[1.10]Creating temporary stat altering potions

Post here about all aspects of D2 mod making whether it's information, problems or whatever. Please specify whether your post is relating to Classic D2 or the Expansion.

Moderator: Nizari

0
No votes
 
Total votes: 0

User avatar
iller
Posts: 95
Joined: Tue Jun 25, 2002 4:32 pm

Re: [1.10]Creating temporary stat altering potions

Post by iller » Thu Jul 10, 2003 6:49 pm

Since these are States that are being altered, I don't think they'll be converted from Properties that most Item modifiers use...so No, I don't believe they'll give the effects that random Rare/Magical modifier have. Most likely all potions will still be plain white items.

I am curious though, if you made one that gave you a skill bonus, can it also be given to a hireling who uses the same skill and improve the hirelings skill level the same way?

User avatar
EmGee
Posts: 60
Joined: Thu Jul 11, 2002 10:04 pm
Location: Bad Honnef / Germany

Re: [1.10]Creating temporary stat altering potions

Post by EmGee » Sun Jul 20, 2003 8:20 am

hi !

I'm working on a new mod and I managed to get those potions working...
but noticed some probs:

they work only in -direct -txt mode ! When i pack them up in my mpq, the potions are sold, labeled with the right name but you can't drink it.
anyway....fine in direct mode.

and i did not find any modifiers for AR and res-all !

feel free to check it out
I have put a temp website for download here:

http://diablo2@grimms.org

I also implemented a random rune and gem gamble feature.

comments welcome !
Last edited by EmGee on Sun Jul 20, 2003 9:28 am, edited 2 times in total.

User avatar
54x
Retired staff
Arch-Angel
Posts: 1173
Joined: Fri May 24, 2002 5:04 pm
Location: Wellington, New Zealand

Re: [1.10]Creating temporary stat altering potions

Post by 54x » Sun Jul 20, 2003 11:07 am

they work only in -direct -txt mode ! When i pack them up in my mpq, the potions are sold, labeled with the right name but you can't drink it.
anyway....fine in direct mode.
I had the same problem as well, but I believe it was because I accidentally didn't copy states.txt to the excel directory. (for me the problem occured in direct txt too)

I believe what's happened is that states.bin or one of the related files hasn't been packed into the mpq. Check your packing script for all of the files you need for this change.
New Dawn (X)
North Star
Thought & Effort. (Now it's always in my posts)
Deutschsprachig, falls jemand mich braucht :)

User avatar
EmGee
Posts: 60
Joined: Thu Jul 11, 2002 10:04 pm
Location: Bad Honnef / Germany

Re: [1.10]Creating temporary stat altering potions

Post by EmGee » Sun Jul 20, 2003 11:18 am

nada...

checked the mpq2k script multiple times....
those potions only work in direct mode.

you can download the mpq and text files from my site...maybe anyone wants to have a look and finds the error ?

http://diablo2@grimms.org (wip, full site coming soon)

User avatar
EmGee
Posts: 60
Joined: Thu Jul 11, 2002 10:04 pm
Location: Bad Honnef / Germany

Re: [1.10]Creating temporary stat altering potions

Post by EmGee » Sun Jul 20, 2003 11:40 pm

btw. I found out today that those potions also work on hirelings :D

another question:
can anyone please send me an 1.10 itemratio.txt where rare, set and unique drop about 3-4 times more than the original ? (send to webmaster@jonahgrimm.de)

I don't really "get" all that math stuff i found here and in the guides.

thnx !
hoping not to get flamed for that little request ;)

User avatar
4ever~|link
Junior Member
Paladin
Posts: 122
Joined: Mon Jan 06, 2003 11:47 pm
Location: Kadena ABS, Okinawa

Re: [1.10]Creating temporary stat altering potions

Post by 4ever~|link » Mon Jul 21, 2003 1:42 am

EmGee, i may not be a moderator, but just to let you know, double posting is frowned upon in these forums, epspecially in such a short time span.

EDIT: just a hint, theres a nifty button labled EDIT in the top right of your post :D

to moderators: just pointing out the obvious, hope im not overstepping my boundries
Last edited by 4ever~|link on Mon Jul 21, 2003 1:43 am, edited 1 time in total.

User avatar
EmGee
Posts: 60
Joined: Thu Jul 11, 2002 10:04 pm
Location: Bad Honnef / Germany

Re: [1.10]Creating temporary stat altering potions

Post by EmGee » Mon Jul 21, 2003 8:06 am

alright chief....

won't do it agagin.....sorry !

User avatar
4ever~|link
Junior Member
Paladin
Posts: 122
Joined: Mon Jan 06, 2003 11:47 pm
Location: Kadena ABS, Okinawa

Re: [1.10]Creating temporary stat altering potions

Post by 4ever~|link » Tue Jul 22, 2003 2:54 am

its alright, i think ive done it once or twice when i first joined these forums, and time and time again have i seen other new people do it. learn from mistakes, may they be your own, or others. ;)

Edit: fixed smily
Last edited by 4ever~|link on Tue Jul 22, 2003 2:55 am, edited 1 time in total.

User avatar
pmpch
Forum Legend
Arch-Angel
Posts: 1171
Joined: Thu Dec 19, 2002 12:21 am
Location: Switzerland

Re: [1.10]Creating temporary stat altering potions

Post by pmpch » Fri Jul 25, 2003 3:08 pm

I made a Super Healing Pot which works like a regular Pot, but I'd like it to raise life/max life +2000 for like 30 seconds, aswell.

Edit: Ok, got it to work. Hp is a in 256 fractions. :poofmad:
Tnx kingpin
Last edited by pmpch on Fri Jul 25, 2003 7:39 pm, edited 3 times in total.
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

User avatar
kingpin
Retired Admin
Cherub
Posts: 10954
Joined: Sat Jan 11, 2003 12:51 pm
Sweden

Hand-picked

Re: [1.10]Creating temporary stat altering potions

Post by kingpin » Fri Jul 25, 2003 5:53 pm

Read my post on the first page and you have your answer there ;)

User avatar
pmpch
Forum Legend
Arch-Angel
Posts: 1171
Joined: Thu Dec 19, 2002 12:21 am
Location: Switzerland

Re: [1.10]Creating temporary stat altering potions

Post by pmpch » Fri Jul 25, 2003 8:08 pm

Ok, here is what i got:

misc.txt
pSpell: 6
state: superheal
cstate1: superheal
stat1: maxhp
calc1: 512000 --> 2000hp

states.txt
name: superheal
id: 181 --> next empty state

I've done some testing on a lvl 1 barb. Strange thing is, sometimes he gets 55/2055 and sometimes he gets 2055/2055. It wont refresh until a monster hits him.
Bedevere: Well, now, uh, Launcelot, Galahad, and I, uh, wait until nightfall, and then leap out of the RABBIT, taking the French, uh, by surprise. Not only by surprise, but totally unarmed!
King Arthur: Who leaps out?

User avatar
Evil Force
Junior Member
Paladin
Posts: 126
Joined: Tue Jun 11, 2002 10:59 am

Re: [1.10]Creating temporary stat altering potions

Post by Evil Force » Wed Jul 30, 2003 9:10 pm

Okay, we can permanently increase maxhp/maxmana/maxstamia , but how to permanently decrease them? :)
Just adding "-" wont work.

Jugalator
Junior Member
Paladin
Posts: 240
Joined: Wed May 29, 2002 7:26 pm
Location: Sweden

Re: [1.10]Creating temporary stat altering potions

Post by Jugalator » Wed Jul 30, 2003 10:04 pm

Xeniph";p="113186" wrote:Now THIS has potential. How about magical, or even rare potions, that when drank, give you temporary bonuses? An "angel's potion of the apprentice" anyone? I wonder if it would work... gotta try and see.
Seems I got the same idea...

http://w1.911.telia.com/~u91116012/d2/rndpot.jpg

That looks pretty and everything, but as I could imagine, I have still not been able to make it "drinkable". :( Usable is set to 1, but the pots are simply stat based and you seem to need to do *something* to affect a character stat for it to be drinkable. And if I'd add just some bogus thing (add 0 to health or something) just to make the drink feature kick in, I doubt the game somehow magically transfer the properties on the potion to the character stats. :) Sounds like some code editing is needed to 1) transfer its properties (they *are* stored on the item after all and should be accessible in some way) to the drinker and 2) make those properties stay for some amount of time. Perhaps the "length" field in misc.txt for the state could be accessed and used for that. I can of course try setting a dummy state and at least make it drinkable and see what happens, but I doubt anything interesting will happen...

It's a pity since random potions would be real nice :) They'd probably need a special set of modifiers, like jewels and charms, since not everything applies to them. With a special set of modifiers, you could also give those special names, to form potions like "Potion of Wisdom" for +mana. Then have monsters drop those with randomized modifiers. Woo, Baal dropped a "Potion of Heroism" with +1 all skills for 15 minutes.

Aah... You can always dream :) I doubt it's possible to do without a lot of code editing. :(
Last edited by Jugalator on Wed Jul 30, 2003 10:08 pm, edited 2 times in total.
From my death I do rise,
from the ashes I do thrive.
From the deepest boils of hell,
my own death I do dispell.

User avatar
Joel
Moderator
Dominion
Posts: 6921
Joined: Mon May 27, 2002 7:19 am
Location: Orsay

Hand-picked

Re: [1.10]Creating temporary stat altering potions

Post by Joel » Thu Jul 31, 2003 8:33 am

Not "a lot", a few but tricky amount in fact. I have such potion in 1,09 that i've fully made with my custom DLL. At this date, the useable code was infamous. Now, it seems that we can expand the pSpell table a few and so add a index for a 'transfer state for x time' code and make it effective.

Well, as this is a beta, i'll wait for final 1,10 to release such a package.
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum

User avatar
SVR
Retired staff
Arch-Angel
Posts: 1449
Joined: Sat Nov 02, 2002 11:04 pm
Location: Texas
United States of America

Hand-picked

Re: [1.10]Creating temporary stat altering potions

Post by SVR » Fri Feb 06, 2004 8:40 pm

(All potions that needed to add stats to a player should use pSpell 8)
Just to update: I have had no luck with pSpell = 8. (Elixer doesn't work as is ?)
Using pSpell = 3 has the desired effect.

User avatar
sPoT
Forum Regular
Angel
Posts: 811
Joined: Sat Jun 21, 2003 9:10 am
Location: Poland

Re: [1.10]Creating temporary stat altering potions

Post by sPoT » Mon Feb 09, 2004 9:48 am

Four words: "THIS TUTORIAL KICK ASS" Hehe... Sorry for caps :D
Do you know that every modding question has an answer? Just use the power, click me!
"The Defile" - Forum - currently closed
The best guide for every modmaker!

User avatar
TrueMage
Hosted Forum Moderator
Principality
Posts: 2072
Joined: Thu Jun 24, 2004 7:58 am
Location: Elemental Conflux
Russia

Re: [1.10]Creating temporary stat altering potions

Post by TrueMage » Tue Sep 14, 2004 1:17 pm

Evil Force";p="118196" wrote: Okay, we can permanently increase maxhp/maxmana/maxstamia , but how to permanently decrease them? :)
Just adding "-" wont work.
"-" is actually not work.
Is exist the way to do this?

User avatar
GuyAskingQuestion
Retired staff
Arch-Angel
Posts: 1270
Joined: Sun Jun 02, 2002 11:18 pm

Post by GuyAskingQuestion » Tue Sep 14, 2004 3:20 pm

You've resurrect quiet an old thread here. Might of been advisable to start your own topic, but since it has been "bumped" anyway...

I think I tried that and was unsuccessful, I tried to make potions that gave say: +2 Str, -1 int, -1 dex :(
I choose my physician and my clergyman, thus indicating my sense of the quality of their work. By all means, also, choose your modmaker; that is the proper reward of the good modmaker, to be 'chosen.'

Terms of Service:Beginners Guide:TTD:Tech Rant: TFW The Awakening

User avatar
tmuhlhausen
Junior Member
Paladin
Posts: 104
Joined: Sat Aug 24, 2019 6:43 pm
Canada

Re: [1.10]Creating temporary stat altering potions

Post by tmuhlhausen » Sat Feb 22, 2020 9:03 am

This is a really old thread... but i was just scrolling through misc.txt and was wondering why stamina potions and tome of town portal are both set to pspell 9 :/ i looked to see if anyone posted this before but don not see anything about it earlier in this thread may have missed it..

User avatar
HarvestWombs
Senior Moderator
Arch-Angel
Posts: 1019
Joined: Wed May 25, 2011 11:50 pm
United States of America

Re: [1.10]Creating temporary stat altering potions

Post by HarvestWombs » Sat Feb 22, 2020 2:08 pm

tmuhlhausen wrote:
Sat Feb 22, 2020 9:03 am
This is a really old thread... but i was just scrolling through misc.txt and was wondering why stamina potions and tome of town portal are both set to pspell 9 :/ i looked to see if anyone posted this before but don not see anything about it earlier in this thread may have missed it..
1. This has absolutely nothing to do with the original topic.
2. That is absolutely not true, both the town portal scroll, and town portal book have pspell 2.
Official Phrozen Keep Discord
Common Modding tools: link
My Resource Packs: link

User avatar
tmuhlhausen
Junior Member
Paladin
Posts: 104
Joined: Sat Aug 24, 2019 6:43 pm
Canada

Re: [1.10]Creating temporary stat altering potions

Post by tmuhlhausen » Sat Feb 22, 2020 9:24 pm

HarvestWombs wrote:
Sat Feb 22, 2020 2:08 pm
tmuhlhausen wrote:
Sat Feb 22, 2020 9:03 am
This is a really old thread... but i was just scrolling through misc.txt and was wondering why stamina potions and tome of town portal are both set to pspell 9 :/ i looked to see if anyone posted this before but don not see anything about it earlier in this thread may have missed it..
1. This has absolutely nothing to do with the original topic.
2. That is absolutely not true, both the town portal scroll, and town portal book have pspell 2.
You must not be familiar with 1.14d then because i have no edited that section of the table... yet it appears as so, below.

download/file.php?mode=view&id=1531

not trying to be rude... but its extremely judge-mental not the ask for my setup first.
another note. i ws working with elixers when i posted this and i just was looking for a little support

EDIT: Well.. Your are correct and they are Pspell 2. and i am clearly an idiot. just referenced it with a clean text file and it obviously is P spell 2.. I must have changed it at some point for some stupid reason which is pretty dumb considering.. thanks for clarifying and helping me correct an issue i didn't even realize existed.
You do not have the required permissions to view the files attached to this post.

Return to “General Mod Making”