Problem with New Passive Skills

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Jair
Posts: 99
Joined: Sat Jul 16, 2016 8:54 pm

Problem with New Passive Skills

Post by Jair » Sun Feb 25, 2018 3:18 am

I'm trying to create new passive skills:

* Poison Mastery: Poison Damage (Work Fine)
* Magic Mastery : Magic Damage
* Combat Mastery: Melee Damage
* Summon Mastery: Summoning Creatures
* Wind Mastery: Elemental Damage
* Shapeshifting Mastery: Transformation Bear and wolf druid.


Poison mastery works fine, because it uses existing information in txt file:

Skills.txt (Add Name:Poison Mastery) ---> Itemstatcost.txt. (Use: passive_pois_mastery) ---> Properties.txt (Use: Poison Damage) ---> State.txt

but how to do it in skill that does not have the functions created?

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Ogodei
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Joined: Thu Mar 10, 2016 8:31 am
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Re: Problem with New Passive Skills

Post by Ogodei » Sun Feb 25, 2018 7:58 am

You need to create an itemstat in itemstatcost. Take 'Summon Mastery' for example. You create it, set it correctly in your ISC. In order to make it work, though, you need to insert conditional formulas into the calc fields you want to be affected by the stat. For example, in 'AuraStat1' you write maxhp, and in AuraStatCalc1 write ((stat('SummonMastery'.accr)>0)?50:0. In this way if you have more than 1 point to your new stat, the summon will gain +50 maxhp, while if you haven't that Mastery your minions won't gain any bonus.

As for the Magic Mastery and other damage influencing stats a way to do it is doing the same calc I showed you, but in the synergy damage calc field of the skill

This guide may also come in handy, take a look!

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