Search found 424 matches

by Cypress
Sun Mar 24, 2024 1:30 am
Forum: General Mod Making
Topic: Manipulating Sockets: Softcoded 7 Sockets
Replies: 2
Views: 379

Re: Manipulating Sockets: Softcoded 7 Sockets

Hi aasa0001, that's not exactly the same in LOD. You won't be seeing numbers that large in LOD ever, in LOD it underrolls to 255 sockets, although either way it's a problem. Although with careful design, you shouldn't ever end up with less than -100 socket multiplier.
by Cypress
Sat Mar 23, 2024 3:08 pm
Forum: General Mod Making
Topic: Guide to Events, Itemevents and Auraevents
Replies: 0
Views: 104

Guide to Events, Itemevents and Auraevents

This is a guide describing events, itemevents and auraevents. Itemevents and auraevents are separate since they don't seem to share functions. CREDITS: Silvermane and Necrolis for confirming that the doactive event is non-functional. Nefarius and BrotherLaz for writing the missiles.txt guide, which ...
by Cypress
Tue Mar 05, 2024 1:07 am
Forum: Skill Clinic
Topic: [1.14D] Aura on Gethit(?)
Replies: 3
Views: 594

Re: [1.14D] Aura on Gethit(?)

In the case of Enchant, hitpoints gained from hpregen will be saved regardless of the source, so there's no advantage to using an aura in that case. In the case of auras, hitpoints and perdelay is irrelevant for ctc, as it will only activate once on ctc, and so you will only heal once whether the pe...
by Cypress
Mon Mar 04, 2024 1:34 am
Forum: Skill Clinic
Topic: [1.14D] Aura on Gethit(?)
Replies: 3
Views: 594

Re: [1.14D] Aura on Gethit(?)

Hi Woestave , a cast aura will only be active for up to the duration of its perdelay column, in frames. Auras have perdelay=50 by default, so they will last anywhere from 1 to 50 frames (perdelay seems to be on a global timer, so depending on luck it may go away almost instantly or up to its max dur...
by Cypress
Sat Mar 02, 2024 4:14 pm
Forum: General Mod Making
Topic: [1.14D] Unique monster stats
Replies: 2
Views: 59

Re: [1.14D] Unique monster stats

Hi Woestave , see: https://www.theamazonbasin.com/wiki/index.php/Unique_(monster). Note that monumods.txt is basically two different txt files crammed together, with constants being independent of the rest of the txt file. So rather than gaining a life bonus from rndname, hpmultiply, light and level...
by Cypress
Sat Mar 02, 2024 3:37 pm
Forum: General Mod Making
Topic: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids
Replies: 35
Views: 2935

Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Thanks Nagahaku ! Yes, definitely seems to occur on Coldworm. And it doesn't seem to be poison length reduction, but rather a hidden poison resistance bonus that pushes her into immunity when you wouldn't expect it; in some cases, resistances do not display immunities. At 0% resistance, with no addi...
by Cypress
Sat Mar 02, 2024 2:14 pm
Forum: General Mod Making
Topic: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids
Replies: 35
Views: 2935

Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids

Great finds Nagahaku ! Although I'm unable to confirm the anti-poison logic. The 75% poison resistance is definitely there, but I've been testing maggotqueen1 and am unable to get it to provide effective poison immunity: on a test zombie with maggotqueen1, 1% poison resistance is easily killable wit...
by Cypress
Sat Mar 02, 2024 1:43 pm
Forum: General Mod Making
Topic: The Guide to Almost All Non-Missile Skill Functions
Replies: 41
Views: 6432

Re: The Guide to Almost All Non-Missile Skill Functions

Hi GreenDude , that's not a necropost at all, I'm always glad to see contributions to our understanding of Diablo 2. However, I'm not so sure that's correct. From my brief testing, the difference between Fend with par2=60 and par2=1 is immediately clear. 60 takes it's time clearing out an area, and ...
by Cypress
Tue Feb 20, 2024 11:21 pm
Forum: General Mod Making
Topic: Better Scaling Summons? (1.13c)
Replies: 2
Views: 74

Re: Better Scaling Summons? (1.13c)

zjat , you can add flat values by giving the minion the stat through their aurastats/passivestats. For example, if you want to give a minion +1 defense per value of some stat or skill, all you'd need to so is add in the stat armorclass and set the calc to scale with the value of your minion defense...
by Cypress
Tue Feb 20, 2024 11:19 pm
Forum: General Mod Making
Topic: AoE based Whirlwind possible? (1.13c)
Replies: 1
Views: 43

Re: AoE based Whirlwind possible? (1.13c)

Hi zjat , it is possible. You can add in a Blaze skill that releases aoe weapon damage novas as you move. If you make the radius small enough, it will only hit enemies that you are phasing through with Whirlwind. You could also use some complex Volcano missile interactions to make it so that the Bla...
by Cypress
Sun Feb 18, 2024 4:05 pm
Forum: General Mod Making
Topic: The Guide to Almost All Non-Missile Skill Functions
Replies: 41
Views: 6432

Re: The Guide to Almost All Non-Missile Skill Functions

An issue concerning Bash: It seems like after using Bash, its aurastats will persist as long as I keep hitting enemies--and it doesn't matter which skill I use. I am trying to use the Bash function to trigger a CTC effect that is only possible as long as the Bash-granted aurastat is in effect. Howe...
by Cypress
Fri Feb 16, 2024 11:15 am
Forum: General Mod Making
Topic: The Guide to Almost All Non-Missile Skill Functions
Replies: 41
Views: 6432

Re: The Guide to Almost All Non-Missile Skill Functions

Awesome find Nagahaku ! From my testing: •Blade Shield's srvdofunc is causing the interruption (the srvstfunc is like an aura, it will repeat the srvdofunc every perdelay frames, so every time the srvdofunc 54 is repeated, it may interrupt) •Dragon Talon is also getting interrupted fully like Dragon...
by Cypress
Sat Feb 03, 2024 7:29 pm
Forum: General Mod Making
Topic: Guide to Elements, Elemtypes and Etypes
Replies: 0
Views: 711

Guide to Elements, Elemtypes and Etypes

Elemental types, or elemtypes, or etypes, are the fundamental damage types. They are (barely) defined in ElemTypes.txt, although your only options are to delete elements, change their reference codes or to add new elements. These are the basic rules that apply to all elements: (1) If a skill has ETy...
by Cypress
Sat Jan 27, 2024 8:10 pm
Forum: General Mod Making
Topic: Adding D2R's runewords to LOD 1.13c
Replies: 4
Views: 116

Re: Adding D2R's runewords to LOD 1.13c

Yes, that should work.
by Cypress
Sat Jan 27, 2024 6:24 pm
Forum: General Mod Making
Topic: Adding D2R's runewords to LOD 1.13c
Replies: 4
Views: 116

Re: Adding D2R's runewords to LOD 1.13c

ssjkakaroto, do you have strings for all the new runewords? A runeword without a string will crash the game when created.
by Cypress
Tue Jan 23, 2024 11:43 pm
Forum: General Mod Making
Topic: About item tooltip string display issue
Replies: 33
Views: 2033

Re: About item tooltip string display issue

Desclines with the same priority appear to use desc that have a lower ID in itemstatcost.txt as a lower priority. Meaning, strength and dexterity with the same priority, dexterity will appear above strength because strength has a lower ID. The indestruct property func 20 adds +1 item_indesctructible...
by Cypress
Sun Jan 21, 2024 6:51 pm
Forum: General Mod Making
Topic: About item tooltip string display issue
Replies: 33
Views: 2033

Re: About item tooltip string display issue

That's right, I didn't even think of that, the entire calculation is up to a maximum of mlvl, so the +1 should be within the min parentheses, as you have it.
by Cypress
Sun Jan 21, 2024 12:28 pm
Forum: General Mod Making
Topic: About item tooltip string display issue
Replies: 33
Views: 2033

Re: About item tooltip string display issue

aprildie , yes. You'd need to: (1) Open patch_d2.mpq with an mpq editor (2) Extract the data\global\excel folder (3) Put it into your Diablo 2 directory, keeping the same directory (so it should look like Diablo II\data\global\excel) (4) Use a sheet editor to modify cubemain.txt, I use AFJ Sheet Ed...
by Cypress
Sat Jan 20, 2024 10:12 pm
Forum: General Mod Making
Topic: How to force a unique monster to display a descstr?
Replies: 2
Views: 494

Re: How to force a unique monster to display a descstr?

Hi Karyoplasma , I don't think it's possible to do that without code editing. Andariel has a hardcoded baseid that makes her into a unique monster and drops chipped gems, so the only way to make her compatible would be some janky system where you clone Andariel without her baseid and make it so she ...
by Cypress
Thu Jan 18, 2024 12:23 pm
Forum: General Mod Making
Topic: About item tooltip string display issue
Replies: 33
Views: 2033

Re: About item tooltip string display issue

My method has been to create a cube recipe that generates a specific level Large Charm in cubemain.txt, using any input to output the charm. cheat 1 100 1 any cm2,mag 53 0 And I also set the frequency column in magicprefix.txt of the affixes I want to 255, so that they are likely to spawn. (1) Spawn...
by Cypress
Thu Jan 18, 2024 12:26 am
Forum: General Mod Making
Topic: About item tooltip string display issue
Replies: 33
Views: 2033

Re: About item tooltip string display issue

Oddly, I can't even seem to generate ilvl=53 large charms with either of the 2%+ magic find affixes. At ilvl=58, Lucky(4-6% MF) starts spawning, and then at ilvl=60, Lucky(2-3% MF) starts spawning. It's as if Large Charms have some secret, hidden effective ilvl deduction of -7. The same applies to o...
by Cypress
Tue Jan 16, 2024 11:40 pm
Forum: General Mod Making
Topic: About item tooltip string display issue
Replies: 33
Views: 2033

Re: About item tooltip string display issue

Hi aprildie . What you're looking for is the 'classspecific' column found in magicprefix/magicsuffix/automagic. If classspecific=class, then only class items of that class may spawn with that affix. Barbarians are of the bar class, so their barbarian only helms can gain the affix, but Druids are not...
by Cypress
Thu Jan 11, 2024 12:02 am
Forum: General Mod Making
Topic: The Guide to Almost All Non-Missile Skill Functions
Replies: 41
Views: 6432

Re: The Guide to Almost All Non-Missile Skill Functions

Thanks eleriaqueen! That's not a D2R specific difference, that was my mistake in testing. Turns out Vengeance can't use elemental damage nor Etype; it always applies cold length with ELen regardless of the etype set. I've updated the guide accordingly.
by Cypress
Sat Dec 30, 2023 2:05 pm
Forum: General Mod Making
Topic: Item Stat for Summon Minion Damage
Replies: 2
Views: 307

Re: Item Stat for Summon Minion Damage

See this thread: https://d2mods.info/forum/viewtopic.php?t=24813 You'll want to make use of calculations to make a new stat/skill add damage to minions. The easiest way would be to add the 'damagepercent' stat to minions equivalent to the amount of your new stat/skill, although a lot of pets already...
by Cypress
Wed Dec 27, 2023 12:39 am
Forum: General Mod Making
Topic: Rerolling upgraded uniques
Replies: 1
Views: 587

Re: Rerolling upgraded uniques

If I'm understanding properly, you'll want: For retaining exceptional on upgraded base: input: any,upg,exc output: useitem,mod,reg,exc For retaining elite on upgraded base and exceptional: input: any,upg,eli output: useitem,mod,reg,eli 'any' can be substituted with whatever you want, probably 'armo'...

Go to advanced search