Search found 899 matches

by Borgin
Mon Apr 27, 2009 2:38 am
Forum: General Mod Making
Topic: [stat] based on [stat] itemstats
Replies: 6
Views: 382

Eek, I forgot about this. Seems I'm getting some conflicting answers. Let me be a bit more specific. Will I safely be able to create an itemstat that grants life per vitality and put that modifier on items? I know I can do workarounds using invisible/hidden auras, but I'd much prefer to not need to ...
by Borgin
Thu Apr 09, 2009 9:22 am
Forum: General Mod Making
Topic: [stat] based on [stat] itemstats
Replies: 6
Views: 382

[stat] based on [stat] itemstats

I've heard some people claim that any stat based off another stat will not update correctly in-game thanks to the way stats are calculated (equipping, leveling up, S+E). Does this mean a "life per vitality" mod is impossible? I realize you can still use anything based off level or skill levels thank...
by Borgin
Tue Oct 07, 2008 4:49 pm
Forum: General Mod Making
Topic: Severe problem with ShadowMaster-like summons
Replies: 9
Views: 647

Perhaps it is reaching the state limit.
by Borgin
Sat Sep 06, 2008 8:02 am
Forum: General Mod Making
Topic: Make set jewels/charms
Replies: 3
Views: 336

A set can have multiple equivalent itemtypes. This basically means you can use two rings or two katars/melee weapons. That's about it, though.
by Borgin
Thu Aug 28, 2008 7:12 am
Forum: Skill Clinic
Topic: Bladeshield that doesn't draw durability?
Replies: 3
Views: 603

I believe you could change Blade Shield into a short-range nova that spawns every so often using Thunderstorm functions, but you'll get some odd desync.

...If that helps.
by Borgin
Fri Aug 08, 2008 12:06 am
Forum: General Mod Making
Topic: Can Someone Help Me Find Runeword Recipeces?
Replies: 9
Views: 591

Whatever. Haven't modded in a few months, and as such I'm a bit rusty.

And if the .mpq has a .bin, then you're screwed if you want to find the runewords anyways. I suppose I should've said that instead of that the runewords would be ala CLoD.
by Borgin
Fri Aug 08, 2008 12:04 am
Forum: General Mod Making
Topic: Class dummy stat
Replies: 6
Views: 355

You could add a second conditional to only count hard points.
by Borgin
Thu Aug 07, 2008 3:18 am
Forum: Diablo II Chatter
Topic: Where are all the new mods?
Replies: 6
Views: 1396

Diablo II modding is a dying fad. I did it for a few years, thinking I'd eventually release something, and I still haven't. To be honest, it's the lack of decent community members that stopped me eventually. I just got sick of people complaining about things when they didn't understand simple game m...
by Borgin
Thu Aug 07, 2008 3:08 am
Forum: General Mod Making
Topic: Can Someone Help Me Find Runeword Recipeces?
Replies: 9
Views: 591

If a runewords.txt file doesn't exist, the runewords will be the same as CLoD.
by Borgin
Wed Aug 06, 2008 3:22 am
Forum: General Mod Making
Topic: Advanced Skill tree reset
Replies: 3
Views: 485

As far as most modders are concerned, this is only possible with heavy code editing. Resets are only currently available thanks to PlugY, and I don't know of any other modder besides Yohann who has published work to this effect.
by Borgin
Wed Aug 06, 2008 3:21 am
Forum: General Mod Making
Topic: Class dummy stat
Replies: 6
Views: 355

Have all their level one skills grant it as a passive stat with a conditional. That would be how I do it.

Something like:

stat('dummy_i_am_a_barbarian'.accr)=1?0:1

It should work because it will be applied to all your skills, so one will give you the dummy stat and the rest will be nullified.
by Borgin
Mon Jul 21, 2008 12:07 am
Forum: General Mod Making
Topic: Passive skills bazed on stats
Replies: 18
Views: 797

Brother Laz has instituted an effect on Mercenaries to increase their spell damage based on Energy.

Long story short: it works.

So yes, Demon9ne, mercenaries would benefit.
by Borgin
Mon Jul 21, 2008 12:03 am
Forum: Diablo III Chatter
Topic: The All-Important Inventory
Replies: 12
Views: 2042

I definitely like the concept of the "mini-items", but I'd like one thing to be implemented: Hover pictures. As in, you get this tiny thing that looks like an open swiss army knife. It's actually some Unique Sword of Doom or something. So you mouse over it, and along with its stats is a larger, 3-d ...
by Borgin
Mon Jul 14, 2008 4:50 am
Forum: General Mod Making
Topic: Stat + % other stat
Replies: 3
Views: 199

I believe if you have two circular stats, this can cause it- for example, strength based on dexterity and dexterity based on strength. If you have both stats, they recur to infinity and you get a crash.
by Borgin
Sun Jul 13, 2008 7:46 am
Forum: General Mod Making
Topic: some skill help/ questions
Replies: 4
Views: 255

Knockback.

(It forces hit recovery)
by Borgin
Sun Jul 13, 2008 2:50 am
Forum: General Mod Making
Topic: More Cube Madness
Replies: 15
Views: 897

At most, the cubeop "any" saves you three recipes, and that is if you mean "any" to be armor, weapons, and jewelry. Maybe you want to expand this even further and include charms and jewels, but generally there won't be cube recipes that are the same for all these item types. Copy/paste is easy. If t...
by Borgin
Sat Jul 12, 2008 11:55 pm
Forum: General Mod Making
Topic: More Cube Madness
Replies: 15
Views: 897

Rule of thumb: never use "any".

Use "armo" and "weap". This works much better than "any", since "any" could be a key, or a potion, or a charm.
by Borgin
Sat Jul 12, 2008 7:24 pm
Forum: General Mod Making
Topic: Cube: 3 magic rings -> 1 new magic ring?
Replies: 3
Views: 182

Yes, eol is always 0.

Try this line:

Code: Select all

ring transmute	1			0					3	"rin,mag,qty=3"							usetype,mag		50	50																																																																																				0
Worked for me just fine.
by Borgin
Sat Jul 12, 2008 6:23 pm
Forum: General Mod Making
Topic: Cube: 3 magic rings -> 1 new magic ring?
Replies: 3
Views: 182

Try:

input1= "rin,mag,qty=3"
output= "rin,mag"

Make sure you have your eol in at the end of the line.

What do you mean "it doesn't work"? Does the recipe just not do anything, or does it return an incorrect item, or...?
by Borgin
Sat Jul 12, 2008 6:08 pm
Forum: General Mod Making
Topic: Quick problem with new missile types
Replies: 12
Views: 415

I am having this exact same problem again . I know the thread is old, but seriously. Same thing. Anyways, since I had generated so much confusion, here is what I want: 1. No crossbows, as far as game code goes. 2. All crossbows act as bows- same weapon class, same ammunition (arrows). I tried modify...
by Borgin
Sat Jul 12, 2008 3:37 am
Forum: General Mod Making
Topic: Custom Magical Modifiers from cube
Replies: 9
Views: 512

Not sure if you just overlooked posting it, but you'll need a mod1min and mod1max on the cube recipe.

If that isn't it, just post the line as code and we can help you out.
by Borgin
Sat Jul 12, 2008 12:05 am
Forum: General Mod Making
Topic: New Cube Recipe Problem
Replies: 18
Views: 1312

Check this link for some information on op stats in cube recipes- Appendix A has a list of all of them. To add a dummy stat, just open up ISC .txt and create a new stat- let's call it, say, "item_upgraded". Then just have your cube recipe check for "item_upgraded" on the item, and if the item's "ite...
by Borgin
Fri Jul 11, 2008 5:17 am
Forum: General Mod Making
Topic: New Cube Recipe Problem
Replies: 18
Views: 1312

Add a dummystat. Add a cube recipe that checks for the dummystat (check the op field). Have the cube recipe add the dummystat if the item doesn't already have it, and have the recipe do nothing if the item does (this is all op field stuff). Then simply add your "random extra modifiers" in the mod co...
by Borgin
Fri Jul 11, 2008 5:14 am
Forum: General Mod Making
Topic: New skill using rejuv stats? How would I do this?
Replies: 3
Views: 236

1. Yes. 2. auralencalc 3. aurastat1calc. To expand, if you want it to heal 33% of your health in one frame, remember the hpregen formula: it heals "hpregen"*25/256 health per second, or "hpregen"/256 health per frame. So for a calc here, we can try: stat('hitpoints'.accr)*85 This is basically your f...

Go to advanced search