Search found 21 matches
- Fri Dec 20, 2019 5:42 pm
- Forum: Skill Clinic
- Topic: spawn different missiles
- Replies: 0
- Views: 870
spawn different missiles
Hi , i'm starting to feel comfortable with missile editing. However there is one thing I couldn'T find : how to have a skill / missile spawn 2-3 different missiles. The only clue I could find is this sentence in the missile file guide from someone post : ' cltDoFunc 67, (or 68 I can't remember, see ...
- Fri Dec 20, 2019 4:56 am
- Forum: Multimedia
- Topic: DCC tutorial
- Replies: 0
- Views: 570
DCC tutorial
Hi all ,
I want to modify a dcc files ..
actually what I wanna do is turn some ground flames blue.
groundFireSmall , groundFireMedium , groundFireBig.
The tutorial in the FAQ is a broken link .. viewtopic.php?f=6&t=15307
Thank you !
I want to modify a dcc files ..
actually what I wanna do is turn some ground flames blue.
groundFireSmall , groundFireMedium , groundFireBig.
The tutorial in the FAQ is a broken link .. viewtopic.php?f=6&t=15307
Thank you !
- Thu Dec 19, 2019 4:45 am
- Forum: Mod Concepts & Research
- Topic: Oskill only mode ?
- Replies: 0
- Views: 823
Oskill only mode ?
What do you guys think of an "Oskill only" mode ? Skills would be randomly found along the way in either charms or unique objects. This would allow any character to have 'any' build doable and add a 'random' difficulty in the game ( yeah what about being a barb starting with a caster skill ? ) Let's...
- Thu Dec 19, 2019 4:02 am
- Forum: Skill Clinic
- Topic: Dmg and formula
- Replies: 2
- Views: 833
Re: Dmg and formula
Right , thank you !HarvestWombs wrote: ↑Thu Dec 19, 2019 3:55 amThose fields are not calc fields, you should be using your formula in EDmgSymPerCalc.
Sometimes guides here are not completely clear.
- Thu Dec 19, 2019 3:37 am
- Forum: Skill Clinic
- Topic: Dmg and formula
- Replies: 2
- Views: 833
Dmg and formula
Hello .. For those who are still visiting this forum .. I was trying to use formulas in in my skill dmg but nothing works .. Where does formulas goes ? How do they work ? I tried something simple .. i have a cold bolt. I wanted to add dmg based on mana. Before the change : EMin = 2 EMax = 4 After th...
- Wed Dec 18, 2019 4:31 am
- Forum: General Mod Making
- Topic: Cast missile on pointer location
- Replies: 1
- Views: 296
Cast missile on pointer location
Hi all, I am trying to cast a missile on pointer location and read some tutorials doing it with either blizzard or meteor. Following tutorials or trying to do my own missiles with meteor or blizzard always result in a crash. Is there any special function that the missile must use to be casted by bli...
- Tue Dec 17, 2019 12:11 am
- Forum: Skill Clinic
- Topic: [1.14b , exp] Skill functions
- Replies: 6
- Views: 1369
- Mon Dec 16, 2019 5:39 pm
- Forum: Skill Clinic
- Topic: [1.14b , exp] Skill functions
- Replies: 6
- Views: 1369
Re: [1.14b , exp] Skill functions
Ok here is what is needed to achieve an 'aiming FO' Make the FO use lighningfury missiles as its main bolt. Make the LF bolt cast the desired bolt in the hit function and set the velocity to 0 and the s/c HitParam to the desired aiming range. This will make the LF appear for some ms and be hit by an...
- Sun Dec 15, 2019 6:03 pm
- Forum: Skill Clinic
- Topic: 1.10 Missile Function file guide
- Replies: 34
- Views: 41555
Re: 1.10 Missile Function file guide
Can HitFunctions be used in DoFuncs ?
- Sun Dec 15, 2019 5:46 pm
- Forum: Skill Clinic
- Topic: [1.14b , exp] Skill functions
- Replies: 6
- Views: 1369
Re: [1.14b , exp] Skill functions
Ok i thin i got it ..
If i use the srvdofunc of lightningfury , which shoots its sumissile aimed , and replace the FO srvdofunc ( which shoots its submissiles in incremented radius ) .. then FO should shoot aiming submissiles .. that it ?
If i use the srvdofunc of lightningfury , which shoots its sumissile aimed , and replace the FO srvdofunc ( which shoots its submissiles in incremented radius ) .. then FO should shoot aiming submissiles .. that it ?
- Sat Dec 14, 2019 2:10 am
- Forum: General Mod Making
- Topic: D2 Dev's were coding functionality of the guilds
- Replies: 5
- Views: 458
Re: D2 Dev's were coding functionality of the guilds
The guild stuff has been well documented over the years, 1.07 contains almost all the guild code in D2Common, Myhrginoc documented all the guild objects and UI, and Paul Siramy & others documented the guild tilesets + maps and pvp maps; there are also still a ton of string refs in the tbl files, as...
- Fri Dec 13, 2019 3:09 pm
- Forum: Skill Clinic
- Topic: [1.14b , exp] Skill functions
- Replies: 6
- Views: 1369
Re: [1.14b , exp] Skill functions
The problem is not about making a guided missile. But making the guided through another skill => Frozen Orb , which its DoFunc makes it cast other missiles along the way. The thing is that it overrides the missiles DoFunc and they are fired in a straight line ( their 7/7 to retarget is not performed...
- Fri Dec 13, 2019 2:58 am
- Forum: Skill Clinic
- Topic: [1.14b , exp] Skill functions
- Replies: 6
- Views: 1369
[1.14b , exp] Skill functions
Hi all ! I was trying to do a frozen orb that shoots guided bolts by using guided arrow ( something looking like wyrmshot from median xl .. ) But i've read in the missile functions sticky thread that we can't just plug them on another skill and hope it works .. Didn't find any ressource on skill fun...
- Wed Dec 04, 2019 4:17 am
- Forum: General Mod Making
- Topic: [ 1.14b, exp] UniqueItems.txt stops working ..
- Replies: 0
- Views: 463
[ 1.14b, exp] UniqueItems.txt stops working ..
Hi, I've made 6 new unique items : - 1 flag for each armor/helm/weapon spawn in cube - 1 new unique armor/helm/weapon. Everything was going well untill I do the same thing for a shield. Now my unique items spawns as their base item ( without the unique name ). It's like if there was a 'max spawn' on...
- Mon Dec 02, 2019 7:10 pm
- Forum: General Mod Making
- Topic: [exp] Lvl 1 starting unique item
- Replies: 5
- Views: 368
Re: [exp] Lvl 1 starting unique item
Yes you can target the uniqueitem index through cubemain, that's what I meant before. Ok I made some test : Changed "nagelring" to be lvl 1 and reqlvl 1. Added all-stats 15 and res-all 15. Targeted it in the cube recipe and everything works fine. However , If I target "Genesis" , the item still spa...
- Mon Dec 02, 2019 5:16 pm
- Forum: General Mod Making
- Topic: [exp] Lvl 1 starting unique item
- Replies: 5
- Views: 368
Re: [exp] Lvl 1 starting unique item
You can use CubeMain to pull from UniqueItems. Make the item exactly how you want it in Uniqueitems then set that to the output in CubeMain. Well that's what I did, the recipe is 'intput : shrb , output : sta'. shrb is a new itemtype(misc) copy pasted from hrb. But spawned from cubemain or dropped ...
- Mon Dec 02, 2019 5:58 am
- Forum: General Mod Making
- Topic: [exp] Lvl 1 starting unique item
- Replies: 5
- Views: 368
Re: [exp] Lvl 1 starting unique item
Tried the Quill Rat test .. still spawn when identified with only the 6 socket mod
- Mon Dec 02, 2019 2:56 am
- Forum: Skill Clinic
- Topic: Skills Edition : Addding New Damage Types
- Replies: 26
- Views: 24380
Re: Skills Edition : Addding New Damage Types
I'm a software ingineer , worked in game dev and a lot in c++. Debugging old legacy codes written in '80 is the main part of my job .. i might try adding a new type of dmg for y'all. Just need to get used to the basic ! ( trying to create a 'lvl 1 starter unique' and failing right now haha ( only mo...
- Mon Dec 02, 2019 2:22 am
- Forum: General Mod Making
- Topic: [exp] Lvl 1 starting unique item
- Replies: 5
- Views: 368
[exp] Lvl 1 starting unique item
Hi, In my modding discoveries , i'm trying to make a 'lvl 1 starter unique item'. Hoewever , since it's level one .. nothing except the 6 socket appears. ( I spawn it with a cube recipe because we can't make generated items at character creation ). This is what I have for the item ( won't give you i...
- Sun Dec 01, 2019 7:52 pm
- Forum: General Mod Making
- Topic: [ 1.14b , exp ] DC6 Modification cause crash
- Replies: 4
- Views: 410
Re: [ 1.14b , exp ] DC6 Modification cause crash
i'd guess that your frames are incorrect or you're missing one. i split the extracted pcx so the stat screen and inventory screen are separate whole images. i open dc6 creator, click new, import stat screen pcx, let it split the frames, then click "add" under the frames section, then import the inv...
- Sun Dec 01, 2019 2:04 am
- Forum: General Mod Making
- Topic: [ 1.14b , exp ] DC6 Modification cause crash
- Replies: 4
- Views: 410
[ 1.14b , exp ] DC6 Modification cause crash
Hi, I'm a software engineer and worked in game dev for about a year. Diablo 2 mod making is something I wanted to try for so long. I know that some of the tools here are old and it might be because i'm doing the dev on win10 , but trying to compile/override a dc6 file ( data/global/ui/panel/invchar6...