(Tested on Diablo 2 (Legacy) 1.10)
[!] After following this tutorial you'll end up with a property that adds a splash damage AoE with no need for nextDelay. Property will read "An evil force" but I'll add info later on how to add a custom string (text) for it.
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Copy the following row data into the right files.
(Modify 'Id' values to match your skills/missiles files. If previous row has an id of 380 then use Id 381... etc)
skills.txt:
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radialsplash 357 splashmissile 4 1 2 none SC SC xx 1 1 1 7 5 0 1 1 0
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splashmissile 684 1 1 44 2 255 255 255 1 0 0 null 1024 1 16 3 1 1 1 3 1 1 1 33 12 8 96 32 0
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To be able to add the property to some base items you need to add the following data.
(In itemStatCost.txt use an id that fits your file)
itemStatCost.txt:
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item_splashonhit 359 1 7 16 1 2 190 256 1024 21 0 7 0 16 1 domeleedamage 20 160 15 0 modstrsplashdmg modstrsplashdmg 0
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splash 1 skill/chance/level 11 item_splashonhit splash radialsplash % Chance Level 0
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splashdmg 100 1 1 1 1 1 306 splash radialsplash 100 1 weap 0
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Customisable splash damage parameters:
skills.txt:
Code: Select all
aurarangecalc : radius of the splash (In this example it is 4 but can be an expression/calc)
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ResultFlags : Damage properties (Example has 33 which is 1 + 32 which mean "Deal damage + No crushing blow")
HitFlags : Addition effect properties (Example has 12 which is 4 + 8 which mean "No Life Leech + No Mana Leech")
automagic.txt:
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rare : a rare item can spawn with property
level : minimum item level required for this item property to spawn on the item
maxlevel : maximum item level on which this property can spawn
levelreq : minimum character level required to equip an item that has this item property
mod1min : chance for splash damage to trigger (In this example it is 100 %)
mod1max : level of the 'radialsplash' skill used (In this example it is 1)
itype1 : First item type on which automod is allowed (In example it is "weap")
itype2 : Second item type on which automod is allowed (In example it is blank but can be "armo" for instance)
itypex...