Remove limit on skill / Edit skills 1.12
Moderator: Nizari
Remove limit on skill / Edit skills 1.12
See forum dead. I need some help with modding.
Trying edit skill necro Revive that’s get 180 sec default. Editing skills.txt not working. Guess once need working with codes d2game.dll
I went try delete limit, try add monsters on locations, and edit some other skills
If some one has exp such modding.
Need the help
Trying edit skill necro Revive that’s get 180 sec default. Editing skills.txt not working. Guess once need working with codes d2game.dll
I went try delete limit, try add monsters on locations, and edit some other skills
If some one has exp such modding.
Need the help
Re: Remove limit on skill / Edit skills 1.12
Hi Jadakiss, do you have any changes working? If not, how are you running your mod? The way I do it is I put the data folder into my D2 directory and run the game with a shortcut with the parameters -direct -txt. Also note that in the case of Revive, the vanilla files can easily be desynced between the actual effect and the skill description: calc2 of Revive determines duration, but both calc2 and the skilldesc (skill description) reference ln34, which is param3+param4*(lvl-1). So if you only change calc2 (the actual column that changes duration for Revive), it will change the Revive duration, but the skill description will seem to say that the duration hasn't been changed.
Re: Remove limit on skill / Edit skills 1.12
Please more info about calc, I just started modding, I don't have any mods in game, only d2multires. I have a version skills.txt under 1.12.The problem is that blizzard makes various changes with each update, such as tables, whether in dll or txt files.
I tried to figure out the parameters in the tables through the AFJ Sheet program skills.txt, but any changes made are not effective. Here's a screenshot
File skilldesc.txt not exist in d2data.mpq, d2exp.mpq
Once this guide https://www.d2mods.info/forum/viewtopic.php?t=62897 not working, thats was for 1.10
Tried downloaded not a native file skilldesk.txt but it is difficult to find he necessary parameters
I tried to figure out the parameters in the tables through the AFJ Sheet program skills.txt, but any changes made are not effective. Here's a screenshot
File skilldesc.txt not exist in d2data.mpq, d2exp.mpq
Once this guide https://www.d2mods.info/forum/viewtopic.php?t=62897 not working, thats was for 1.10
Tried downloaded not a native file skilldesk.txt but it is difficult to find he necessary parameters
Re: Remove limit on skill / Edit skills 1.12
You are using txt files from 1.09. You'll want to use updated txt files, like these, which will work for 1.10 - 1.14: https://d2mods.info/forum/viewtopic.php?t=56033 (attachment is at bottom of post).
Re: Remove limit on skill / Edit skills 1.12
It worked! Thank you. Here is has method a way to change the color of the summoned from gray to the original one?
2. Need revive uniqs, champions and bosses, I check this guide https://www.d2mods.info/forum/viewtopic.php?t=62897 I only have the cursor aiming at the Bashibosh mini boss, but it refuses to raise it.
Once i went try edit summon creature for example replace skill ClayGolem and summon Urdar from Act4, At most, I just replaced the creature with option "necropet" function, it follows to me but the icon does not shows, also teleport with the summoned one does not work
In perspective try add new uniq summon skill of monster for char
also the problem is that the enemies don't see my cloned monsters created
2. Need revive uniqs, champions and bosses, I check this guide https://www.d2mods.info/forum/viewtopic.php?t=62897 I only have the cursor aiming at the Bashibosh mini boss, but it refuses to raise it.
Once i went try edit summon creature for example replace skill ClayGolem and summon Urdar from Act4, At most, I just replaced the creature with option "necropet" function, it follows to me but the icon does not shows, also teleport with the summoned one does not work
In perspective try add new uniq summon skill of monster for char
also the problem is that the enemies don't see my cloned monsters created
Re: Remove limit on skill / Edit skills 1.12
Jadakiss, revives are automatically given the revive state. In states.txt, in the revive row (ID=96), you'll want to remove colorpri=85 and colorshift=73.
As for minion icons, the icon is tied to the monster ID through PetType.txt. So if you make a monster with that PetType and it doesn't have the monster ID, it won't show. And the PetType also determines if it teleports with you or not.
As for minion icons, the icon is tied to the monster ID through PetType.txt. So if you make a monster with that PetType and it doesn't have the monster ID, it won't show. And the PetType also determines if it teleports with you or not.
Re: Remove limit on skill / Edit skills 1.12
Cypress, I did it according to your guide, got an image of the called one after I spelled out the name of the called one and the teleporter works together.
But the summoned creatures are still invisible to enemy monsters, thats much destroying balance of game.
I figured out probably the most responsible for the behavior of the called one: SrvDoFunc 49 on skills.txt
Its 49 code is broken
There is a topic about https://www.d2mods.info/forum/viewtopic.php?f=8&t=66555
But I've never deciphered the codes.
But the summoned creatures are still invisible to enemy monsters, thats much destroying balance of game.
I figured out probably the most responsible for the behavior of the called one: SrvDoFunc 49 on skills.txt
Its 49 code is broken
There is a topic about https://www.d2mods.info/forum/viewtopic.php?f=8&t=66555
But I've never deciphered the codes.
Re: Remove limit on skill / Edit skills 1.12
Jadakiss, you'll want to set monstats.txt align=1. This will make it so the urdar is friends with you and enemies with monsters.
Re: Remove limit on skill / Edit skills 1.12
Working fine, thanks. But the problem with some created monsters is the incomplete usable of all skills on hitting.
As I figured out the whole problem is because of AI NecroPet. For example, my bloodlord with necropet AI cannot use Frenzy skill, instead it performs one-handed attacks with one hand.
I have tried all possible AI choices.
For example native Ai bloodlord works fine and all attack parameters are normal, but with this intelligence, hes does not run to my char, just attacks the nearest targets and stands still.
How to made full-fledged properties ?
As I figured out the whole problem is because of AI NecroPet. For example, my bloodlord with necropet AI cannot use Frenzy skill, instead it performs one-handed attacks with one hand.
I have tried all possible AI choices.
For example native Ai bloodlord works fine and all attack parameters are normal, but with this intelligence, hes does not run to my char, just attacks the nearest targets and stands still.
How to made full-fledged properties ?
Re: Remove limit on skill / Edit skills 1.12
To use monster AI, you need hardcoding (https://d2mods.info/forum/viewtopic.php?t=63436). There are also a few minion AIs that can use skills:
ShadowMaster (https://d2mods.info/forum/viewtopic.php?f=4&t=65063)
ShadowWarrior (https://d2mods.info/forum/viewtopic.php?f=4&t=65395)
ShadowMasterNoInit (https://d2mods.info/forum/viewtopic.php?t=67666)
DruidBear (https://d2mods.info/forum/viewtopic.php?f=4&t=65397)
DruidWolf (https://d2mods.info/forum/viewtopic.php?f=4&t=65398)
Vines (https://d2mods.info/forum/viewtopic.php?f=4&t=65404)
DruidBear would probably be best for your purposes. And while not useful for an attack like Frenzy, chance-to-cast skills can make minions more interesting by making them release spells on attack.
ShadowMaster (https://d2mods.info/forum/viewtopic.php?f=4&t=65063)
ShadowWarrior (https://d2mods.info/forum/viewtopic.php?f=4&t=65395)
ShadowMasterNoInit (https://d2mods.info/forum/viewtopic.php?t=67666)
DruidBear (https://d2mods.info/forum/viewtopic.php?f=4&t=65397)
DruidWolf (https://d2mods.info/forum/viewtopic.php?f=4&t=65398)
Vines (https://d2mods.info/forum/viewtopic.php?f=4&t=65404)
DruidBear would probably be best for your purposes. And while not useful for an attack like Frenzy, chance-to-cast skills can make minions more interesting by making them release spells on attack.
Re: Remove limit on skill / Edit skills 1.12
I joined the skill for Death Lord via AI DruidBear, because it hes no req dll codding, as it has in AI ShadowMaster.
Next, I tried to bind the skill (328) - bloodlfrenzy,
and added text it in monseq.
Result: Skill blFrenzy skill (328) is not playable on it
Only (327) seq_bearsmite works on it monster
Next, I tried to bind the skill (328) - bloodlfrenzy,
and added text it in monseq.
Result: Skill blFrenzy skill (328) is not playable on it
Only (327) seq_bearsmite works on it monster
Re: Remove limit on skill / Edit skills 1.12
Avoid inserting rows, especially do not insert rows in the original txt lines or that can break a lot of unexpected hardcoded rows. I was able to get bloodlordfrenzy to work on the vanilla druidbear, giving him bloodlordfrenzy, seq_bloodlordfrenzy (as you have it defined), and sk1lvl=1. Although it does only do one attack, probably because the bear needs extra action frames in his animation file, which is very annoying to configure, which is why I tend to use skills that allow additional action frames without further modification.
Re: Remove limit on skill / Edit skills 1.12
Ok. Tell where is parameters monster of skill Revive in monstats