Diablo 2 Mod Testing
Moderator: Nizari
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- Posts: 67
- Joined: Tue Sep 04, 2012 4:13 am
Diablo 2 Mod Testing
Hi,
how do you test your mod?
just by making a lvl 1 sorc and rushing into the Den of Evil ??
playing for 100 hours to see everything that you implented?
or use a hero editor? I do not know if this is still possible in LoD 1.14D, because I did not find the save file for my char...
or do you change some variables like the xp gain / item drops, so that you see everything faster?
any ideas are welcome
how do you test your mod?
just by making a lvl 1 sorc and rushing into the Den of Evil ??
playing for 100 hours to see everything that you implented?
or use a hero editor? I do not know if this is still possible in LoD 1.14D, because I did not find the save file for my char...
or do you change some variables like the xp gain / item drops, so that you see everything faster?
any ideas are welcome
Re: Diablo 2 Mod Testing
Depends on what I am testing, most cases I as xp so I can get to a good level depending on my needs. I use cube a lot to give stats and skills for testing.
Most of my testing is done in act 1 unless it's something specific to a different act.
Most of my testing is done in act 1 unless it's something specific to a different act.
Re: Diablo 2 Mod Testing
If you have to test monsters, (AI,skills,general behavior), or character skills then go with a cheater char (or cheat with cube as K0r3l1k said)
Same if you have to test some mechanics you added in your mod.
If you want to test your mod's playability and real gameplay, I'd recommend a playthrough with a fresh char
Same if you have to test some mechanics you added in your mod.
If you want to test your mod's playability and real gameplay, I'd recommend a playthrough with a fresh char
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
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- Posts: 67
- Joined: Tue Sep 04, 2012 4:13 am
Re: Diablo 2 Mod Testing
what do you mean with "cheat with cube"?Ogodei wrote: ↑Sat Mar 24, 2018 8:59 amIf you have to test monsters, (AI,skills,general behavior), or character skills then go with a cheater char (or cheat with cube as K0r3l1k said)
Same if you have to test some mechanics you added in your mod.
If you want to test your mod's playability and real gameplay, I'd recommend a playthrough with a fresh char
should I add cube recipes that make me able to convert a trash item that drops regulary into a unique item i wanna see and test?
Re: Diablo 2 Mod Testing
Exactly
You can use the cube to give yourself stats, skills, and good items at start that's extremely useful when testing
You can use the cube to give yourself stats, skills, and good items at start that's extremely useful when testing
Terms of Service
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
My tutorials:
AIs:
Fixing the Shadow Master's AI
The Shadow Master's AI Compendium
The Shadow Warrior's AI Compendium
The DruidBear's AI Compendium
The DruidWolf's AI Compendium
The Vines AI Compendium
Use every AI as Minion for the Player [Thanks to Necrolis]
Adding simple commands to the Shadow Master's AI
Skills:
Fixing SrvDoFunc 49
Creating a proper summoning skill for enemy monsters
Revive super uniques and bosses
Misc:
Changing reanimated monsters life span [thanks to Necrolis]
My resources:
Ogodei's Diablo I Monster Pack - Final
Ogodei's Diablo I Item Pack v1.00
Ogodei's Autumnal Act I
Re: Diablo 2 Mod Testing
You can also us misc.txt to create potions or tokens or something like that to increase experience so that leveling is not needed at all. Almost everything else can be done with items, there is nothing bad in creating a charm with +1 teleport, +2000 life and +1000 mana if you just want to test something on higher difficulties and need to rush through the game easily.
To get to lvl X simply create an item in misc.txt with following properties:
(copy thawing potion so that you dont have to do more stuff manually)
pspell=3
stat1=experience
stat1calc=whatever experience you need for lvl X
Then create a cube recipe for that item or make it accessible from vendors.
After using the item, simply kill any monster to level up.
Changing xp requirements for levels is possible too, but this way you can leave the experience table as it is.
Using character editors will only work as long as nothing major has been changed. If you alter save bits for stats that get saved on the character, you will not be able to use an editor so simply use cube recipes, charms and potions. With pspell 3 you can add any stat that gets saved with your character permanently - hitpoints, dexterity, skill points, experience, etc. Stats that do not get saved can also be added, but this effect gets lost when you exit the game unless you change this in itemstatcost.txt
To get to lvl X simply create an item in misc.txt with following properties:
(copy thawing potion so that you dont have to do more stuff manually)
pspell=3
stat1=experience
stat1calc=whatever experience you need for lvl X
Then create a cube recipe for that item or make it accessible from vendors.
After using the item, simply kill any monster to level up.
Changing xp requirements for levels is possible too, but this way you can leave the experience table as it is.
Using character editors will only work as long as nothing major has been changed. If you alter save bits for stats that get saved on the character, you will not be able to use an editor so simply use cube recipes, charms and potions. With pspell 3 you can add any stat that gets saved with your character permanently - hitpoints, dexterity, skill points, experience, etc. Stats that do not get saved can also be added, but this effect gets lost when you exit the game unless you change this in itemstatcost.txt
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- Posts: 67
- Joined: Tue Sep 04, 2012 4:13 am
Re: Diablo 2 Mod Testing
thx!gcc wrote: ↑Sun Mar 25, 2018 5:02 pmYou can also us misc.txt to create potions or tokens or something like that to increase experience so that leveling is not needed at all. Almost everything else can be done with items, there is nothing bad in creating a charm with +1 teleport, +2000 life and +1000 mana if you just want to test something on higher difficulties and need to rush through the game easily.
To get to lvl X simply create an item in misc.txt with following properties:
(copy thawing potion so that you dont have to do more stuff manually)
pspell=3
stat1=experience
stat1calc=whatever experience you need for lvl X
Then create a cube recipe for that item or make it accessible from vendors.
After using the item, simply kill any monster to level up.
Changing xp requirements for levels is possible too, but this way you can leave the experience table as it is.
Using character editors will only work as long as nothing major has been changed. If you alter save bits for stats that get saved on the character, you will not be able to use an editor so simply use cube recipes, charms and potions. With pspell 3 you can add any stat that gets saved with your character permanently - hitpoints, dexterity, skill points, experience, etc. Stats that do not get saved can also be added, but this effect gets lost when you exit the game unless you change this in itemstatcost.txt
I created a Misc - with XP Stamina Potion.txt file for debugging purpose only.
I re-designed the stamina potion into a XP potion^^
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- Paladin
- Posts: 138
- Joined: Mon Aug 06, 2012 10:55 pm
Re: Diablo 2 Mod Testing
This may be an old post but another way to test a certain act without rushing yourself is the target line commands such as -act5. Then you use potions and what not to increase or decrease your exp to the desired level.