Search found 42 matches

by borg
Tue Jul 16, 2019 1:04 pm
Forum: Member Аnnouncements
Topic: BaseMod Plugin
Replies: 247
Views: 26570
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: 247
Views: 26570
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: 247
Views: 26570
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: 162
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: 247
Views: 26570
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: 247
Views: 26570
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: 247
Views: 26570
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: 422
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: 10
Views: 2745
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: 5544
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: 10
Views: 2745
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: 9390
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: 6056
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: 3152
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: 3152
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: 663
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...
by borg
Fri Jan 01, 2016 9:30 am
Forum: Member Аnnouncements
Topic: UVLoD v1.3.7
Replies: 9
Views: 5021
Taiwan

Re: Uber Vanilla v1.3.2 LoD [1.13d]

looking forward to a version for 1.13c....
by borg
Fri Oct 09, 2015 6:13 pm
Forum: Code Editing
Topic: [1.13d] code edits collection
Replies: 25
Views: 7286
Taiwan

Re: [1.13d] code edits collection

That's awesome work and worthy of respect.
I am looking forward to potential support for patch 1.13c or PlugY.
by borg
Fri Dec 27, 2013 5:46 pm
Forum: General Mod Making
Topic: property question: dmg vs. dmg-norm
Replies: 2
Views: 297
Taiwan

property question: dmg vs. dmg-norm

When looking into Property.txt, I found something interesting (in row 90 and 142): code stat1 stat2 dmg item_normaldamage dmg-norm mindamage maxdamage Then I returned to game for testing, both properties display "Dmg + X" on screen. Does it mean that code "dmg" and "dmg-norm" have the same function?
by borg
Sun Dec 15, 2013 8:12 am
Forum: General Mod Making
Topic: Unsummon Bone Wall?
Replies: 0
Views: 277
Taiwan

Unsummon Bone Wall?

Well, I wonder if this is possible via soft-coding. Actually I have tried but failed. Here is what I did: a: open Skills.txt, put "bonewall" in "pettype" colume and a munber you want in "petmax" colume. b: open PetType.txt, add a new row starting with "bonewall" and put "1" in "unsummon" colume. I t...
by borg
Fri Mar 22, 2013 4:13 pm
Forum: General Mod Making
Topic: Problem after adding axe barbarian hirelings to seller
Replies: 1
Views: 272
Taiwan

Problem after adding axe barbarian hirelings to seller

The id number of dual-wielding axe barbarian in MonStats.txt is 560, and I opened Hireling.txt and changed some 'class' column number '561' to '560'. Theoratically the seller will offer two different types of barbarian hirelings (sword & axe), however, all I got is axe type and the original sword ba...
by borg
Sat Jan 19, 2013 11:17 am
Forum: Skill Clinic
Topic: Static Field with "preventheal" state
Replies: 1
Views: 750
Taiwan

Static Field with "preventheal" state

Recently I tried to add "prevent monster heal" effect to Static Field.
In Skills.txt (line 43), I set "preventheal" in the auratargetstate colume
but did not work. Did I miss something or modify in the wrong way?
by borg
Fri Apr 20, 2012 5:35 am
Forum: General Mod Making
Topic: Soft-Coded Way for Act 1 Hireling with Crossbows
Replies: 2
Views: 607
Taiwan

Re: Soft-Coded Way for Act 1 Hireling with Crossbows

zjat" wrote:any downfall to this? like magic affixes?
So far I didn't find anything wrong, including xbows-only staff mods,
prefixes and suffixes. The sole difference is the weapon type now
displays "bow class" instead of "xbow class".
by borg
Thu Apr 19, 2012 4:55 am
Forum: General Mod Making
Topic: Soft-Coded Way for Act 1 Hireling with Crossbows
Replies: 2
Views: 607
Taiwan

Soft-Coded Way for Act 1 Hireling with Crossbows

It's simple and easy to do:
Open ItemTypes.txt, go to Crossbow line, type "bow" in Equiv2 column, and save it.
It works well to me. I hope this helps.
by borg
Fri Apr 06, 2012 4:53 pm
Forum: General Mod Making
Topic: Something Weird about Baal Tentacle Skill
Replies: 2
Views: 448
Taiwan

Something Weird about Baal Tentacle Skill

I thought somebody should have noticed just as I did that Baal tentacle skill seems to work only on Baal. If monsters other than Baal use this skill, you get nothing but skeletons. There is a theory in this forum that monsters only spawn skeletons because skeleton is the first monster in MonStats.tx...

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