Hello
I made new item types for both ring and amulet which make them now an armor type. Yet because these are new itemtypes, the hirelings can't wear them.
Is there a possibility to change the item types a hireling can wear? I assume this might be hardcoding.
Thx!
Search found 74 matches
- Tue Dec 07, 2021 7:23 pm
- Forum: Code Editing
- Topic: Change item types for hireling
- Replies: 1
- Views: 712
- Tue Oct 05, 2021 7:29 pm
- Forum: General Mod Making
- Topic: Charm for Hireling
- Replies: 1
- Views: 252
Charm for Hireling
Hello
I want it to make it possible for hireling to use a charm.
Is this achievable? I would like to replace the amulet with this.
Thx!
I want it to make it possible for hireling to use a charm.
Is this achievable? I would like to replace the amulet with this.
Thx!
- Wed May 05, 2021 11:05 pm
- Forum: General Mod Making
- Topic: Act 5 hirelings description
- Replies: 4
- Views: 477
Re: Act 5 hirelings description
Ye, I thought so it would be hardcoded.
Therefor I used an existing one and changed the hirelings a bit. Thanks for the help though!
Therefor I used an existing one and changed the hirelings a bit. Thanks for the help though!
- Tue May 04, 2021 6:54 pm
- Forum: General Mod Making
- Topic: Act 5 hirelings description
- Replies: 4
- Views: 477
Re: Act 5 hirelings description
The text you put in the column 'HireDesc' isn't directly taken over in the tables. So if I type in 'ActVMercX' in this column for the barbarian mercenaries, insert it into my table with the wanted text, it doesn't show anything ingame. It seems that the text you use in that column is somehow linked ...
- Sun May 02, 2021 11:26 pm
- Forum: General Mod Making
- Topic: Act 5 hirelings description
- Replies: 4
- Views: 477
Act 5 hirelings description
Hello all I want to know how you can add a description for the act 5 hirelings below their names in the hiring screen. Adding a new string in my table and in hirelings.txt in the column 'hiredesc' doesn't seem to do the trick. I also noticed that the values in that column are not directly taken over...
- Sun Mar 28, 2021 1:24 pm
- Forum: General Mod Making
- Topic: Class specific drops possible?
- Replies: 0
- Views: 545
Class specific drops possible?
Hello So I made these new crafting items, skill stones, for each character which can only be used in cube recipes for the corresponding character. So for example, a sorceress can't make recipes which require a skill stone for a druid. Now I wanted to know if it's possible to adjust the drops of thes...
- Fri Mar 26, 2021 11:22 pm
- Forum: Code Editing
- Topic: Dragon Claw to release on both hits
- Replies: 6
- Views: 1126
Re: Dragon Claw to release on both hits
Hi
Dragon Claw CHARGES your martial art skills with both attacks, it doesn't release the skill with each attack.
So basically, it would only need two hits to have 3 charges of your martial art skill, instead of 3 hits with a regular attack.
Dragon Claw CHARGES your martial art skills with both attacks, it doesn't release the skill with each attack.
So basically, it would only need two hits to have 3 charges of your martial art skill, instead of 3 hits with a regular attack.
- Thu Mar 25, 2021 11:00 pm
- Forum: Skill Clinic
- Topic: Mana regenrating skills?
- Replies: 2
- Views: 648
Mana regenrating skills?
Hello all
Is it possible to make skills (like teeth, bash, fire bolt, etc..) to regenerate/ leech mana on hit? Basically the concept of D3.
Tried and tested some things with no luck.
Thx in advance!
Is it possible to make skills (like teeth, bash, fire bolt, etc..) to regenerate/ leech mana on hit? Basically the concept of D3.
Tried and tested some things with no luck.
Thx in advance!
- Thu Mar 11, 2021 10:25 pm
- Forum: General Mod Making
- Topic: Unique generator/ Sidequest-scrolls
- Replies: 1
- Views: 270
Unique generator/ Sidequest-scrolls
Hello First of all I wanted to know if there's a little program with which you can generate items with random stats (based on your own properties.txt) which you can then add to your uniqueitems.txt. I could use this as I need to make 210 new unique items and with such program it would go faster and ...
- Thu Mar 04, 2021 7:19 pm
- Forum: General Mod Making
- Topic: I need another help with socket set up
- Replies: 3
- Views: 297
Re: I need another help with socket set up
Hello I don't think it's possible to make an item have more sockets then it's actual size. The max amount of sockets an item can have is set in armor.txt, weapon.txt and itemtypes.txt but it is still affected by the item size. If you, for example, set the max sockets for boots to 6, it will only spa...
- Wed Jan 27, 2021 8:34 pm
- Forum: Ancestral Recall
- Topic: Install Question
- Replies: 3
- Views: 4220
Re: Install Question
Hi I used to play that mod a lot as well many years ago and this how I installed it back then. You can still download it from https://www.moddb.com/mods/ancestral-recall/downloads/ancestral-recall-v110 which is the 1.10 version. Just install a clean copy of Diablo 2 - LoD, update it to 1.10 by downl...
- Tue Jan 26, 2021 6:24 pm
- Forum: General Mod Making
- Topic: Edit drop rate of a specific unique.
- Replies: 5
- Views: 841
Re: Edit drop rate of a specific unique.
The rarity in uniqueitems.txt is calculated as following: rarity/total_rarity (for same itemcodes) So in your example Tyrael would have indeed 40% chance to drop. (40/100) BUT index version enabled ladder rarity nolimit lvl lvl req code *type *uber carry1 cost mult cost add chrtransform invtransform...
- Sun Jan 24, 2021 10:18 pm
- Forum: General Mod Making
- Topic: Edit drop rate of a specific unique.
- Replies: 5
- Views: 841
Re: Edit drop rate of a specific unique.
Hello I don't think you can make a specific unique item have a higher drop rate without changing the TC's. As the guides say in the Knowledge Base, the rarity-column in armor.txt sets the droprate for armors to drop from a rack. In uniqueitems.txt, the rarity-column is checked in game when there are...
- Sat Jan 09, 2021 2:11 pm
- Forum: General Mod Making
- Topic: Help with Alkor's Potion of Life
- Replies: 4
- Views: 462
Re: Help with Alkor's Potion of Life
I use OllyDBG for D2. So I open up D2Game.dll and you automatically see CPU-window with all the 6FC.... digits, indicated with a Blue C icon in the left upper corner. In this window, right-click on an empty space in the comment-section, then view and select executable file (D icon) and then CTRL+G a...
- Fri Jan 08, 2021 6:56 pm
- Forum: General Mod Making
- Topic: Help with Alkor's Potion of Life
- Replies: 4
- Views: 462
Re: Help with Alkor's Potion of Life
This is a hardcoded thing, if you know how to do this:
Don't know if there might be a softcoded way to change this though
Code: Select all
D2Game.dll - D9EE9 '[Golden Bird potion reward]'
036A9EE9 68 00140000 PUSH 1400
;Change the 14 to the desired given amount of life.
- Wed Jan 06, 2021 8:34 pm
- Forum: General Mod Making
- Topic: How to enable unused superuniques
- Replies: 2
- Views: 496
Re: How to enable unused superuniques
I use the BaseMod plugin which can enable all unused superuniques and spawns them at the default location. [SpawnMissingSU] Enabled=1 ; Enables/Disables spawning of all missing SuperUnique Monsters in the game. ; ; "FlameSpike the Crawler" (Razor Spine) Near the Cathedral Doors in Act1 Inner Cloiste...
- Mon Dec 28, 2020 3:14 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.
Hello I did a quick test to see what could cause this issue. Now, according to your first post I assume you want to rename your runes to in format like [1] El , all up to the last one. I encountered the same problem from rune 10 which doesn't show the '[#]' in front of the name. It seems the game co...
- Tue Dec 22, 2020 6:51 pm
- Forum: General Mod Making
- Topic: Unrecoverable internal error when near a specific cave entrance
- Replies: 1
- Views: 853
Re: Unrecoverable internal error when near a specific cave entrance
Someone who can help me with this? It's a really annoying error.
- Sat Dec 19, 2020 11:40 pm
- Forum: Diablo II Chatter
- Topic: How can I download the diablo 2 .txt files
- Replies: 3
- Views: 1492
Re: How can I download the diablo 2 .txt files
Found a page on this forum for the fixed 1.13 files:
viewtopic.php?t=56033
viewtopic.php?t=56033
- Sat Dec 19, 2020 4:48 pm
- Forum: Multimedia
- Topic: DC6 Maker Issue
- Replies: 6
- Views: 1469
Re: DC6 Maker Issue
No probs!
Good luck with further modding
Good luck with further modding
- Fri Dec 18, 2020 6:52 pm
- Forum: Multimedia
- Topic: DC6 Maker Issue
- Replies: 6
- Views: 1469
Re: DC6 Maker Issue
I just did a quick check using MS Paint and this is my outcome: saved as 256 clourmap: https://d2mods.info/forum/ext/dmzx/imageupload/files/852388261335ac52f32bacf7936a9117.png saved as 24 bitmap: https://d2mods.info/forum/ext/dmzx/imageupload/files/fa1ba16df5778ea04cdacd18d9a444de.png So basically,...
- Wed Dec 16, 2020 6:30 pm
- Forum: Multimedia
- Topic: DC6 Maker Issue
- Replies: 6
- Views: 1469
Re: DC6 Maker Issue
Hello I use Photoshop to create/ edit my pictures and save them as .bmp files. With PS I can change the image mode from RGB to index with 8 bit, which makes it compatible with the game and save it with D2 palette. In DC6 Creator you can also choose 'Palettes' for your image frames. This is also need...
- Sun Dec 13, 2020 9:05 pm
- Forum: General Mod Making
- Topic: Kill Counter recipe
- Replies: 3
- Views: 1131
Re: Kill Counter recipe
Ok, so basically my idea is not executable.
I will think of another, wise-like idea then :p
Thx for the answer!
I will think of another, wise-like idea then :p
Thx for the answer!
- Thu Dec 10, 2020 8:01 pm
- Forum: Diablo II Chatter
- Topic: How can I download the diablo 2 .txt files
- Replies: 3
- Views: 1492
Re: How can I download the diablo 2 .txt files
Hello
I've checked it as well and it seems that 1.11b are the only ones available right now, if I'm not mistaken. If you want to mod the 1.13 version I can give you the .txt files. Otherwise you could extract them from your D2data.mpq/ D2exp.mpq files using a MPQ-extractor.
Grtz
I've checked it as well and it seems that 1.11b are the only ones available right now, if I'm not mistaken. If you want to mod the 1.13 version I can give you the .txt files. Otherwise you could extract them from your D2data.mpq/ D2exp.mpq files using a MPQ-extractor.
Grtz
- Tue Dec 08, 2020 11:45 pm
- Forum: General Mod Making
- Topic: Kill Counter recipe
- Replies: 3
- Views: 1131
Kill Counter recipe
Hello I recently made an item which counts all the kills I make. Yet I want to make recipes with it so you can obtain items, depending on the kill count, but I can't seem to figure out how it works (if it's even possible). My idea is that you can find items that would say 'Cube with the Kill Counter...