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by Doombreed-x
Mon Nov 21, 2011 5:26 pm
Forum: General Mod Making
Topic: [Solved]Missiles.txt hates stat synergies???
Replies: 4
Views: 363

Re: Missiles.txt hates stat synergies???

If it's a calc field, then you should be able to reference fields from skills.txt (clc1, par1, etc), otherwise there isn't much you can do iirc.
by Doombreed-x
Mon Nov 14, 2011 5:13 pm
Forum: General Mod Making
Topic: Adding elemental damage to any monster?
Replies: 6
Views: 553

Re: Adding elemental damage to any monster?

viewtopic.php?f=4&t=56700&p=445025&hili ... in#p445025

There should be a fixed file somewhere, but if not it isn't too hard to fix yourself.
by Doombreed-x
Mon Nov 14, 2011 5:31 am
Forum: General Mod Making
Topic: Adding elemental damage to any monster?
Replies: 6
Views: 553

Re: Adding elemental damage to any monster?

Make sure you don't have broken monster chains, it causes any number of otherwise unexplainable problems with the file.
by Doombreed-x
Thu Sep 29, 2011 8:20 pm
Forum: General Mod Making
Topic: Simple Question...
Replies: 4
Views: 469

Re: Simple Question...

Copied and pasted directly from the file guide: if treasureclass-manipulator < 1024, then multiply chance by the term (1 – treasureclass-manipulator / 1024) (chance) * (1 – 512 / 1024) = 50% * (chance) = 2x better odds for successful check chance is some number calculated from ItemRatio.txt and magi...
by Doombreed-x
Tue Sep 20, 2011 7:51 pm
Forum: General Mod Making
Topic: Zeal/Fury question (?)
Replies: 1
Views: 432

Re: Zeal/Fury question (?)

Yes. Fend as well. Fury also tends to desync because it doesn't properly use the shapeshift data, as noted by Nefarius elsewhere.
by Doombreed-x
Fri Sep 16, 2011 6:21 pm
Forum: General Mod Making
Topic: i need help for forcing an item to drop
Replies: 9
Views: 705

Re: i need help for forcing an item to drop

First, you need to edit your last post instead of posting more than once in a row. This removes clutter and will still mark your post unread.

Second, you need to edit treasureclassEX.txt if you are using the expansion.
by Doombreed-x
Wed Sep 07, 2011 7:11 pm
Forum: General Mod Making
Topic: Making vendors sell rare items?
Replies: 9
Views: 1030

Re: Making vendors sell rare items?

The plvl column uses a portion of the players level for the output creation. This means it uses a % of the players level iirc, so putting 100 there will ensure that the item spawned can be up to the players level but no higher.
by Doombreed-x
Tue Sep 06, 2011 7:01 pm
Forum: General Mod Making
Topic: Making vendors sell rare items?
Replies: 9
Views: 1030

Re: Making vendors sell rare items?

Check the file guide for cubemain. The different level columns impose different limits and restrictions on the recipes, and what you're looking for can certainly be found there.

https://d2mods.info/index.php?ind=revie ... w&iden=284
by Doombreed-x
Sun Aug 28, 2011 4:54 pm
Forum: General Mod Making
Topic: Die Monster Die!
Replies: 8
Views: 598

Re: Die Monster Die!

Not sure if you can spawn in DT mode through DS1's, I know you can when summoning them though. Perhaps you need to use a nest monster (afaik there's one that spawns a # of monsters then dies, set it to die after 1) that spawns your portal maker in DT mode.
by Doombreed-x
Fri Aug 26, 2011 9:53 am
Forum: General Mod Making
Topic: Cubemain.txt + Sockets
Replies: 9
Views: 1036

Re: Cubemain.txt + Sockets

Hero editor doesn't create legitimate items, in case you didn't know. You can use that program to force the item's stat flags to values they shouldn't be in some cases, like sockets, but you can't legitimately modifiy items outside their boundaries in the game or with modding, without changing their...
by Doombreed-x
Wed Aug 24, 2011 6:36 pm
Forum: General Mod Making
Topic: Trouble Using/Making Mods...
Replies: 6
Views: 657

Re: Trouble Using/Making Mods...

Runewords crash the game when they can't find their name's string, so your best bet on the crash is that you need to add the runeword's string.
by Doombreed-x
Mon Aug 15, 2011 10:21 pm
Forum: General Mod Making
Topic: error when choosing a character i wanna play
Replies: 10
Views: 633

Re: error when choosing a character i wanna play

Note that a clean install of 1.10+ comes with broken monster chains. Since necrolis mentioned it, you might try fixing them, as they could very well be the problem.
by Doombreed-x
Sat Jul 30, 2011 4:41 am
Forum: General Mod Making
Topic: Quick Question
Replies: 6
Views: 559

Re: Quick Question

You have to give the skill an animation or it will throw an error. And the animation you give it has to have a trigger frame or it won't do anything.

You can look into the multimedia forum for some answers, but the short answer is that this won't be as easy as you'd like.
by Doombreed-x
Sun Jul 03, 2011 7:36 pm
Forum: General Mod Making
Topic: Quill Bears
Replies: 2
Views: 400

Re: Quill Bears

You can specify the attack anim as the one to use for it's spell. You might want to double check that it's anims have all the proper data associated, namely frame counts, rates and trigger frames.
by Doombreed-x
Sun Jul 03, 2011 7:33 pm
Forum: General Mod Making
Topic: Only middle missile deals damage?
Replies: 2
Views: 295

Re: Only middle missile deals damage?

It's likely your server side function only releases 1 missile, regardless of what you see client side. We would need more details to be more specific though.
by Doombreed-x
Sat Jun 25, 2011 6:42 am
Forum: General Mod Making
Topic: Quick Item Question
Replies: 1
Views: 250

Re: Quick Item Question

Those are auto tcs, generated automatically by the game. There has already been much said about them, so search function is your friend.
by Doombreed-x
Wed Jun 15, 2011 2:37 am
Forum: General Mod Making
Topic: Guidence requested, editing files.
Replies: 12
Views: 691

Re: Guidence requested, editing files.

Each of these is very easy. As long as you have the basics of editing the files, you can do these as follows. If you don't know the basics, then I'll refer you to the starters guide first: https://d2mods.info/filecenter/dload.php?action=file&file_id=1086 A - Extract Levels.txt, open it up and find t...
by Doombreed-x
Sat Jun 11, 2011 9:18 pm
Forum: General Mod Making
Topic: Poison Dagger working with Ranged Weapon?
Replies: 4
Views: 450

Re: Poison Dagger working with Ranged Weapon?

Some skill functions are coded to only work within melee range of an enemy, even if you enable ranged weapons with them. I remember having the same issue with assassin charge-up skills, and I couldn't figure a way to fix it.
by Doombreed-x
Fri May 27, 2011 7:16 pm
Forum: General Mod Making
Topic: w00t! Another new error... wait, that isn't good...
Replies: 7
Views: 615

Re: w00t! Another new error... wait, that isn't good...

If I'm recalling this correctly, my problem was that one of his other skills (not the blue wave, that just happened to be up when the error occurred) shot through the walls of his map and past the area boundary, and this happened because I had made changes to his map. Still not sure exactly why, bec...
by Doombreed-x
Fri Apr 22, 2011 3:52 am
Forum: General Mod Making
Topic: DC don't drop Annihilus
Replies: 6
Views: 476

Re: DC don't drop Annihilus

Annihilus is a level 110 unique item. Make sure your diablo clone is high enough level to drop it?
by Doombreed-x
Tue Apr 19, 2011 3:55 am
Forum: General Mod Making
Topic: Telekenisis
Replies: 6
Views: 534

Re: Telekenisis

You question might be better answered if it wasn't size 1 font. The game wasn't made with modding in mind, and changing anything in the game is pretty easy when you have the source code. Most of our modding conveniences were provided in 1.10 by Isolde, thankfully. And apart from the params you're gi...
by Doombreed-x
Tue Apr 19, 2011 3:51 am
Forum: General Mod Making
Topic: Starting Light Radius
Replies: 9
Views: 686

Re: Starting Light Radius

iirc, the hardcoded starting amount is 13, with an upper cap of 18 (so +5 is the max useful unmodded). At 2 the game doesn't draw the world around you, at 1 the game doesn't even draw your character and at 0 it crashes.
by Doombreed-x
Mon Apr 11, 2011 11:41 am
Forum: General Mod Making
Topic: Cleansing Questions
Replies: 4
Views: 507

Re: Cleansing Questions

I'd bet it's continuous truncation. The hardcoding of cleansing makes it's effect happen each second iirc, so if I had to guess it's probably making it's per second reduction, then cutting off the decimals.
by Doombreed-x
Fri Apr 01, 2011 4:07 am
Forum: General Mod Making
Topic: What is with 1.10?
Replies: 5
Views: 579

Re: What is with 1.10?

The problem has more to do with having to change all of their code edits. Between versions, the locations of variables change (sometimes most of them don't, but iirc with 1.11 EVERYTHING was shifted.) This means that you can't just go back to the same location in the code and make the same edit over...

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