Search found 391 matches

by Ogodei
Tue Jul 10, 2018 8:05 pm
Forum: PlugY|NefEx|D2Mod
Topic: Weapon Type in MERCMOD.DLL
Replies: 6
Views: 800
Italy

Re: Weapon Type in MERCMOD.DLL

Oh, that's true! the correct one is row number -2 :) so, let's say, crossbow (item type row #37) is actually 35.
by Ogodei
Tue Jul 10, 2018 7:34 pm
Forum: PlugY|NefEx|D2Mod
Topic: Weapon Type in MERCMOD.DLL
Replies: 6
Views: 800
Italy

Re: Weapon Type in MERCMOD.DLL

Hello,

Try checking Weapons.txt
by Ogodei
Mon Jul 09, 2018 7:09 pm
Forum: Multimedia
Topic: Just some UI elements to share
Replies: 4
Views: 191
Italy

Re: Just some UI elements to share

Very nice, thanks for sharing :) Btw, I had a divide_by_zero error, and it was related to me accidentally setting either "MonsterFreezeDivisor" or "MonsterColdDivisor" to 0 in DifficultyLevels.txt . It may be the same with the other TXT's "divisor" columns, like one, always in DifficultyLevels, name...
by Ogodei
Mon Jul 09, 2018 9:02 am
Forum: General Mod Making
Topic: Need help!
Replies: 6
Views: 217
Italy

Re: Need help!

Are you modifying SuperUniques.txt ? If so, I know it gives that kind of error but it should be simply a harmless warning.
by Ogodei
Mon Jul 09, 2018 8:27 am
Forum: General Mod Making
Topic: How to add a quantity of summons in icon?
Replies: 2
Views: 99
Italy

Re: How to add a quantity of summons in icon?

Hello,

In PetType.txt , change the Bear's IconType to 2 (the same as Skeletal mages and warriors).
by Ogodei
Fri Jul 06, 2018 6:49 am
Forum: General Mod Making
Topic: Need help!
Replies: 6
Views: 217
Italy

Re: Need help!

Hey,

What did you attempt to do? From your post, I could say you have twice the same hcIdx in the txt you were modding.
by Ogodei
Sun Jun 24, 2018 4:51 pm
Forum: Multimedia
Topic: New Animations
Replies: 98
Views: 20076
Italy

Re: New Animations

You asked the same question in another thread already. Please keep from spamming.

However, here is a list of very useful links

Knowledge Base

it contains pretty much everything you need to start with.
by Ogodei
Fri Jun 01, 2018 12:21 pm
Forum: Code Editing
Topic: [1.10f] Fixing the CorruptArcher's AI
Replies: 2
Views: 183
Italy

Re: [1.10f] Fixing the CorruptArcher's AI

Thanks for the addition!

No clue if there are other AI's bugged due to that, but my guess is they only bugged the archer's AI. Iirc other AI's never run back and forth as mindlessly as this one.
by Ogodei
Fri Jun 01, 2018 10:08 am
Forum: Code Editing
Topic: [1.10f] Fixing the CorruptArcher's AI
Replies: 2
Views: 183
Italy

[1.10f] Fixing the CorruptArcher's AI

Hello ;) Since v1.10f the CorruptArcher's AI became bugged, and often makes the units run back and forth without an apparent logic. This is due to a bad distance check in the ai flee routine, which makes it act much like a short-range monster rather than the archer it's supposed to be. The part of t...
by Ogodei
Thu May 31, 2018 12:26 am
Forum: Skill Clinic
Topic: warcries questions
Replies: 2
Views: 191
Italy

Re: warcries questions

+War Cry stun duration from Grim Ward (Cuz i give slow target state Grim ward instead of fear and erase war cry duration per level bonus) I'm not sure whether this one is possible or not, as the stun length is handled by Params, which do not accept formulae. Also, I tested it and I didn't manage to...
by Ogodei
Sat May 26, 2018 3:59 pm
Forum: General Mod Making
Topic: Summon damage = 1/3 weapon damage
Replies: 3
Views: 125
Italy

Re: Summon damage = 1/3 weapon damage

it should,

if you aren't sure about your formula, though, you might consider taking a look at the formulae guide (by Xeno and Kingpin) :)
by Ogodei
Sat May 26, 2018 3:09 pm
Forum: General Mod Making
Topic: Summon damage = 1/3 weapon damage
Replies: 3
Views: 125
Italy

Re: Summon damage = 1/3 weapon damage

You can try using two AuraStats or PassiveStats for that, with mindamage and maxdamage taken from the player. AuraState: a dummy state with no overlay taken from States.txt (you'd best create a custom new one) AuraStat1: mindamage AuraStatCalc1: your calc (in my case, (stat('mindamage'.accr)) ) Aura...
by Ogodei
Mon May 21, 2018 3:08 pm
Forum: General Mod Making
Topic: Levels.txt question
Replies: 9
Views: 249
Italy

Re: Levels.txt question

You're welcome :)

Btw, when you mentioned that the levels.txt file guide is blank, you just need to open it and scroll down :) you'll find it
by Ogodei
Mon May 21, 2018 3:00 pm
Forum: General Mod Making
Topic: Levels.txt question
Replies: 9
Views: 249
Italy

Re: Levels.txt question

Nope, it's not. Units spawned via cmon columns get completely ignored by everything you attempt to cast at them. The same can be said for both your minions and the enemies.
by Ogodei
Mon May 21, 2018 2:36 pm
Forum: General Mod Making
Topic: Levels.txt question
Replies: 9
Views: 249
Italy

Re: Levels.txt question

Hells_Lord wrote:
Mon May 21, 2018 1:17 pm
can I add 2 mon## columns to it per difficulty without code editing?
I do not think it's possible, because the columns from D2 txt's are defined by code.
by Ogodei
Wed May 16, 2018 4:54 pm
Forum: General Mod Making
Topic: Conviction Skill Edit
Replies: 6
Views: 167
Italy

Re: Conviction Skill Edit

Skill desc is purely for displaying information about skills. it has nothing to do with actual effects.
Try adding overpowered values to test. It may be that your enemies have too high resists for your aura.
by Ogodei
Wed May 16, 2018 4:48 pm
Forum: General Mod Making
Topic: Conviction Skill Edit
Replies: 6
Views: 167
Italy

Re: Conviction Skill Edit

I don't know what you've been doing wrong then. Anyway, Here's a working skill: copy the row over your conviction aura EDIT: it may be that the monsters you're testing your aura with have too high resists. Remember that auras and curses that act on resists work at what's like 1\5 efficienty against ...
by Ogodei
Wed May 16, 2018 4:14 pm
Forum: General Mod Making
Topic: Conviction Skill Edit
Replies: 6
Views: 167
Italy

Re: Conviction Skill Edit

Did you place those stats in the auraStat fields? And, did you add a calc for them?
by Ogodei
Fri May 11, 2018 3:38 pm
Forum: Dark Alliance
Topic: [Information] Getting Access to Dark Alliance's betatesting
Replies: 0
Views: 1305
Italy

[Information] Getting Access to Dark Alliance's betatesting

Hello,

Through this thread, I would like to inform you that Dark Alliance betatesting recruitment is open.
Those who are interested need to join our Discord channel and make an explicit request in our #dark-alliance-chat section
by Ogodei
Fri May 04, 2018 6:02 pm
Forum: Skill Clinic
Topic: Multiple summon skill on druid
Replies: 2
Views: 129
Italy

Re: Multiple summon skill on druid

Hello,

That's due to wolves and bear belonging to the same group in PetTypes.txt
To achieve wolves and bear combo, you need to make them have no group (delete the 1 under the "Group" column)
by Ogodei
Mon Apr 23, 2018 5:27 pm
Forum: General Mod Making
Topic: States/Overlays and Colorshift
Replies: 7
Views: 176
Italy

Re: States/Overlays and Colorshift

There's a trick with SixDice to make recolored DCC's work. You make your recolor, save, then click on "Export Series". After that, you export your frames into a dummy folder. In the end, select "new" in SixDice and then "Import Series". Re-import your recolored frames and save.
by Ogodei
Mon Apr 23, 2018 2:00 pm
Forum: General Mod Making
Topic: States/Overlays and Colorshift
Replies: 7
Views: 176
Italy

Re: States/Overlays and Colorshift

Overlays are separated from the color shifts. But you don't have to recolor the overlay frame by frame: You can use SixDice to load a dcc and change its colors.
by Ogodei
Mon Apr 23, 2018 6:40 am
Forum: Tools
Topic: how I do convert gif files in dcc ?
Replies: 4
Views: 184
Italy

Re: how I do convert gif files in dcc ?

There is a plugin for Cv5 that enables you to convert a GIF into a DCC.

look for CvDcc addon
by Ogodei
Sun Apr 22, 2018 9:39 pm
Forum: Tools
Topic: how I do convert gif files in dcc ?
Replies: 4
Views: 184
Italy

Re: how I do convert gif files in dcc ?

Use Cv5 . It is available in our download section
by Ogodei
Fri Apr 20, 2018 9:03 am
Forum: Multimedia
Topic: [Release] Ogodei's Diablo 1 Monster pack Final v1.3
Replies: 14
Views: 1627
Italy

Re: [Release] Ogodei's Diablo 1 Monster pack Final v1.2

Update: v1.3

This patch focuses on fixing several issues with the COF files along with some entries in AnimData. Check the first post.

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