Search found 1299 matches
- Fri Jul 03, 2015 10:41 am
- Forum: Map Editing
- Topic: Guild walls tile set?
- Replies: 0
- Views: 1048
Guild walls tile set?
As seen in Paul's pictures of the guild maps, there are a bunch of different tiles unique to those maps and I was wondering if anyone has made a DT1 which works with different acts? (I'm wanting those whitewash exterior guild walls for Act 1) If not, does someone have any idea how to alter the tiles...
- Wed Jul 01, 2015 4:28 pm
- Forum: General Mod Making
- Topic: Is it possible
- Replies: 8
- Views: 934
Re: Is it possible
The property is oskill, the parameter is either the skill name ("Teleport") or the skill ID in Skills.txt (both seem to work) and the min/max are the skill levels.
- Wed Jul 01, 2015 4:41 am
- Forum: Diablo II Chatter
- Topic: The right mod for me
- Replies: 5
- Views: 1336
Re: The right mod for me
Eastern Sun has very valuable gambling but doesn't change the storyline too much. It has a lot of nice convenience features and the skills are finely balanced.
- Wed Jul 01, 2015 4:33 am
- Forum: General Mod Making
- Topic: Is it possible
- Replies: 8
- Views: 934
Re: Is it possible
Yes of course. Did you read the Knowledge Base on items? What you're looking for is called "oskill" and it's a parameter that gives the character the skill you want, even if it's not from his class (Teleport to Barbarian example). What exactly didn't you understand? Yeesh - No need to be rude. :) T...
- Mon Jul 14, 2014 9:50 pm
- Forum: Multimedia
- Topic: [Release] Translvls pack
- Replies: 0
- Views: 1622
[Release] Translvls pack
Translvl Pack
Here is a set of translvls for you to use with creating monsters. Directions for use are included.
>> Preview <<
>> Download <<
Here is a set of translvls for you to use with creating monsters. Directions for use are included.
>> Preview <<
>> Download <<
- Sun Jul 13, 2014 11:08 pm
- Forum: Multimedia
- Topic: [Release] Skill Icon Packs
- Replies: 3
- Views: 3312
[Release] Skill Icon Packs
Skill Icon Pack 1 https://i.imgur.com/bXwbEAI.png Tired of icons that don't look anything like the original game's icons? You've come to the right place! Here are some skill icons which I have created for others to use. I only ask that you put my name (eezstreet) in your credits. Also, feel free to...
- Sun Jul 13, 2014 5:43 am
- Forum: Multimedia
- Topic: [WIP] Skill Icon Pack
- Replies: 1
- Views: 1488
[WIP] Skill Icon Pack
Here's some skill icons that I am working on: https://dl.dropboxusercontent.com/u/46626270/currentset.png I currently have 25 icons and I hope to double that, if not triple it. Here's some stats: * 20 were made by altering Diablo 1 icons to fit the Diablo 2 style * 3 were made by reconstructing alph...
- Sun Jul 13, 2014 12:14 am
- Forum: Tools
- Topic: D2 Text Analyzer
- Replies: 4
- Views: 3614
Re: D2 Text Analyzer
I will take a crack at fixing the issue, and also adding some new tests as well.
EDIT: I have released my modification now:
viewtopic.php?f=7&t=61726
EDIT: I have released my modification now:
viewtopic.php?f=7&t=61726
- Sun Jul 13, 2014 12:14 am
- Forum: Tools
- Topic: [release] d2txtanalyser 3.0
- Replies: 5
- Views: 5154
[release] d2txtanalyser 3.0
Hi, I have updated Paul Siramy's d2txtanalyser tool. What's new? What's new in v3.0 =================== * More configuration options (see d2txtanalyser.ini) * Automagic name checking is ignored * Test unicity of levels.txt name column https://www.dropbox.com/s/u9yphkc2h6drgqc/d2txtanalyser-v30.zip?d...
- Wed Jul 09, 2014 11:50 pm
- Forum: Multimedia
- Topic: [Release] Extended wild.wav
- Replies: 4
- Views: 1818
Re: [Release] Extended wild.wav
Hi,
This isn't a straight rip from the soundtrack. Rather, the track was remastered and remixed into the original wild.wav, with the hope that others may use it in mods for the game.
I also plan on tweaking Crypt and Mesa to use Diablo 3 music that was rolled into Burning Crusade.
This isn't a straight rip from the soundtrack. Rather, the track was remastered and remixed into the original wild.wav, with the hope that others may use it in mods for the game.
I also plan on tweaking Crypt and Mesa to use Diablo 3 music that was rolled into Burning Crusade.
- Wed Jul 09, 2014 11:00 am
- Forum: Multimedia
- Topic: [Release] Extended wild.wav
- Replies: 4
- Views: 1818
[Release] Extended wild.wav
It's been a while since I've poked D2. Here's a new wild.wav for people to put into their mods that has Outtake 2 ( in it:
https://dl.dropboxusercontent.com/u/46626270/wild.wav
Have fun! If someone could mirror this that would be great.
https://dl.dropboxusercontent.com/u/46626270/wild.wav
Have fun! If someone could mirror this that would be great.
- Fri Dec 20, 2013 5:10 am
- Forum: Tools
- Topic: [release] DT1 Tools w/ 64 bit compatibility
- Replies: 13
- Views: 7611
Re: [release] DT1 Tools w/ 64 bit compatibility
Fixed, thank you.
The code can be found at this repo:
http://github.com/eezstreet/DT1-Tools
I have edited the link in the first post with a fixed version.
The code can be found at this repo:
http://github.com/eezstreet/DT1-Tools
I have edited the link in the first post with a fixed version.
- Thu Dec 12, 2013 5:16 am
- Forum: Tools
- Topic: [cross-platform] QTblEditor - just another tbl editor
- Replies: 36
- Views: 52559
Re: [cross-platform] QTblEditor - just another tbl editor
I can confirm that this doesn't work on vanilla Windows 2000 due to lack of MSVCP20.dll (Visual Studio runtime, I believe). Should maybe include the DLL with the package? (or perhaps I installed it wrong)
P.S., appreciate the move of the source onto Github, very nice job there.
P.S., appreciate the move of the source onto Github, very nice job there.
- Wed Dec 11, 2013 8:40 am
- Forum: Tools
- Topic: [release] DT1 Tools w/ 64 bit compatibility
- Replies: 13
- Views: 7611
[release] DT1 Tools w/ 64 bit compatibility
https://dl.dropboxusercontent.com/u/46626270/dt1tools_e1.01.zip This version of DT1 Tools by Paul Siramy has support for 64 bit OSes. I compiled this myself with some modifications (thanks to Scooper for help, and Paul Siramy for original code) EDIT: Fixed dt1make in this link, thanks to mirecek for...
- Tue Dec 10, 2013 6:39 pm
- Forum: Off-Topic
- Topic: Word Association
- Replies: 156
- Views: 25727
Re: Word Association
cocaine
- Fri Jun 08, 2012 8:56 pm
- Forum: General Mod Making
- Topic: Diablo 3 mod for D2?
- Replies: 14
- Views: 1542
Re: Diablo 3 mod for D2?
I think it's a good system myself (it's much better than synergies anyway), but it suffers from several shortcomings (all weapons are virtually identical, etc)zjat" wrote:D3's usage of pure weapon % on every skill frustrates me to no end! ><
- Fri Jun 08, 2012 8:53 pm
- Forum: General Mod Making
- Topic: which txt files can excel corrupt and making inner sight a %
- Replies: 3
- Views: 535
Re: which txt files can excel corrupt and making inner sight a %
Or better yet, switch to AFJ's Sheet Editor which is vastly superior to D2Excel.MarcoNecroX" wrote:you might want to switch to d2excel
- Fri Jun 08, 2012 8:51 pm
- Forum: General Mod Making
- Topic: treasureclass Super Cx and Super C ?
- Replies: 2
- Views: 541
Re: treasureclass Super Cx and Super C ?
Unique is used by unique monsters, Champ is used by Champion, Ghostly, Fanatic and Possessed monsters, and Super is used for Superunique monsters, while the Super X have lower set/unique drop rates (for specifically "nerfed" bosses, IE Pindleskin). It's all pretty self-explanatory.
- Fri Jun 08, 2012 12:13 am
- Forum: General Mod Making
- Topic: Dmg% and psn questions [1.13c]
- Replies: 2
- Views: 439
Re: Dmg% and psn questions [1.13c]
I'm not aware of a poison duration cap.
- Tue May 08, 2012 9:50 pm
- Forum: Code Editing
- Topic: Strategy to locate resultflags?
- Replies: 8
- Views: 1036
Re: Strategy to locate resultflags?
Changing OR EBX,80 into OR EBX,0 fixes the problem with dodge. it disables the animation, the dodge sound, and stops the attacks missing, but dodge does continue to work. I'm confused. If you've disabled the animation, dodge sound, and prevented the attack from missing, what difference does it make...
- Mon May 07, 2012 8:11 pm
- Forum: General Mod Making
- Topic: changing drop chance
- Replies: 6
- Views: 1114
- Mon May 07, 2012 4:33 am
- Forum: Code Editing
- Topic: Strategy to locate resultflags?
- Replies: 8
- Views: 1036
Re: Strategy to locate resultflags?
It is entirely likely that those breakpoints you're setting (the ones which were tripped when you "played around with a level 1 zon") are the ones you're after. I'm not sure if Olly lets you set conditional breakpoints, but try checking the ptUnit's nUnitType (ptUnit + 4) against 0 (player). If it g...
- Mon May 07, 2012 4:26 am
- Forum: PlugY|NefEx|D2Mod
- Topic: Help with Shared Stash
- Replies: 2
- Views: 1677
Re: Help with Shared Stash
Nope. Sorry. That generic bad error usually means that the file has gotten too big. Seeing as how it worked with PlugY 2.02 though, try using that version and see if your issue gets cleared up.
- Mon May 07, 2012 4:21 am
- Forum: General Mod Making
- Topic: changing drop chance
- Replies: 6
- Views: 1114
Re: changing drop chance
Go into TreasureClassEx.txt and modify the Rare/Magic/Set fields. Go into ItemRatio.txt and adjust the fields in there also.
For runes it's a bit tricky. Are you wanting higher level runes, or runes to drop more frequently? (or both?)
For runes it's a bit tricky. Are you wanting higher level runes, or runes to drop more frequently? (or both?)
- Sat May 05, 2012 6:58 pm
- Forum: General Mod Making
- Topic: Unused Translvls
- Replies: 0
- Views: 425
Unused Translvls
First off, in order to access an act boss's token's Nightmare/Hell variant, you use translvl 1/2. Unknown if these are hardcoded to the token. Token UM (Doom Knight, Oblivion Knight, Abyss Knight) 1: Appears to be red 2: Black 3/4 appear to be the same as 0 Token PW (Panther Woman) 4: Grey 5: Like a...