrvDoFunc 6 at all. And for Eastern Sun, from what I can tell, original Eastern Sun did not have functioning -physical resistanc...
by Cypress
Mon Nov 26, 2018 6:49 am
Forum: General Mod Making
Topic: Inner Sight w/ -dmg resist?
Replies: 4
Views: 250

Re: Inner Sight w/ -dmg resist?

Something about Inner Sight is making it behave unusually. I did a few tests: (1) Added in damageresist into aurastat2, with -ac in aurastat1 Result: No change in physical resistance (2) Replaced aurastat1 with damageresist Result: Reduced physical resistance (3) Replaced aurastat1 with coldresist a...
by Cypress
Wed Nov 21, 2018 8:32 pm
Forum: Diablo II Chatter
Topic: Mod headaches
Replies: 4
Views: 519

Re: Mod headaches

http://www.mediafire.com/file/3oh1hqw7is4t3jh/golemerc.rar/file Here is a mod matching your specifications. The only difficult part was the hireling inventory, but that has already been compiled into a plugin, so that required no effort on my part. Note that if you are going to mod this mod further,...
by Cypress
Fri Jul 20, 2018 10:54 am
Forum: General Mod Making
Topic: Can Teleport Fade Be Disabled?
Replies: 0
Views: 370

Can Teleport Fade Be Disabled?

I have been messing around with teleport, on-hit effects and auras to create janky softcoded keyboard controls, and it mostly works, but there is still one very annoying issue: there is a black fade effect every time you teleport via item-effect or aura, which becomes dangerously flashing at low fra...
by Cypress
Thu Jul 19, 2018 3:43 am
Forum: General Mod Making
Topic: Shadow Warrior skills?
Replies: 4
Views: 367

Re: Shadow Warrior skills?

After messing around a bit, I did manage to find a way that sort of works. Unfortunately, no normal restrictions work (state requirements, weapon requirements, delays). However, they will not cast a skill if the "summon" or "pettype" columns contain "shadowwarrior" or "shadowmaster". This means that...
by Cypress
Thu May 03, 2018 4:24 am
Forum: Skill Clinic
Topic: How to make a persistent skill's(like Armageddon) damage controled by the type of weapon?
Replies: 2
Views: 663

Re: How to make a persistent skill's(like Armageddon) damage controled by the type of weapon?

This 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.
by Cypress
Mon Apr 16, 2018 11:08 am
Forum: Skill Clinic
Topic: Problem with the pets that summoned by the Hydra's func
Replies: 6
Views: 1609

Re: Problem with the pets that summoned by the Hydra's func

As far as I can tell, the pets summoned by aura are exactly the same as normal, and definitely possess threat. To make a summoning aura: 1) Choose a summoning skill that doesn't have unusual requirements. I used a spirit wolf aura. Iron golem aura doesn't seem to work at all, and necroskeleton aura ...
by Cypress
Mon Apr 16, 2018 3:23 am
Forum: General Mod Making
Topic: Enable skills on left skill bar does not make work anymore necro curse skills
Replies: 2
Views: 293

Re: Enable skills on left skill bar does not make work anymore necro curse skills

This arises from using an improper text editor. I suggest using AFJ Sheet to read and save text files. When you use Excel and presumably other programs, information is lost because they cannot properly read the columns, resulting in curses to stop functioning properly no matter what is changed. In m...

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