Search found 2256 matches

by Char
Sat Feb 25, 2006 10:29 am
Forum: d2:elements
Topic: Welcome Back, Char!!!
Replies: 2
Views: 1295

Yeah, I am feeling well with that, too :). I am not yet sure when I will present the first final version to the public (as I want to test some things first), but you can be definitely sure that it will not be far away ;). Be prepared....
by Char
Wed Feb 22, 2006 9:44 am
Forum: PlugY|NefEx|D2Mod
Topic: HELP! My items disappear with plugy :(
Replies: 4
Views: 726

i do not recall such a bug.... is this the shared or personal stash you are talking about?
by Char
Mon Feb 20, 2006 10:52 pm
Forum: General Mod Making
Topic: Having some trouble with runewords
Replies: 9
Views: 377

Re: Having some trouble with runewords

which editor are you using? did you add the EOL field (was it present at all in 1.09?)

one general question: why dont you mod 1.10 and just put all the things back to 1.09 if you like 1.09 better? most things are not too hard to change back...
by Char
Mon Feb 20, 2006 2:51 pm
Forum: General Mod Making
Topic: changing monster HP and his damage
Replies: 4
Views: 237

Re: changing monster HP and his damage

The first thing you should do is read the Beginner's guide to mod making ( PDF Version , M$ Word Version ). After that, you can go to monstats.txt and change the fields for Diablo and Baal (HP fields for normal, NM and hell difficulty available, they are percentages of values in monlvl.txt). You can...
by Char
Wed Feb 15, 2006 3:33 pm
Forum: General Mod Making
Topic: Double and Tribble random resistances/immunities
Replies: 3
Views: 227

Re: Double and Tribble random resistances/immunities

AFAIK rand(x,y) works, but it updates not always. however, the problem with double and triple immunes (and immunes with only 1 immunity) is more that they refresh too frequently. Every time you leave an area and return, the random immunity will be re-rolled. however, if you do not care about this, i...
by Char
Tue Feb 14, 2006 5:45 pm
Forum: General Mod Making
Topic: New Skill Issues
Replies: 7
Views: 451

Re: New Skill Issues

or maybe missing entry in the .tbl files?
by Char
Tue Feb 14, 2006 4:12 pm
Forum: General Mod Making
Topic: Weapon and sub-weapon at same time?
Replies: 5
Views: 292

Re: Weapon and sub-weapon at same time?

there is a problem with belt rows - if you manually add new belts with more than 1 belt row, you will not see the belt rows. i have no idea if this was solved sometime, but do a forum search and you will find some topics on this for sure.
by Char
Mon Feb 13, 2006 6:25 pm
Forum: General Mod Making
Topic: Weapon and sub-weapon at same time?
Replies: 5
Views: 292

Re: Weapon and sub-weapon at same time?

uhmm, yeah... sorry for that ;). At least using the d2 animations, its impossible.
IIRC it was hardcoded somewhere, but probably I am wrong on that as well. One could just try and copy the Barbarian animations over to the Pally....
by Char
Mon Feb 13, 2006 4:06 pm
Forum: PlugY|NefEx|D2Mod
Topic: how do i change the skill points in plugy
Replies: 4
Views: 871

in that case you probably did something wrong. either re-try and look closely at all the steps the readme describes once again, or give us more information about it :).
by Char
Mon Feb 13, 2006 4:04 pm
Forum: General Mod Making
Topic: adding new props monster related
Replies: 3
Views: 191

Re: adding new props monster related

unfortunately not without code editing.
by Char
Mon Feb 13, 2006 12:50 pm
Forum: General Mod Making
Topic: Weapon and sub-weapon at same time?
Replies: 5
Views: 292

Re: Weapon and sub-weapon at same time?

you could lay oskills on the "shields" ... however, there will be many problems involved with this, like blocking and so on. Furthermore, the animations will be screwed up quite for sure (btw, you get the same problem with the animations if you allow any char to dual-wield via CE , so making chars o...
by Char
Sun Feb 12, 2006 12:26 pm
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

Re: TXTtoHTML v1.02 - document your mod

Yes, this is basically a bug. However, look at the .txt files, and then tell me what the actual meaning of this is.... And even the largest german diablo2 fansite (www.indiablo.de) lists the following:
2% Chance ein Level 0 "Meteor" auszulösen wenn getroffen
by Char
Sat Feb 11, 2006 10:58 am
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

Re: TXTtoHTML v1.02 - document your mod

1. What to do with output levels? Display? Don't display? If yes, how? Anything that cannot be extracted from the recipe itself will have to be left to the player to find out. Hmm. Now if the "level" field is filled, it can be directly extracted from the cube recipe... The primary item is always in...
by Char
Fri Feb 10, 2006 4:31 pm
Forum: General Mod Making
Topic: Txt File Limits
Replies: 75
Views: 43583

That would really be great, since I just arrived at line 2287 ....
by Char
Fri Feb 10, 2006 4:30 pm
Forum: General Mod Making
Topic: How Should I Create Random Auras on items
Replies: 9
Views: 666

it probably will not work since these are no calc fields i guess.... however, what happens if you have two identical runewords? will the game choose one at random? or just use the first one?
by Char
Fri Feb 10, 2006 4:27 pm
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

so... what does the func 9 do in the game? what would it display? what values does it use (like: 1 uses min, max, and par values and passes them to the stat)? as for the color codes: this is kindof weird. do you have a complete list of all the color codes? if you look at the reference list, i do not...
by Char
Thu Feb 09, 2006 2:08 pm
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

Re: TXTtoHTML v1.02 - document your mod

there will be another version, just not sure when :). I even tried to look at cube recipes, but I could not find any good way of representing them yet. Does anyone have any ideas on this? I guess one input field and one output field would be nice, however, there are several problems: 1. What to do w...
by Char
Thu Feb 09, 2006 1:15 pm
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

Okay.... @ Myhrginoc: For now, I removed the crash, and the lines are simply not displayed. @ talonrage: Shall I change all output files to be .html files instead of .htm? I did not see any difference, and for no specific reason chose .htm as ending. For the image display problem, this should work i...
by Char
Thu Feb 09, 2006 1:07 pm
Forum: General Mod Making
Topic: Txt File Limits
Replies: 75
Views: 43583

Re: Txt File Limits

ISC for sure cannot do this, cause there is no stat for that in there :). At least i could find none, looking at the ones with 11 savebits :). I know this other limitation exists, although I do not remember what value it had. Something like 256 or 512 probably. However, I would need more than 2048 ...
by Char
Thu Feb 09, 2006 12:02 am
Forum: General Mod Making
Topic: Unique amulet invfile
Replies: 7
Views: 379

btw, there is a nice proggie which you can use to read a .dc6 file and it will print out all colorshifted versions of it, so you can figure out which one looks best :). its called dc6color.
by Char
Wed Feb 08, 2006 11:48 pm
Forum: General Mod Making
Topic: Txt File Limits
Replies: 75
Views: 43583

Re: Txt File Limits

I just wanted to point out that lines higher than 2048 DO work in magicprefix.txt / magicsuffix.txt. However, there is a problem: You will always get the name of line 2047 displayed on all those magic pre/suffixes which are in lines > 2047. all lines in magicprefix / suffix count, including blank li...
by Char
Wed Feb 08, 2006 10:10 am
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

...try again. i did not know that people really use something that is larger than 24 as a func in properties.txt and assumed it was an error. now it should be fixed.
by Char
Tue Feb 07, 2006 3:41 pm
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

Yes. My hint is: something went wrong. Actually this is very weird. I know where the error occurs, and I know how to fix it, but it should not occur. The only reason for this to occur is that you made an error - which is using a func larger than 24 in your properties.txt file, which my tool has no i...
by Char
Mon Feb 06, 2006 3:18 pm
Forum: Tools
Topic: TXTtoHTML v1.02 - document your mod
Replies: 56
Views: 4999

BTW, if anyone wonders why the size of the tool has increased that much, its because I left in assertions this time. This means that in case of a crash (which should not happen anymore), you can at least find out where the crash happened.
by Char
Mon Feb 06, 2006 10:50 am
Forum: General Mod Making
Topic: Monsters focused on character. How?
Replies: 13
Views: 566

hmm. it seemed to make a difference for me. and the valk was closer to the enemy than me... Okay. I did a quick test, and the decoy definitely draws the attention of monsters much more than the valkyrie does. (decoy threat > valk threat) EDIT: the monsters will still attack the stuff even if threat ...

Go to advanced search