Skills Edition : Addding New Damage Types
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Skills Edition : Addding New Damage Types
First one, Skill questions..
First one.
A single attack with large +%dmg, but drains your stamina all off.
Is it possible to drain all your stamina ?
Second..
a Passive with def+%, but slows down your run speed as you put more point's into it.
Is it possible to use -run walk in 1.10s?
Also, would it be at all possible to add another type of elemental damage (in my case Shadow damage) ?
And one last question
Is it at all possible to add a new stat? say, Concentration, example;;
Strength
Concentration
Dexterity
Vitality
Energy
Thanks,
-LiNkiN_PaRk
edit: Fixed some thing's.
[mod]
Modified title and stickied for better visibility.
- Joel
[/mod]
First one.
A single attack with large +%dmg, but drains your stamina all off.
Is it possible to drain all your stamina ?
Second..
a Passive with def+%, but slows down your run speed as you put more point's into it.
Is it possible to use -run walk in 1.10s?
Also, would it be at all possible to add another type of elemental damage (in my case Shadow damage) ?
And one last question
Is it at all possible to add a new stat? say, Concentration, example;;
Strength
Concentration
Dexterity
Vitality
Energy
Thanks,
-LiNkiN_PaRk
edit: Fixed some thing's.
[mod]
Modified title and stickied for better visibility.
- Joel
[/mod]
Last edited by LiNkIn_PaRk on Thu Mar 25, 2004 10:25 am, edited 2 times in total.
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Re: [1.10s] Some skill question's, and a damage/stat questio
[quote=LiNkIn_PaRk";p="132964"]
A single attack with large +%dmg, but drains your stamina all off.
Is it possible to drain all your stamina ?
[/quote]
Use the Quickness finishing function with the stamina stat.
[quote=LiNkIn_PaRk";p="132964"]
a Passive with def+%, but slows down your run speed as you put more point's into it.
Is it possible to use -run walk in 1.10s?
[/quote]
Yes
[quote=LiNkIn_PaRk";p="132964"]
Also, would it be at all possible to add another type of elemental damage (in my case Shadow damage) ?
[/quote]
Yes but it's very very hard.
[quote=LiNkIn_PaRk";p="132964"]
Is it at all possible to add a new stat? say, Concentration, example;;
[/quote]
Yep, but it won't be displayed without Code Editing.
A single attack with large +%dmg, but drains your stamina all off.
Is it possible to drain all your stamina ?
[/quote]
Use the Quickness finishing function with the stamina stat.
[quote=LiNkIn_PaRk";p="132964"]
a Passive with def+%, but slows down your run speed as you put more point's into it.
Is it possible to use -run walk in 1.10s?
[/quote]
Yes
[quote=LiNkIn_PaRk";p="132964"]
Also, would it be at all possible to add another type of elemental damage (in my case Shadow damage) ?
[/quote]
Yes but it's very very hard.
[quote=LiNkIn_PaRk";p="132964"]
Is it at all possible to add a new stat? say, Concentration, example;;
[/quote]
Yep, but it won't be displayed without Code Editing.
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Re: [1.10s] Some skill question's, and a damage/stat questio
[quote=Joel";p="133016"]
[quote=LiNkIn_PaRk";p="132964"]
Also, would it be at all possible to add another type of elemental damage (in my case Shadow damage) ?
[/quote]
Yes but it's very very hard.
[/quote]
Can you explain how to do this?
[quote=LiNkIn_PaRk";p="132964"]
Also, would it be at all possible to add another type of elemental damage (in my case Shadow damage) ?
[/quote]
Yes but it's very very hard.
[/quote]
Can you explain how to do this?
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Re: [1.10s] Some skill question's, and a damage/stat questio
Well :
1) Create a new aura called MonsterSensitiveToShadow and apply it to any monster you need to be sensible to your "shadow" damage.
This aura use a stat : monster_shadow_sensitivity. And set it to a number between 0 and 100. If a monster have 100 in this stat, it will take full damage of shadow damage. Also this aura set a stat called monster_shadow_dmg_done to 0
2) Also creat a Aura that is a "negative" prayer. An aura with -hp-regen. In the calc column of this one, put a formula involving monster_shadow_sensitivity. like for ex :
-10*stat("monster_shadow_sensitivity".accr)*stat("monster_shadow_dmg_done".accr)
3) Now, on all your weapon and or spells that use the Shadow damage add either a curse on hit either a stat alteration that raise monster_shadow_dmg_done an deal at least 1 dmg of any kind.
What will happen ?
Well, once monster_shadow_dmg_done is > 0 , the prayer will start draining it's life. Note that this technic is quite imperfect :
-> first these new dmg don't give XP (or i have missed something )
-> that's a lot of aura/curse/stat to manipulate :p
1) Create a new aura called MonsterSensitiveToShadow and apply it to any monster you need to be sensible to your "shadow" damage.
This aura use a stat : monster_shadow_sensitivity. And set it to a number between 0 and 100. If a monster have 100 in this stat, it will take full damage of shadow damage. Also this aura set a stat called monster_shadow_dmg_done to 0
2) Also creat a Aura that is a "negative" prayer. An aura with -hp-regen. In the calc column of this one, put a formula involving monster_shadow_sensitivity. like for ex :
-10*stat("monster_shadow_sensitivity".accr)*stat("monster_shadow_dmg_done".accr)
3) Now, on all your weapon and or spells that use the Shadow damage add either a curse on hit either a stat alteration that raise monster_shadow_dmg_done an deal at least 1 dmg of any kind.
What will happen ?
Well, once monster_shadow_dmg_done is > 0 , the prayer will start draining it's life. Note that this technic is quite imperfect :
-> first these new dmg don't give XP (or i have missed something )
-> that's a lot of aura/curse/stat to manipulate :p
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Re: [1.10s] Some skill question's, and a damage/stat questio
[quote=Joel";p="133038"]
-& first these new dmg don't give XP (or i have missed something )
[/quote]
With this method, would setting the exp column to 1 in states.txt have any effect?
-& first these new dmg don't give XP (or i have missed something )
[/quote]
With this method, would setting the exp column to 1 in states.txt have any effect?
Last edited by Darque on Wed Oct 15, 2003 9:34 pm, edited 1 time in total.
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Re: Skills Edition : Addding New Damage Types
What if you want everyone to be sensetive to that damage? I made Rainbow damage and Magic damage, but I want to apply this to everyone.
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Re: Skills Edition : Addding New Damage Types
you have to give the rainbow_sensitive aura to every monsters.
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Re: [1.10s] Some skill question's, and a damage/stat questio
[quote=Joel";p="133038"]Well :
1) Create a new aura called MonsterSensitiveToShadow and apply it to any monster you need to be sensible to your "shadow" damage.
This aura use a stat : monster_shadow_sensitivity. And set it to a number between 0 and 100. If a monster have 100 in this stat, it will take full damage of shadow damage. Also this aura set a stat called monster_shadow_dmg_done to 0
2) Also creat a Aura that is a "negative" prayer. An aura with -hp-regen. In the calc column of this one, put a formula involving monster_shadow_sensitivity. like for ex :
-10*stat("monster_shadow_sensitivity".accr)*stat("monster_shadow_dmg_done".accr)
3) Now, on all your weapon and or spells that use the Shadow damage add either a curse on hit either a stat alteration that raise monster_shadow_dmg_done an deal at least 1 dmg of any kind.
What will happen ?
Well, once monster_shadow_dmg_done is > 0 , the prayer will start draining it's life. Note that this technic is quite imperfect :
-> first these new dmg don't give XP (or i have missed something )
-> that's a lot of aura/curse/stat to manipulate :p[/quote]
a few questions from a newbe..
1) - in which file you make a new aura (skills.txt?) and what more values do you need to add?
- how and where do you make these two stats?
2) in skills.txt and does it need more values to be filled in?
thanks
1) Create a new aura called MonsterSensitiveToShadow and apply it to any monster you need to be sensible to your "shadow" damage.
This aura use a stat : monster_shadow_sensitivity. And set it to a number between 0 and 100. If a monster have 100 in this stat, it will take full damage of shadow damage. Also this aura set a stat called monster_shadow_dmg_done to 0
2) Also creat a Aura that is a "negative" prayer. An aura with -hp-regen. In the calc column of this one, put a formula involving monster_shadow_sensitivity. like for ex :
-10*stat("monster_shadow_sensitivity".accr)*stat("monster_shadow_dmg_done".accr)
3) Now, on all your weapon and or spells that use the Shadow damage add either a curse on hit either a stat alteration that raise monster_shadow_dmg_done an deal at least 1 dmg of any kind.
What will happen ?
Well, once monster_shadow_dmg_done is > 0 , the prayer will start draining it's life. Note that this technic is quite imperfect :
-> first these new dmg don't give XP (or i have missed something )
-> that's a lot of aura/curse/stat to manipulate :p[/quote]
a few questions from a newbe..
1) - in which file you make a new aura (skills.txt?) and what more values do you need to add?
- how and where do you make these two stats?
2) in skills.txt and does it need more values to be filled in?
thanks
Last edited by ekkoper on Mon Apr 05, 2004 5:48 pm, edited 1 time in total.
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Re: [1.10s] Some skill question's, and a damage/stat questio
[quote=Beliel's Minion";p="172450"]a few questions from a newbe..
1) - in which file you make a new aura (skills.txt?) and what more values do you need to add?
- how and where do you make these two stats?
2) in skills.txt and does it need more values to be filled in?
thanks[/quote]
(1) yes you use skills.txt but if you want it to be a char skill you also use skilldesc.txt.
1) - in which file you make a new aura (skills.txt?) and what more values do you need to add?
- how and where do you make these two stats?
2) in skills.txt and does it need more values to be filled in?
thanks[/quote]
(1) yes you use skills.txt but if you want it to be a char skill you also use skilldesc.txt.
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Re: [1.10s] Some skill question's, and a damage/stat questio
[quote=Joel";p="133038"]
-> first these new dmg don't give XP (or i have missed something )
[/quote]
What you could do is give the monster another aura that gives the player exp based on the damage that the new element does. The problem with that though is that you'll get exp on every hit instead of every enemy death like it should.
-> first these new dmg don't give XP (or i have missed something )
[/quote]
What you could do is give the monster another aura that gives the player exp based on the damage that the new element does. The problem with that though is that you'll get exp on every hit instead of every enemy death like it should.
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[quote=Beliel's Minion";p="172452"][quote=Beliel's Minion";p="172450"]a few questions from a newbe..
1) - in which file you make a new aura (skills.txt?) and what more values do you need to add?
- how and where do you make these two stats?
2) in skills.txt and does it need more values to be filled in?
thanks[/quote]
(1) yes you use skills.txt but if you want it to be a char skill you also use skilldesc.txt.[/quote]
Okay..
In skills.txt:
new row 'MonsterSensitiveToShadow':
Do I set the aurastat1 to 'monster_shadow_sensitivity'? (and then set the aurastatcalc1 to what?)
Do I set the aurastat2 to 'monster_shadow_dmg_done'? (and then set the aurastatcalc2 to what?)
How do I create the negative prayer?
How do I give the stat to a weapon so it deald damage to a monster which the stat is given?
-----
Isn't there an already existing stat/aura that works the same way, so I can copy/edit that one?
I really need this, adding new damage types, for my mod..
Could anyone help me?
1) - in which file you make a new aura (skills.txt?) and what more values do you need to add?
- how and where do you make these two stats?
2) in skills.txt and does it need more values to be filled in?
thanks[/quote]
(1) yes you use skills.txt but if you want it to be a char skill you also use skilldesc.txt.[/quote]
Okay..
In skills.txt:
new row 'MonsterSensitiveToShadow':
Do I set the aurastat1 to 'monster_shadow_sensitivity'? (and then set the aurastatcalc1 to what?)
Do I set the aurastat2 to 'monster_shadow_dmg_done'? (and then set the aurastatcalc2 to what?)
How do I create the negative prayer?
How do I give the stat to a weapon so it deald damage to a monster which the stat is given?
-----
Isn't there an already existing stat/aura that works the same way, so I can copy/edit that one?
I really need this, adding new damage types, for my mod..
Could anyone help me?
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Re: Skills Edition : Addding New Damage Types
Yes for an arua i just copied one from 'paladins' skills. ex: i just copied 'Holy Shock' to make= 'Holy Plague'< an arua that deals damge>Isn't there an already existing stat/aura that works the same way, so I can copy/edit that one?
So yes...
You may not have noticed, the question was asked just about three months ago. I would imagine ekkoper has either found an answer on his own (or in another forum), or he no longer cares. That is the hazard of reviving stale topics.
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Last edited by Myhrginoc on Thu Sep 09, 2004 2:14 am, edited 1 time in total.
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Re: Skills Edition : Addding New Damage Types
You know how there are several different magical elements but there's only one kind of "physical" damage.
I think that the physical damage should be devided up into a few different categories.
Piercing: arrows and spears
Cleaving: swords and axes
Impact: maces, clubs, hammers
Blast: explosion damage (different from fire)
Laceration: whips and knives (shallow flesh wounds)
Different armors could protect better against different damage.
Also it would be cool to divide up "Poison" damage into a few categories:
Venom: snake and spider bites
Septic: zombie attack, poop in a wound
Noxium: poisonous gas
Acid: Maggot spit (burns on contact)
Vomit: food poisoning, drinking a poison potion
There would need to be a different cure for each kind of poison.
Well, since I'm disecting damage, here's my idea for some new magic damage elements.
Holy: would only damage undead and demons
Evil: Drain life, blood star, Diablo's red ligtning
any more ideas?
I think that the physical damage should be devided up into a few different categories.
Piercing: arrows and spears
Cleaving: swords and axes
Impact: maces, clubs, hammers
Blast: explosion damage (different from fire)
Laceration: whips and knives (shallow flesh wounds)
Different armors could protect better against different damage.
Also it would be cool to divide up "Poison" damage into a few categories:
Venom: snake and spider bites
Septic: zombie attack, poop in a wound
Noxium: poisonous gas
Acid: Maggot spit (burns on contact)
Vomit: food poisoning, drinking a poison potion
There would need to be a different cure for each kind of poison.
Well, since I'm disecting damage, here's my idea for some new magic damage elements.
Holy: would only damage undead and demons
Evil: Drain life, blood star, Diablo's red ligtning
any more ideas?
Last edited by LewyT on Tue Aug 30, 2005 12:55 am, edited 2 times in total.
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Re: Skills Edition : Addding New Damage Types
The game was coded to have slash/crush/whatever damage types at one point, but it was removed instead of released. Probably just too much effort.
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Re: [1.10s] Some skill question's, and a damage/stat questio
How to make new "pages" in the "stat window"
Is there some tools I could use to make these new stats to work easily?
Is there some tools I could use to make these new stats to work easily?
Last edited by DragonOracle on Sat Jan 28, 2006 1:59 am, edited 1 time in total.
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Re: Skills Edition : Addding New Damage Types
What about sort of a new element type? How would that work? Like adding a Dark energy that the Necro uses. Sorta like how sorc has lit/fire/cold skills. Make a new type of elemental damage so the Necro can have some offensive caster skills.
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[quote=ChaosMaster_711";p="315695"]How exactly can you create the elem type so you can put it as the elem as a dam with it displaying image and having a blind effect [/quote]
you can't not without extreme CE
you can't not without extreme CE
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Re: Skills Edition : Addding New Damage Types
Sorry about reviving an old thread again (looks like it's been done about 3 times with this one already!).
The last response in the thread was "you can't not without extreme CE," in regards to a question about asking how to adding a new element. That's the response that I've heard in several instances, so I guess my question, to kick-start this thread, is:
What kind of extreme Code Editing are we talking about? I'm relatively saavy with the txt files, and I'm somewhat decent at hex, so maybe if someone here really knows how these additions could be made, I could follow along. It's highly possible I won't understand a word (if it's really, really extreme), but we won't ever know until those words are spoken!
Thanks!
The last response in the thread was "you can't not without extreme CE," in regards to a question about asking how to adding a new element. That's the response that I've heard in several instances, so I guess my question, to kick-start this thread, is:
What kind of extreme Code Editing are we talking about? I'm relatively saavy with the txt files, and I'm somewhat decent at hex, so maybe if someone here really knows how these additions could be made, I could follow along. It's highly possible I won't understand a word (if it's really, really extreme), but we won't ever know until those words are spoken!
Thanks!
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Extreme coding is only needed if you want the new damage to be carried by weapon, skills. If you want to make it like Holy Fire (pulses damage every x seconds) , it should work fine. Generally when he means extreme coding it means you need some knowledge about programming, like C++, some debugging skills, with Ollydbg, and some knowledge of internal D2.
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