Search found 2256 matches

by Char
Thu Apr 13, 2006 12:32 am
Forum: PlugY|NefEx|D2Mod
Topic: 4th & 5th Skill Tree Plugins for D2Mod v1.10 Released
Replies: 51
Views: 16841

wow. looks fancy :)
by Char
Wed Apr 12, 2006 10:13 pm
Forum: PlugY|NefEx|D2Mod
Topic: 4th & 5th Skill Tree Plugins for D2Mod v1.10 Released
Replies: 51
Views: 16841

hmmm. i am just using the standard skills, and i guess the bottom three are the best. i would use the additional skill tab / tabs just for some special skills (for example proficiencies or so). thus, the best idea is to have no slots there :). if you would do that, that'd be great. i guess there are...
by Char
Wed Apr 12, 2006 9:45 pm
Forum: PlugY|NefEx|D2Mod
Topic: 4th & 5th Skill Tree Plugins for D2Mod v1.10 Released
Replies: 51
Views: 16841

I suppose there is no way to include the vanilla skill tree backgrounds for the first three skill tabs, right? cause I am considerably bad at editing skill tree backgrounds :P.
by Char
Wed Apr 12, 2006 4:30 pm
Forum: General Mod Making
Topic: Some Questions about the Cubemain Fileguide
Replies: 3
Views: 144

about 1: "!=" is the C / C++ notation for "unequal"

about 2: yes you are right.

about 3: yes, but you should use "5" instead of "day 5" :P
by Char
Sun Apr 09, 2006 8:34 pm
Forum: General Mod Making
Topic: Old mod being updated to 1.11
Replies: 2
Views: 160

but it might be worth it, especially if you want to add new content to your mod (skills for example) since 1.10 is more modding-friendly than 1.09 was :).
by Char
Thu Apr 06, 2006 8:56 pm
Forum: Mod Concepts & Research
Topic: Skills that need more than 1 point
Replies: 11
Views: 907

Read the guide for skills.txt, everything you need is explained in there :). You can use 99 as skill cap (higher than 99 isnt possible AFAIK, though that might be wrong), and [color=FFFF00]lvl+1[/color] as entry for the skillcost field for exaple (that will make the advance to the next level cost al...
by Char
Thu Apr 06, 2006 8:38 am
Forum: Mod Concepts & Research
Topic: Skills that need more than 1 point
Replies: 11
Views: 907

Not sure if I understand your question correctly, but... You can easily make your skills cost more and more for every subsequent point you put in (for example: 1 point for level 1, 2 points for going from level 1 to 2, 3 points for going from level 2 to 3, ....). I have done it in my own mod (d2:ele...
by Char
Wed Apr 05, 2006 8:19 pm
Forum: d2:elements
Topic: Balance thread
Replies: 4
Views: 1651

wow... 6-7 hours is quite quick i think :). however, maybe my build is just kinda weak / i got really bad spawns at some places / i play poorly :P. i will definitely have a look at the skills and their damage again, though. iron maiden seems weak because the damage your characters and hirelings do i...
by Char
Wed Apr 05, 2006 12:49 pm
Forum: d2:elements
Topic: Balance thread
Replies: 4
Views: 1651

Nice to hear ;). How long did it take you? My Multiple Shot / GA amazon has just reached act 4, and it took me quite a while... As I myself never played as a Hydra / Meteor sorc, I had a quick look at them and thought they were okay. Did you try this on low levels or on high ones? Before changing an...
by Char
Wed Apr 05, 2006 10:01 am
Forum: Mod Concepts & Research
Topic: Skills that need more than 1 point
Replies: 11
Views: 907

hmmm. by doing so you are assuming that the lvl 30 skills are stronger than the lvl 1, 6, 12, 18 and 24 skills. better have a close look at the skills individually, as for example meteor is strong. furthermore, a summon necromancer would be kinda .... strong, all his skills he really needs are less ...
by Char
Mon Apr 03, 2006 9:19 pm
Forum: d2:elements
Topic: Problem With Mod
Replies: 8
Views: 2215

yes, for sure :). the d2mod system does not run on v1.11, and thus my mod doesnt run on that version. I am sorry you have to switch back... there is a tutorial somewhere about how to get 2 versions of diablo2 running on one installation though :).
by Char
Mon Apr 03, 2006 1:05 am
Forum: d2:elements
Topic: help please
Replies: 6
Views: 1721

is everything else working correctly? i.e. does the mod work so far? if you create characters with character editors, this is most likely gonna fail for several reasons. and even if it works, you will get very weak highlevel characters that way because most character editors assign only one skill po...
by Char
Mon Apr 03, 2006 1:01 am
Forum: d2:elements
Topic: Problem With Mod
Replies: 8
Views: 2215

Hi together, sorry for not being here, I just had to do some holidays :). Now I am back... For your problem, it is most likely that this has something to do with the d2mod installation as cosma_sebastian says, as this is known to cause ITH entries for some strings. Can you check if you see all the v...
by Char
Sun Mar 26, 2006 9:02 pm
Forum: Mod Concepts & Research
Topic: Thoughts on character/skill tree design
Replies: 31
Views: 20425

Laz, I think you should have read the question :P.

However, I suspect that he really meant the Holy Shield skill, as that one is the only one that cannot be used to damage enemies.
by Char
Sun Mar 26, 2006 5:54 pm
Forum: General Mod Making
Topic: Missing "TC90" in treasureclass ex
Replies: 12
Views: 545

The purpose of the TCs is that you DONT have to softcode them :P. Basically its a great idea, and makes sure that you do not just miss some items..... if you have 1000+ item types, then its a bad idea to softcode them.
by Char
Sat Mar 25, 2006 8:52 pm
Forum: General Mod Making
Topic: Missing "TC90" in treasureclass ex
Replies: 12
Views: 545

All items that were in TC90 (Mythical Sword, Corona IIRC, Sacred Armor, ...) in patch 1.09 have been lowered in level so that they are in TC87 now. The problem was that TC90 was insanely rare (it dropped 10 times less than TC87) in 1.09, and instead of fixing this, Blizzard decided to just move all ...
by Char
Wed Mar 22, 2006 6:06 pm
Forum: General Mod Making
Topic: Why can't i make something look like the flag?
Replies: 2
Views: 170

if there are entries in itemtypes.txt, the information from misc.txt is not used at all (you can see that for rings for example, which have a reference to an old graphics that never showed up in the final version of diablo2), so changing the graphics there will have no effect.... as anson told, you ...
by Char
Wed Mar 22, 2006 9:44 am
Forum: d2:elements
Topic: Problem with 1.01 release
Replies: 1
Views: 1399

Re: Problem with 1.01 release

intuitive new system for installation or what are you speaking of? thanks by the way :). are you sure you entered the -direct to your shortcut? most likely, the .bin files are not loaded correctly for one or another reason. you might check if the runes still display the level requirement when droppe...
by Char
Tue Mar 21, 2006 7:50 pm
Forum: Feedback
Topic: making a category topic
Replies: 10
Views: 1304

i think that he is talking about a topic rather than a new forum that could be stickied somewhere or linked on the main page :). However, placing it into the feedback section sounds reasonable.

/me starts thinking about this idea
by Char
Tue Mar 21, 2006 7:44 pm
Forum: d2:elements
Topic: Contest: Kill Baal first and design a unique or runeword!
Replies: 11
Views: 3873

Re: Contest: Kill Baal first and design a unique or runeword

Congratulations! You are quite definitely the first, seeing that noone posted here before. If anyone defeated baal before, but just did not post here, its his / her fault. You got a nice character, and did not forget to invest in both spellpower and vitality. Your HP value is really quite nice, as w...
by Char
Mon Mar 20, 2006 2:55 am
Forum: General Mod Making
Topic: No one golem only
Replies: 6
Views: 301

is there a specific reason for opening two topics for what is basically one question? however, the other topic is locked by now, so disussion can of course go on in this one...

it would be nice though if you could open just one topic next time.
by Char
Mon Mar 20, 2006 2:46 am
Forum: Member Аnnouncements
Topic: d2:elements v1.01 released !
Replies: 1
Views: 1086

Just released v1.01, which can be downloaded from here. Its an update only, so you need the version 1.0 to play it. Because it is only an update, its only half a megabyte though :).
by Char
Sat Mar 18, 2006 4:31 pm
Forum: General Mod Making
Topic: class-specific stats
Replies: 1
Views: 166

you need to make a passive that sets a dummy stat (like dummy_i_am_a_barbarian) to 1, and then you need to base your stats on this dummy stat. however, passives on char via charstats.txt do not work properly (only update on game join), so your chars would have to start a new game ONCE in order to ge...
by Char
Sat Mar 18, 2006 4:27 pm
Forum: General Mod Making
Topic: One-way compatibility between versions?
Replies: 6
Views: 218

you CAN change certain things in itemstatcost and the character will just get "updated". for example, adding a new entry (or increasing savebits for the last entry) is no problem.
i have no idea if REMOVING an entry is a problem, if it is, then you have your one-way compatibility
by Char
Sat Mar 18, 2006 2:32 pm
Forum: General Mod Making
Topic: Item drops
Replies: 3
Views: 266

an easier way to test such charms is to use cubemain.txt :).

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