Adding an additional projectile to bonespear

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cabbage
Posts: 9
Joined: Wed Nov 25, 2020 4:27 am

Adding an additional projectile to bonespear

Post by cabbage » Wed Nov 25, 2020 4:36 am

Hi,

I've tried a couple of things, such as copying Teeth's skill and primary missile to have the same type of targeting, (close to character > spread, away > close), but I still can't even add the additional projectiles to BSpear.

Can anyone give me a high level of whether this is possible? Feels like I'm missing a function to support additional projectiles in the skill.

Thanks,

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Cypress
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Re: Adding an additional projectile to bonespear

Post by Cypress » Wed Nov 25, 2020 12:22 pm

Yes, that is definitely possible. In this case specifically, you'd want to look at Teeth's srvdofunc, cltdofunc and calcs. Note that the srvmissile/cltmissile behave the same regardless of what functions you use (with a few exceptions), it is srvmissilea/cltmissilea-d that gain special behaviors like additional missiles (Teeth, Multiple Shot), automatic positioning on enemies (Fist of the Heavens), chaining (Chain Lightning, Lightning Strike), lock-on (Guided Arrow, Bone Spirit), oscillating movement (Charged Strike, Charged Bolt), random-ish movement (Tornado).

cabbage
Posts: 9
Joined: Wed Nov 25, 2020 4:27 am

Re: Adding an additional projectile to bonespear

Post by cabbage » Wed Nov 25, 2020 10:15 pm

Thank you so much for the detailed answer!
At some point, I (thought I) copied the entirety of Teeth subbing the missile for bonespear, but I messed it up. Worked like a charm now!

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