Search found 51 matches

by borg
Fri Sep 08, 2023 12:39 pm
Forum: General Mod Making
Topic: How to implement resurrected patch in 1.13c
Replies: 11
Views: 759
Taiwan

Re: How to implement resurrected patch in 1.13c

You can change animdata frames, for javelins/spears the animation would be 1HT/2HT. Although the reason Impale is slow is because it uses an intentionally slow sequence, not because of the animation frames. So how to edit character animation frames? I want a faster Leap Attack, but it seems it's ha...
by borg
Sun Aug 22, 2021 5:46 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

Hello, I'm quite new here can anyone help? is there any way to get the purple mana orb working with animations? I've managed to get the life and mana orbs working, I've somewhat ported over D2 Resurrected orbs over to classic. data\global\ui\PANEL\LifeOrb.dc6 data\global\ui\PANEL\LifeOrbPoi.dc6 dat...
by borg
Sat Apr 17, 2021 2:59 pm
Forum: PlugY|NefEx|D2Mod
Topic: [PlugY 14] PlugY.ini into mpq
Replies: 8
Views: 2462
Taiwan

Re: [PlugY 14] PlugY.ini into mpq

I think it should be like this. Patch_d2.mpq - data -plugy folder as it is Directly inside patch_d2.mpq there should be plugy.ini and plugy.dll What did you do with plugy dll. I just tested the same approach as what you think.....and didn't work. Take a look.... https://imgur.com/j5i28c1 Thanks for...
by borg
Sat Apr 17, 2021 9:15 am
Forum: Skill Clinic
Topic: How to add openwounds to Sacrifice?
Replies: 1
Views: 604
Taiwan

How to add openwounds to Sacrifice?

I tried to make it by cloumn aurastat1 and passivestat1 in skills.txt, but failed.
Did I miss something or do it in a wrong way?
by borg
Sat Apr 17, 2021 8:53 am
Forum: PlugY|NefEx|D2Mod
Topic: [PlugY 14] PlugY.ini into mpq
Replies: 8
Views: 2462
Taiwan

Re: [PlugY 14] PlugY.ini into mpq

"Now, the PlugY folder must be in the same directory as PlugY.ini (so in the mod folder)." So I would say that in mpq with plugy ini you also need to include plugy folder. Well, this is how I did: https://d2mods.info/forum/ext/dmzx/imageupload/files/e8c33efd95374abd98e57bb1569f0883.png plugy folder...
by borg
Sun Apr 11, 2021 6:56 pm
Forum: PlugY|NefEx|D2Mod
Topic: [PlugY 14] PlugY.ini into mpq
Replies: 8
Views: 2462
Taiwan

[PlugY 14] PlugY.ini into mpq

If you don't want players to change plugy settings, you can put plugy.ini into mpq. But it seems that way doesn't work for the latest release. After several testing, PlugY.ini has to be outside of mpq to work properly. I wonder it's a new feature for plugy 14 or there is another way to put plugy.ini...
by borg
Sun Mar 22, 2020 12:16 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

Houston, we have a problem....
Bug report:
Mod crashes when the game is trying to play specific sound effect.

Image

This is the first time of mod crash after I used plugin version 1.13.1,
presumably there is something wrong with edited Game.exe.
by borg
Sun Dec 29, 2019 4:14 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

devurandom wrote:
Sun Dec 22, 2019 8:05 pm
borg wrote:
Sun Dec 22, 2019 4:46 pm
Glad to see updating news of this mod. Can you make separate options for display of item level and item max sockets?
I think it would be difficult to separate the 2.
I see. That's ok. Btw, is it possible to add crossbows to allowed weapons for Act 1 Rogue Scouts?
by borg
Sun Dec 22, 2019 4:46 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

Glad to see updating news of this mod. Can you make separate options for display of item level and item max sockets?
by borg
Tue Jul 16, 2019 1:04 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

devurandom wrote:
Mon Jul 15, 2019 11:15 pm
@borg it seems to work the same in vanilla with Runes in Set Items, unless I missed something.
BaseMod v1.13.1
===============
Yes, you are right. It is a vanilla display bug indeed, and perhaps there is no way to fix it.
Btw, thanks for you quick and marvelous update. You are the man.
by borg
Mon Jul 15, 2019 11:49 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

Currently I believe set item has a serious display bug that unlike other types of items, socketed rune can't appear its name when you hover the mouse over a socketed set item.
by borg
Sat Jul 13, 2019 4:24 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

Hi, just a small suggestion. Is it possible to assign a specific state in which mana orb turns purple by Basemod.ini/bin? Mana orb that changes color in different state is a good feature, and I wish that could be free to mod-maker's choice. Anyway, thanks for all your efforts and keep up the great w...
by borg
Sun Jul 07, 2019 11:10 am
Forum: General Mod Making
Topic: Missing Trade Screen in TCP/IP Game
Replies: 0
Views: 557
Taiwan

Missing Trade Screen in TCP/IP Game

Hi, I encountered a weird situation in a TCP/IP game via multiple instances feature from PlugY . The trade screen between my 2 single player characters (over level 99) didn't pop up, and then I got a system message "ask another player to trade." I wonder it is caused by wrong modding or just a prese...
by borg
Sun Dec 16, 2018 12:35 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

A question after my failed attempt: is there any way to add BaseMod.ini to MPQ or a mod folder to take effect?
by borg
Thu Dec 13, 2018 6:24 am
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

[1.07] - AutoGold Pickup with Sound Option - Ethereal Socket Bug Fix - Animated Life/Mana Orbs (see doc) - Display Item Level and Item Max Sockets Thanks for the amazing update. Surprisingly, I found a hidden feature you enabled but didn't mention: character's mana orb sometimes turns purple. I gue...
by borg
Wed Nov 28, 2018 1:22 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 514
Views: 117176
Taiwan

Re: BaseMod Plugin

Thanks for your awesome work, especially Auto-Gold-Pickup. If the sound of gold-picking is considered in the next release, the current gold-dropping is a perfect choice. :P
by borg
Sun Oct 01, 2017 2:22 pm
Forum: General Mod Making
Topic: Life synergy for Shadow Warrior
Replies: 2
Views: 503
Taiwan

Life synergy for Shadow Warrior

I've made a life synergy for Shadow Warrior but didn't work, and here is what I did in Skills.txt:
passivestat: maxhp
passivecalc: lvl*par1+skill('Shadow Master'.blvl)*12
Correct me if you find something wrong, thanks in advance.
by borg
Fri Apr 21, 2017 7:16 am
Forum: Multimedia
Topic: [Release] Ogodei's D1 Item pack v1.00
Replies: 11
Views: 4999
Taiwan

Re: [Release] Ogodei's D1 Item pack v1.00

Dead link. Btw, if there is new version to be uploaded, I expect to see Ring of Magma (Hellfire).
by borg
Mon Apr 17, 2017 3:14 am
Forum: Multimedia
Topic: [Abandoned] Ogodei's Diablo 1 Dungeon tile sets
Replies: 27
Views: 7044
Taiwan

Re: [WIP] Ogodei's Diablo 1 Dungeon tile sets

It might be off the topic, but I really want to say that user inferface and life/mana orbs of D1 are far better than those of D2. Just amazing classic gothic.
by borg
Wed Jan 25, 2017 7:27 pm
Forum: Multimedia
Topic: [Release] Ogodei's D1 Item pack v1.00
Replies: 11
Views: 4999
Taiwan

Re: [Release] Ogodei's D1 Item pack v1.00

Thanks for your devotion and sharing. Btw, magic elixir got incorrect graphic (the same as big life potion).
by borg
Sun Jun 12, 2016 2:51 am
Forum: PlugY|NefEx|D2Mod
Topic: PlugY, The Survival Kit 11.0 : with support of Patch 1.13d.
Replies: 8
Views: 11116
Taiwan

Re: PlugY, The Survival Kit 11.0 : with support of Patch 1.1

Is it possible to add PlugYLocal.ini and PlugYLocal.dll into patch_d2.mpq?
by borg
Fri Mar 11, 2016 8:57 am
Forum: Diablo II Chatter
Topic: Patch 1.14a Released
Replies: 15
Views: 6738
Taiwan

Re: Patch 1.14a Released

PlugY + High Res mod > Patch 1.14
by borg
Mon Feb 15, 2016 2:06 am
Forum: General Mod Making
Topic: d2 pvp mod
Replies: 19
Views: 3829
Taiwan

Re: d2 pvp mod

Well, hi J'P, I am very interested in your reply and need your help, especially the soft-coded way. :mrgreen:
by borg
Sun Feb 14, 2016 2:14 pm
Forum: General Mod Making
Topic: d2 pvp mod
Replies: 19
Views: 3829
Taiwan

Re: d2 pvp mod

As a mod-maker, I wonder how to make a new character starting with level 99 and all quests done?
by borg
Fri Jan 08, 2016 7:55 am
Forum: General Mod Making
Topic: No "get-hit" animation for hirelings?
Replies: 3
Views: 738
Taiwan

No "get-hit" animation for hirelings?

That's my recent finding and question. Take act 5 barb hireling for example. Use DR. Tester to open d2exp.mpq, and go to: data\global\monsters\0A\cof\0AGH1HS.COF data\global\monsters\0A\cof\0AGH2HS.COF we can see how get-hit animation is working perfectly. However, I've nerver seen the animation pla...

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