Awesome, thank youdevurandom wrote: ↑Sun Jan 31, 2021 10:07 amThe Red Portals from cube code, by default, is going to warp the player to a map entry tile.
Without a map entry tile in the new level it's going to crash.
Search found 69 matches
- Mon Mar 01, 2021 2:28 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
- Sat Jan 30, 2021 5:25 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
Question regarding new levels with red portals. Is it possible to have red portal levels generate as Maze type levels? Preset type load fine as they don't require an entry tile or entry level but when I've tried to make Maze type levels I get an error related to no entry level. For example I'm using...
- Mon Feb 17, 2020 5:26 am
- Forum: Code Editing
- Topic: The old Anya resistance fix for 113c
- Replies: 9
- Views: 1863
Re: The old Anya resistance fix for 113c
To 0005A036 6A 00 PUSH 0 0005A038 57 PUSH EDI 0005A039 6A 27 PUSH 27 0005A03B 53 PUSH ESI 0005A03C E8 A106FBFF CALL 0000A472 //D2Common.#10887 0005A041 6A 00 PUSH 0 0005A043 57 PUSH EDI 0005A044 6A 29 PUSH 29 0005A046 53 PUSH ESI 0005A047 E8 9606FBFF CALL 0000A472 //D2Common.#10887 0005A04C 6A 00 P...
- Thu Jan 30, 2020 9:36 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
@Epiphron would be easy to add those assembly patches, but advanced modders want me to take out all the simple code edits like that, so I don't think I'll be adding anymore CE's. Not going to say I'm an advanced modder by any means, I just want to chuck whist's code edit for this(1.13c only). All c...
- Fri Jan 17, 2020 4:55 pm
- Forum: General Mod Making
- Topic: What's the ideal OS for playing and modding Diablo 2?
- Replies: 8
- Views: 568
Re: What's the ideal OS for playing and modding Diablo 2?
I use 7 and I've had no problems with modding or playing, but like it's already been mentioned it's now officially unsupported by MS.
Wine works somewhat with d2 but I definently wouldn't reccomend it as it doesnt run natively on unix platforms.
Wine works somewhat with d2 but I definently wouldn't reccomend it as it doesnt run natively on unix platforms.
- Fri Jan 17, 2020 4:52 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Grail
- Replies: 11
- Views: 4124
Re: [Mod Release] Grail
Wow good to know that's whats causing it, thank you For future releases I'll definitely ship it with that option off.
- Fri Jan 17, 2020 2:25 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Grail
- Replies: 11
- Views: 4124
Re: [Mod Release] Grail
No problem hope you enjoy
If you find out what the problem is with the slow down please let me know, hopefully I'll be able to fix that too.
If you find out what the problem is with the slow down please let me know, hopefully I'll be able to fix that too.
- Fri Jan 17, 2020 1:55 pm
- Forum: Member Аnnouncements
- Topic: [Mod Release] Grail
- Replies: 11
- Views: 4124
Re: [Mod Release] Grail
Hi, yeah there was a set unequip bug that was introduced in 1.11 if I recall correctly. There was a small patched I released just after that fixed it but I never got feedback if it had conflicts with existing bugged set items. The loading time most likely comes from shared stash holding a lot of ite...
- Wed Jan 15, 2020 3:14 pm
- Forum: Member Аnnouncements
- Topic: Party Net TCP/IP Online (New Revolutionary Tool)
- Replies: 4
- Views: 1291
Re: Party Net TCP/IP Online (New Revolutionary Tool)
What's twitches involment in this? I didn't see any announcements about it.
Still cool though.
Still cool though.
- Wed Jan 15, 2020 4:59 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
4k destroys the AI and all of the maps aren't tiled that far out so you end up seeing into the next area ir just blank space.
- Tue Jan 14, 2020 10:07 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
Think they mean PoD patch.
- Sun Jan 12, 2020 12:33 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
Reason PlugY its not working for you is because your using -direct -txt when loading BaseMod.dll No, for me all loads and both works as they must. And PlygY via baseMod and vice versa. Only problem is crash on game exit(or closing via Alt+F4) when basemod loads some dlls via ini. Maybe crash on unl...
- Mon Dec 23, 2019 10:42 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
Modded inventory size and charmzone work for me. it's a little hard to see but when a charm is outside of the charmzone area it has a red background and you gain no benefits from it. I would think that is calculates the inventory spaces based of inventory.txt so alignment wouldn't be an issue, not s...
- Fri Dec 20, 2019 11:19 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
I see, well I've tested it as above and that works well for me. I'll just have to edit the dc6 for visual representation of where the charmzone is.
- Fri Dec 20, 2019 4:55 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115101
Re: BaseMod Plugin
Looks like Christmas came early with a new basemod update :) Does the charmzone use pixel values like Inventory.txt or itemspace values? I'm assuming "Inventory values for Charm Zone" means it uses itemspace. It doesn't seem to work with custom inventory sizes. How does it calculate where it actuall...
- Sat Dec 14, 2019 3:53 am
- Forum: Mod Concepts & Research
- Topic: New quest for torch ideas?
- Replies: 2
- Views: 919
Re: New quest for torch ideas?
The azmodan does look cool, I believe it's from another mod(median maybe?) so you'd have to get permission to use it.
Baal minion spawn is hard coded stuff, you should be able to repurpose it though.
Baal minion spawn is hard coded stuff, you should be able to repurpose it though.
- Thu Dec 12, 2019 11:19 am
- Forum: General Mod Making
- Topic: Making Legendary Quivers?
- Replies: 2
- Views: 290
Re: Making Legendary Quivers?
You can make unique and other rarity quivers by disabling the normal column in ItemTypes.txt. Not all affixes apply from quivers though.
- Wed Dec 11, 2019 8:15 pm
- Forum: Tools
- Topic: [Release] D2TxtImporter - Automatic Documentation Generation
- Replies: 34
- Views: 4642
Re: [Release] D2TxtImporter - Automatic Documentation Generation
With regards to modded itemtypes you should be able to sort them into a catagory using misc/armor/weapons and itemtype.txt. Using these and cross checking whether classcharm 'clch' from itemtype does indeed have entries in misc would let you know that classcharm is a catagory of charm. Depends how y...
- Wed Dec 11, 2019 2:42 pm
- Forum: General Mod Making
- Topic: Custom cube recipes are outputting rares instead of uniques
- Replies: 5
- Views: 431
Re: Custom cube recipes are outputting rares instead of uniques
As long as the output is equal to or greater than the required ilvl the item will spawn. By default I believe it uses the ilvl of the first recipe input but you can change it using any of the three lvl fields in cubemain. lvl: Controls the level of the item that is created in the first output field ...
- Wed Dec 11, 2019 8:16 am
- Forum: General Mod Making
- Topic: Custom cube recipes are outputting rares instead of uniques
- Replies: 5
- Views: 431
Re: Custom cube recipes are outputting rares instead of uniques
It still has to meet requirements to spawn such as ilvl. You can test to see if the game is failing unique item spawn by looking at the curability of the rare, if it's a failed unique it will have triple the normal durability.
- Tue Dec 10, 2019 5:33 pm
- Forum: Tools
- Topic: [Release] D2TxtImporter - Automatic Documentation Generation
- Replies: 34
- Views: 4642
Re: [Release] D2TxtImporter - Automatic Documentation Generation
Removed the item to test if it was just that but it still doesn't work over other exceptions. All the ones I've seen personally have been related to using min-max instead of a set param, similar to the ones above.
- Tue Dec 10, 2019 3:00 pm
- Forum: Code Editing
- Topic: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
- Replies: 10
- Views: 7419
Re: [1.10 & 1.13c] Item affix selection misconception and maxlevel column bug - solution
They are the same selection routine, however magic level will use item level + magic level as the affix selection level, but an item without magic level gets the weird down scaling applied instead. Not sure what you mean by solve "magic lvl" however. I miss understood how this bug was related to ma...
- Tue Dec 10, 2019 2:57 pm
- Forum: Tools
- Topic: [Release] D2TxtImporter - Automatic Documentation Generation
- Replies: 34
- Views: 4642
Re: [Release] D2TxtImporter - Automatic Documentation Generation
Even using v1.6 and checking "continue on exception" it doesn't generate once it hits an exception. Message: Could not get properties for unique 'Dashing Bolt' in UniqueItems.txt Stacktrace: Message: Could not find property 'extra-light' parameter '' min '15' max '15' index '5' itemlvl '85' in Prope...
- Tue Dec 10, 2019 9:15 am
- Forum: Tools
- Topic: [Release] D2TxtImporter - Automatic Documentation Generation
- Replies: 34
- Views: 4642
Re: [Release] D2TxtImporter - Automatic Documentation Generation
Should work with every property that only takes one type of value. Examples: "enr" would work because it's only looking for one value type, whether it's param or min-max inputs it's still getting that value "enr/lvl" would work because it's only looking for one value type. "gethit-skill" wouldn't wo...
- Tue Dec 10, 2019 8:45 am
- Forum: Tools
- Topic: [Release] D2TxtImporter - Automatic Documentation Generation
- Replies: 34
- Views: 4642
Re: [Release] D2TxtImporter - Automatic Documentation Generation
You can do either. The flat param input will super seed the min-max inputs, however either are valid. You can do the same thing with most if not all properties.