Search found 27 matches

by DragonlorSCB
Tue Apr 20, 2021 7:51 pm
Forum: General Mod Making
Topic: iLvl > 99 Issues
Replies: 2
Views: 514
United States of America

Re: iLvl > 99 Issues

So I take it iLvl cannot be increased beyond 127? So I'll have to adjust my iLvls and change the level req bit to 8 so I can keep requirements above 127. I assume that I need to cap my magic prefixes and suffixes at 127 as well? (with level requirements being higher) Does the iLvl cap effect Treasur...
by DragonlorSCB
Sun Apr 18, 2021 8:45 pm
Forum: General Mod Making
Topic: iLvl > 99 Issues
Replies: 2
Views: 514
United States of America

iLvl > 99 Issues

So I have a mod that goes up to character level 200. Hell difficulty is levels 100+ and Elite items are generally all set to levels 100+. Elite items never drop which leads me to think there's an issue with items beyond level 99. Plugy won't list an iLvl over 99 which is probably just a limitation o...
by DragonlorSCB
Fri Apr 16, 2021 9:20 pm
Forum: General Mod Making
Topic: Transformed States and Casting
Replies: 4
Views: 501
United States of America

Re: Transformed States and Casting

That seems pretty easy. I'll give it a try this weekend when I have the time to look at it. Thank you.
by DragonlorSCB
Thu Apr 15, 2021 11:49 pm
Forum: General Mod Making
Topic: Transformed States and Casting
Replies: 4
Views: 501
United States of America

Re: Transformed States and Casting

Where can I read up on how to clone the animation? I'm not even sure where to look. I do have the Animdata editor although I've barely touched it.
by DragonlorSCB
Tue Apr 13, 2021 4:37 pm
Forum: General Mod Making
Topic: Transformed States and Casting
Replies: 4
Views: 501
United States of America

Transformed States and Casting

So I have a mod and a class that is capable of transforming into either a Succubus, Cantor or Vile Mother. While transformed into a Succubus or Cantor the character's casting frames are affected by effects that slow attack animations such as chilled (the Vile Mother's casting frames are unaffected)....
by DragonlorSCB
Sat Dec 19, 2020 1:14 am
Forum: Multimedia
Topic: DC6 Maker Issue
Replies: 6
Views: 1463
United States of America

Re: DC6 Maker Issue

That image solved all my problems, thank you!

I was using DC6 Maker which wasn't able to read the 24 bit files but I saw you are using DC6 Creator. I downloaded that instead and it resolved all my issues.
by DragonlorSCB
Fri Dec 18, 2020 4:08 am
Forum: Multimedia
Topic: DC6 Maker Issue
Replies: 6
Views: 1463
United States of America

Re: DC6 Maker Issue

I'm hoping to find a free image editor that will save it properly. I've attached an image of what it currently looks like in-game.

When I save it with Paint the colors take on a bluish tint and enough pixels turn black to render them transparent when DC6 Maker converts the image.
WarpedBG.jpg
by DragonlorSCB
Wed Dec 16, 2020 8:56 am
Forum: Multimedia
Topic: DC6 Maker Issue
Replies: 6
Views: 1463
United States of America

DC6 Maker Issue

What file format (and program) do I need to save images in for the DC6 Maker 3 program to properly adapt that image for use in Diablo 2? So currently the only way I've been able to create images and get them into my mod is to use good ol' MS Paint, save the image as a 256 color Bitmap and then use D...
by DragonlorSCB
Thu Oct 08, 2020 3:03 pm
Forum: Multimedia
Topic: Sounds.txt : Replacing Sounds Issue
Replies: 2
Views: 778
United States of America

Sounds.txt : Replacing Sounds Issue

I've been looking to replace the wave files listed in Sounds.txt with custom wave files but I've run into a problem. I've been building and testing my mod in -direct -txt mode and it seems like the existing Sounds.txt fields are only pulling their data straight from the MPQ files and ignore everythi...
by DragonlorSCB
Sat Sep 26, 2020 12:03 am
Forum: Multimedia
Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Replies: 48
Views: 9632
United States of America

Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3

Quick question for you Ogodei, I want to place some D1Succubus in the act 1 catacombs but I noticed that their damage was not scaling well for low levels. They were doing 200+ a pop. I dropped their damage to 1-2 for testing and they still did about 100 a hit (way too high for act 1 normal!). With f...
by DragonlorSCB
Mon Sep 14, 2020 1:27 am
Forum: General Mod Making
Topic: Level 127
Replies: 2
Views: 438
United States of America

Re: Level 127

Awesome, thanks! So glad it was an easy fix. I've never actually messed with the ItemStatCost file before.
by DragonlorSCB
Sat Sep 12, 2020 3:37 pm
Forum: General Mod Making
Topic: Level 127
Replies: 2
Views: 438
United States of America

Level 127

So my idea was to allow character/monster/item levels up to 200 but I just realized that my character level reverts to level 127 when I reload the game. I'm guessing a lot of other things might also cap at level 127? In game I can go past it just fine but it'll just break when I reload the game. Is ...
by DragonlorSCB
Wed Aug 19, 2020 1:25 am
Forum: Skill Clinic
Topic: New Ranged Javelin Skills
Replies: 3
Views: 843
United States of America

Re: New Ranged Javelin Skills

Thank you. That guide is a good read but I'm having a couple issues with it. One, a lot of the fields referenced are different than the fields I have in my Skills.txt file. A few of them I figured out the different names but not all. Two, it lists some basic combos for useful skill types but not the...
by DragonlorSCB
Tue Aug 18, 2020 12:19 am
Forum: General Mod Making
Topic: Monsters that look like Hirelings
Replies: 3
Views: 511
United States of America

Re: Monsters that look like Hirelings

There's a lot of AI fields (that I've never touched before) so I'm not sure where 100/1/100 goes or what it even does. Does anyone have the entire line of a functional monster merc in the txt file that they can post? If I have something that works to begin with I should be able to tweak it from ther...
by DragonlorSCB
Sun Aug 16, 2020 1:18 am
Forum: Skill Clinic
Topic: New Ranged Javelin Skills
Replies: 3
Views: 843
United States of America

New Ranged Javelin Skills

I've been tinkering with creating new skills. So far I've been using existing skills as a base to keep things simple. I want to create some ranged base javelin skills that release elemental attacks upon impact but I'm having trouble finding a skill to base it off of. Say I want Charged Bolts to be r...
by DragonlorSCB
Sun Aug 16, 2020 1:15 am
Forum: General Mod Making
Topic: Monsters that look like Hirelings
Replies: 3
Views: 511
United States of America

Monsters that look like Hirelings

My goal was to make an area filled with monsters that looked like all of the hirelings. I've had no trouble creating new monsters before based off of existing creatures (I even made a monster based off of the Camel animation and that isn't even a full set of animations) but I can't seem to get the h...
by DragonlorSCB
Sun Sep 01, 2019 3:37 am
Forum: General Mod Making
Topic: Question of the 1st step.
Replies: 37
Views: 3657
United States of America

Re: Question of the 1st step.

I'm certainly not an advanced modder so take this advice with a grain of salt. But one thing you could do is to edit the "necroskeleton" entry in MonStats.txt instead of having to edit the skill itself. Change the skeleton model and AI and any stats you want.
by DragonlorSCB
Sun Sep 01, 2019 3:32 am
Forum: General Mod Making
Topic: Punch Mastery
Replies: 2
Views: 359
United States of America

Re: Punch Mastery

Unfortunately hth is applying bonuses to melee weapon damage but not unarmed damage.
by DragonlorSCB
Sat Aug 31, 2019 5:46 am
Forum: General Mod Making
Topic: Punch Mastery
Replies: 2
Views: 359
United States of America

Punch Mastery

I'm not sure if this is doable but... I want to create a "Punch Mastery" skill similar to the Barb's weapon mastery skills but it only effects punching damage. I noticed the Barb's mastery skills use the "passiveitype" field to designate what type of weapon the mastery effects. So "swor" for swords....
by DragonlorSCB
Mon Aug 26, 2019 12:20 am
Forum: Multimedia
Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Replies: 48
Views: 9632
United States of America

Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3

Never mind! I think I must have just over-wrote some files incorrectly when updating from the base to v1.3

Great pack! Thanks for all the hard work!
by DragonlorSCB
Sun Aug 25, 2019 8:57 pm
Forum: Multimedia
Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Replies: 48
Views: 9632
United States of America

Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.3

Hey, this monster pack looked really interesting so I thought I'd give it a try but I'm having a problem. I can't get the monsters to visually appear on-screen and I'm not sure what I'm doing wrong. I am doing my testing in -direct -txt mode. I have added all of the required data to the TXT files. I...
by DragonlorSCB
Sun Feb 03, 2019 12:49 am
Forum: General Mod Making
Topic: Level Lighting Question
Replies: 1
Views: 377
United States of America

Level Lighting Question

So I have a mod that uses the "Intensity" "Red" "Green" "Blue" properties inside Levels.txt to create some unique lighting environments. I noticed however that while the colors show up in full screen, they do not show up at all in windowed mode. Is there a way to get those colors to show up in Windo...
by DragonlorSCB
Wed Jan 09, 2019 5:45 am
Forum: Multimedia
Topic: New Death Screen Message? (LoD 1.14)
Replies: 2
Views: 2368
United States of America

New Death Screen Message? (LoD 1.14)

Hi all,

I'm interested in changing the "You have died" message. It looks like it might be a .DC6 but I couldn't find anything in the MPQ files that seems like it would fit what I am looking for. Is there a way to change this message?

Thank you.
by DragonlorSCB
Tue Jan 08, 2019 7:32 pm
Forum: Map Editing
Topic: Quick Q on Duplicating Maps (LoD 1.14)
Replies: 3
Views: 1339
United States of America

Re: Quick Q on Duplicating Maps (LoD 1.14)

Thank you, I'll read up on the links. I had this idea in my head that the actual code to move players from one map to another was buried inside of some kind of special map files. If I choose not to use an extended levels plugin, could I simply overwrite existing levels to be able to add more Maggot ...
by DragonlorSCB
Tue Jan 08, 2019 7:17 pm
Forum: General Mod Making
Topic: TC Problem (LoD 1.14d)
Replies: 2
Views: 408
United States of America

Re: TC Problem (LoD 1.14d)

Ah, I see! Thank you very much. That makes sense.

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