Search found 51 matches
- Fri Sep 08, 2023 12:39 pm
- Forum: General Mod Making
- Topic: How to implement resurrected patch in 1.13c
- Replies: 11
- Views: 759
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...
- Sun Aug 22, 2021 5:46 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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...
- Sat Apr 17, 2021 2:59 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: [PlugY 14] PlugY.ini into mpq
- Replies: 8
- Views: 2462
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...
- Sat Apr 17, 2021 9:15 am
- Forum: Skill Clinic
- Topic: How to add openwounds to Sacrifice?
- Replies: 1
- Views: 604
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?
Did I miss something or do it in a wrong way?
- Sat Apr 17, 2021 8:53 am
- Forum: PlugY|NefEx|D2Mod
- Topic: [PlugY 14] PlugY.ini into mpq
- Replies: 8
- Views: 2462
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...
- Sun Apr 11, 2021 6:56 pm
- Forum: PlugY|NefEx|D2Mod
- Topic: [PlugY 14] PlugY.ini into mpq
- Replies: 8
- Views: 2462
[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...
- Sun Mar 22, 2020 12:16 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
Re: BaseMod Plugin
Houston, we have a problem....
Bug report:
Mod crashes when the game is trying to play specific sound effect.
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.
Bug report:
Mod crashes when the game is trying to play specific sound effect.
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.
- Sun Dec 29, 2019 4:14 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
Re: BaseMod Plugin
I see. That's ok. Btw, is it possible to add crossbows to allowed weapons for Act 1 Rogue Scouts?
- Sun Dec 22, 2019 4:46 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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?
- Tue Jul 16, 2019 1:04 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
Re: BaseMod Plugin
Yes, you are right. It is a vanilla display bug indeed, and perhaps there is no way to fix it.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
===============
Btw, thanks for you quick and marvelous update. You are the man.
- Mon Jul 15, 2019 11:49 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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.
- Sat Jul 13, 2019 4:24 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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...
- Sun Jul 07, 2019 11:10 am
- Forum: General Mod Making
- Topic: Missing Trade Screen in TCP/IP Game
- Replies: 0
- Views: 557
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...
- Sun Dec 16, 2018 12:35 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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?
- Thu Dec 13, 2018 6:24 am
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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...
- Wed Nov 28, 2018 1:22 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 117176
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.
- Sun Oct 01, 2017 2:22 pm
- Forum: General Mod Making
- Topic: Life synergy for Shadow Warrior
- Replies: 2
- Views: 503
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.
passivestat: maxhp
passivecalc: lvl*par1+skill('Shadow Master'.blvl)*12
Correct me if you find something wrong, thanks in advance.
- Fri Apr 21, 2017 7:16 am
- Forum: Multimedia
- Topic: [Release] Ogodei's D1 Item pack v1.00
- Replies: 11
- Views: 4999
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).
- Mon Apr 17, 2017 3:14 am
- Forum: Multimedia
- Topic: [Abandoned] Ogodei's Diablo 1 Dungeon tile sets
- Replies: 27
- Views: 7044
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.
- Wed Jan 25, 2017 7:27 pm
- Forum: Multimedia
- Topic: [Release] Ogodei's D1 Item pack v1.00
- Replies: 11
- Views: 4999
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).
- 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
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?
- Fri Mar 11, 2016 8:57 am
- Forum: Diablo II Chatter
- Topic: Patch 1.14a Released
- Replies: 15
- Views: 6738
Re: Patch 1.14a Released
PlugY + High Res mod > Patch 1.14
- Mon Feb 15, 2016 2:06 am
- Forum: General Mod Making
- Topic: d2 pvp mod
- Replies: 19
- Views: 3829
Re: d2 pvp mod
Well, hi J'P, I am very interested in your reply and need your help, especially the soft-coded way.
- Sun Feb 14, 2016 2:14 pm
- Forum: General Mod Making
- Topic: d2 pvp mod
- Replies: 19
- Views: 3829
Re: d2 pvp mod
As a mod-maker, I wonder how to make a new character starting with level 99 and all quests done?
- Fri Jan 08, 2016 7:55 am
- Forum: General Mod Making
- Topic: No "get-hit" animation for hirelings?
- Replies: 3
- Views: 738
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...