Search found 112 matches
- Tue Nov 14, 2023 1:35 am
- Forum: General Mod Making
- Topic: any alterative approach to load d2hack.script?
- Replies: 2
- Views: 343
Re: any alterative approach to load d2hack.script?
Discussion about d2loader is prohibited due to possibility of using it to launch illegal copy of the game.
- Mon May 22, 2023 11:03 pm
- Forum: Map Editing
- Topic: red portal problem...help Please
- Replies: 7
- Views: 2973
- Tue Mar 08, 2022 3:04 pm
- Forum: Code Editing
- Topic: Mod that can make me move out of bounds?
- Replies: 3
- Views: 1789
Re: Mod that can make me move out of bounds?
This is kind of an unusual idea. Pardon my curiousity, but why would you want to move out of bounds?
- Fri Nov 26, 2021 3:57 am
- Forum: General Mod Making
- Topic: [Skill Help] Guided Fire Bolt & Next Hit missile
- Replies: 2
- Views: 442
Re: [Skill Help] Guided Fire Bolt & Next Hit missile
(1) yes, it will always be like this and unfortunately there is nothing you can do about it softcodedly
(2) no because of (1) as the guided missiles can deal damage only once
(2) no because of (1) as the guided missiles can deal damage only once
- Fri Nov 26, 2021 3:45 am
- Forum: General Mod Making
- Topic: Extend Attack speed tables in LOD?
- Replies: 18
- Views: 1871
Re: D2R Attack Speed tables in LOD?
This is kind of forbidden knowledge as the changes done locally to the attack speed affect the battlenet.
- Mon Aug 02, 2021 5:58 pm
- Forum: Code Editing
- Topic: issue with summon skill
- Replies: 2
- Views: 505
Re: issue with summon skill
This is just ̶b̶r̶o̶k̶e̶n̶ ̶m̶o̶n̶s̶t̶e̶r̶s̶ ̶c̶h̶a̶i̶n̶ duplicated id error. Personally described how to fix it in here --> https://d2mods.info/forum/kb/viewarticle?a=360 in big red text at the top of the guide.
- Sat Apr 17, 2021 9:37 am
- Forum: Skill Clinic
- Topic: How to add openwounds to Sacrifice?
- Replies: 1
- Views: 603
Re: How to add openwounds to Sacrifice?
It won't work like that. You would have to rework Sacrifice by changing its function to be the same as Berserk. Thanks to this you can give yourself very short temporary state that would also add openwounds. You would have to simulate the HP loss of Sacrifice by adding negative life regen with corre...
- Sat Dec 26, 2020 2:45 pm
- Forum: General Mod Making
- Topic: Problem with Trying to add # to Runes Names.
- Replies: 8
- Views: 1086
Re: Problem with Trying to add # to Runes Names.
Member News isn't a place for such thing. Your post is visible on the main site as member new and got announced on our discord.
- Tue Dec 01, 2020 1:21 am
- Forum: Code Editing
- Topic: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
- Replies: 10
- Views: 7441
Re: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
With this fix, a drop with an high ilvl (or basicly with any ilvl), which would come with "magic lv bonus" has now this bonus applied on his affix rolls. Without this fix, magic lv bonus will not be applied properly on the drop, somehow like its shown on the graph above. So it basicly removes a cer...
- Thu Oct 29, 2020 12:02 am
- Forum: Code Editing
- Topic: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
- Replies: 6
- Views: 1885
Re: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
As you already know, the error was caused by some plugins you use, this code edit does nothing wrong to normal town portals
- Tue Oct 27, 2020 12:06 pm
- Forum: Code Editing
- Topic: [1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
- Replies: 6
- Views: 1885
[1.10 & 1.13c & 1.13d] Custom red portal to any location [same act] created by missile - fix
A few days, I got asked on our discord about red portals. I have replied they can be used by cairnstones missile function (won't describe it in here, as this is just the fix). Right, you can use this method to create red portal with skill, missile and thus as ctc on death effect and such. The possib...
- Sat Sep 19, 2020 9:56 am
- Forum: Member Аnnouncements
- Topic: It has been a while... [Faith Mod fix and Redemption Mod announcement]
- Replies: 4
- Views: 1282
Re: It has been a while... [Faith Mod fix and Redemption Mod announcement]
Its visible on main site, under Community section. Anyway here you go https://discord.com/invite/NvfftHY
- Wed Aug 26, 2020 8:52 pm
- Forum: Member Аnnouncements
- Topic: It has been a while... [Faith Mod fix and Redemption Mod announcement]
- Replies: 4
- Views: 1282
Re: It has been a while... [Faith Mod fix and Redemption Mod announcement]
Hello, Phrozen Keep actually grew in last 10 years. We have discord channel with very active and quite big community. I really recommend to join, especially ifnyou want to work on some mod. Every tool is still available and nothing was ever lost.
- Wed Jul 22, 2020 1:28 pm
- Forum: General Mod Making
- Topic: Magic modifier amount?
- Replies: 2
- Views: 352
Re: Magic modifier amount?
Cast rate can be set up to 127 without interfering into save bits. I think that magicpreffix.txt and magicsuffix.txt are connected to what the author asked about. You have to edit cast1/cast2/cast3 property values in these files. That's for magic and rare items. As for staffs and orbs, its automagic...
- Thu Jun 25, 2020 7:20 pm
- Forum: Apokaliptic
- Topic: Apokaliptic thread
- Replies: 11
- Views: 17002
Re: Apokaliptic thread
Currently Im on almost 3 weeks vacations, going to announce some news once Im back. Most likely.
- Wed Jun 17, 2020 11:45 pm
- Forum: General Mod Making
- Topic: Doubts on what's possible to do or not and how.
- Replies: 8
- Views: 699
Re: Doubts on what's possible to do or not and how.
Ok, master coders, I apologize for spreading misinformation! I'm just a n00b, take it easy! :D It's all good, you just wanted to help, I took it easy - decided to answer your post for educational purposes :) Preset maps are like, maps that are always the same and not randomly generated? Yes. You ca...
- Tue Jun 16, 2020 2:11 pm
- Forum: General Mod Making
- Topic: Doubts on what's possible to do or not and how.
- Replies: 8
- Views: 699
Re: Doubts on what's possible to do or not and how.
It seems HW was faster, however I'd like to make some clarification comments about the other post. as you see from the txt, there's undead, lowundead (can be affected by highundead), highundead (can cast spells / heal / resurrect lowundead), there's also zakarum and them priests who cast spells on t...
- Fri May 01, 2020 1:16 am
- Forum: Code Editing
- Topic: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
- Replies: 10
- Views: 7441
Re: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
Magic lvl column will work as it should. Perhaps I should have write that items will always roll affixes properly.
- Fri Apr 24, 2020 7:26 pm
- Forum: Feedback
- Topic: Is it okay to copy guides to my site w/ attributions?
- Replies: 13
- Views: 2147
Re: Is it okay to copy guides to my site w/ attributions?
We have such thing and it is called "Knowledge Base", you can go there by clicking the link below:
Knowledge Base
Knowledge Base
- Fri Nov 29, 2019 2:58 pm
- Forum: Code Editing
- Topic: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
- Replies: 10
- Views: 7441
[1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
Soo, some days ago I have discovered that MaxLevel column of MagixSuffix.txt and MagicPrefix.txt isn't working at all. Additionally, if you don't use 'magic lvl' column (left it blank, in vanilla it's used for circlets), your items will roll affixes based on it's required spawn level ('level' column...
- Wed Oct 30, 2019 9:47 pm
- Forum: General Mod Making
- Topic: How to edit Quest Texts
- Replies: 3
- Views: 343
Re: How to edit Quest Texts
There are many active people on Phrozen Keep's community Try visiting our discord server to find out.
- Tue Sep 03, 2019 12:15 am
- Forum: General Mod Making
- Topic: Question of the 1st step.
- Replies: 37
- Views: 3672
Re: Question of the 1st step.
In general, shadow master is the best AI for a summon there is. Ogodei has created shadow master AI mini guide IIRC.
- Sat Aug 03, 2019 3:26 pm
- Forum: General Mod Making
- Topic: Boss Mod issues
- Replies: 7
- Views: 2624
Re: Boss Mod issues
Your problem is caused by MonUMin and MonUMax fields in levels.txt. Set them both to 0, for all difficulties.
- Tue Jul 30, 2019 10:14 am
- Forum: General Mod Making
- Topic: Making new super unique monsters - how?
- Replies: 6
- Views: 888
Re: Making new super unique monsters - how?
Definitely not, if you couldn't find an answer via search engine and the last topic of similar case is 16 years old, then it's absolutely good idea to create new one instead of frankensteinizing something. Furthermore, we aren't a type of "stop writing and go to Google" or "no new topics no new topi...
- Mon Jul 29, 2019 7:03 pm
- Forum: General Mod Making
- Topic: Making new super unique monsters - how?
- Replies: 6
- Views: 888
Re: Making new super unique monsters - how?
That's some heavy necroposting, do not frankensteinize posts and topics that were written 16 years ago.
Answering your question - no.
Answering your question - no.