[1.10]Creating temporary stat altering potions
Moderator: Nizari
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Re: [1.10]Creating temporary stat altering potions
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?
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?
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Re: [1.10]Creating temporary stat altering potions
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 !
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.
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- Arch-Angel
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Re: [1.10]Creating temporary stat altering potions
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)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 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.
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Re: [1.10]Creating temporary stat altering potions
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)
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)
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Re: [1.10]Creating temporary stat altering potions
btw. I found out today that those potions also work on hirelings
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
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
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Re: [1.10]Creating temporary stat altering potions
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
to moderators: just pointing out the obvious, hope im not overstepping my boundries
EDIT: just a hint, theres a nifty button labled EDIT in the top right of your post
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.
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Re: [1.10]Creating temporary stat altering potions
alright chief....
won't do it agagin.....sorry !
won't do it agagin.....sorry !
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Re: [1.10]Creating temporary stat altering potions
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
Edit: fixed smily
Last edited by 4ever~|link on Tue Jul 22, 2003 2:55 am, edited 1 time in total.
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Re: [1.10]Creating temporary stat altering potions
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.
Tnx kingpin
Edit: Ok, got it to work. Hp is a in 256 fractions.
Tnx kingpin
Last edited by pmpch on Fri Jul 25, 2003 7:39 pm, edited 3 times in total.
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Re: [1.10]Creating temporary stat altering potions
Read my post on the first page and you have your answer there
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- Arch-Angel
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Re: [1.10]Creating temporary stat altering potions
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.
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?
King Arthur: Who leaps out?
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- Paladin
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Re: [1.10]Creating temporary stat altering potions
Okay, we can permanently increase maxhp/maxmana/maxstamia , but how to permanently decrease them?
Just adding "-" wont work.
Just adding "-" wont work.
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Re: [1.10]Creating temporary stat altering potions
Seems I got the same idea...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.
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.
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Re: [1.10]Creating temporary stat altering potions
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.
Well, as this is a beta, i'll wait for final 1,10 to release such a package.
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Re: [1.10]Creating temporary stat altering potions
Just to update: I have had no luck with pSpell = 8. (Elixer doesn't work as is ?)(All potions that needed to add stats to a player should use pSpell 8)
Using pSpell = 3 has the desired effect.
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Re: [1.10]Creating temporary stat altering potions
Four words: "THIS TUTORIAL KICK ASS" Hehe... Sorry for caps
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Re: [1.10]Creating temporary stat altering potions
"-" is actually not work.Evil Force";p="118196" wrote: Okay, we can permanently increase maxhp/maxmana/maxstamia , but how to permanently decrease them?
Just adding "-" wont work.
Is exist the way to do this?
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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 think I tried that and was unsuccessful, I tried to make potions that gave say: +2 Str, -1 int, -1 dex
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Re: [1.10]Creating temporary stat altering potions
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..
Re: [1.10]Creating temporary stat altering potions
1. This has absolutely nothing to do with the original topic.tmuhlhausen wrote: ↑Sat Feb 22, 2020 9:03 amThis 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..
2. That is absolutely not true, both the town portal scroll, and town portal book have pspell 2.
Re: [1.10]Creating temporary stat altering potions
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.HarvestWombs wrote: ↑Sat Feb 22, 2020 2:08 pm1. This has absolutely nothing to do with the original topic.tmuhlhausen wrote: ↑Sat Feb 22, 2020 9:03 amThis 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..
2. That is absolutely not true, both the town portal scroll, and town portal book have pspell 2.
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.
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