The formula needs to be in quotes if using the 'min' function.
Try:
"min(24,ln12)+stat('item_fire_arrow'.accr)"
Search found 625 matches
- Fri Apr 09, 2021 5:18 am
- Forum: Skill Clinic
- Topic: Additional missiles formula doesn`t work 1.13c
- Replies: 4
- Views: 947
- Sat Apr 03, 2021 4:21 am
- Forum: General Mod Making
- Topic: The Guide to Almost All Missile Functions
- Replies: 35
- Views: 11744
Re: The Guide to Almost All Missile Functions
Very impressive compilation.
Big props friend.
Big props friend.
- Wed Dec 25, 2019 4:19 pm
- Forum: Member Аnnouncements
- Topic: [Announcement] Diablo2: Dreamlands
- Replies: 53
- Views: 19325
Re: [Announcement] Diablo2: Dreamlands
Just PM Kingpin, he will most likely give you access.
- Sun Nov 17, 2019 3:20 pm
- Forum: General Mod Making
- Topic: Formula problem in skills.txt
- Replies: 5
- Views: 510
Re: Formula problem in skills.txt
What are you using to modify the files?
your formula here is technically erronious, due to the ' marks being open and close variations, which some text editors will do automatically.
see?
stat(‘maxmana’.accr)/2
try copy paste
stat('maxmana'.accr) / 2
see the difference in the ' symbols?
your formula here is technically erronious, due to the ' marks being open and close variations, which some text editors will do automatically.
see?
stat(‘maxmana’.accr)/2
try copy paste
stat('maxmana'.accr) / 2
see the difference in the ' symbols?
- Fri Nov 15, 2019 5:01 pm
- Forum: General Mod Making
- Topic: Formula problem in skills.txt
- Replies: 5
- Views: 510
Re: Formula problem in skills.txt
Param fields do not recognize formulas. Only positive or negative integers.
You can only use calcs in fields labeled calc, like aurastatcalc etc. ( with some exception like tohit, delay, etc)
You can only use calcs in fields labeled calc, like aurastatcalc etc. ( with some exception like tohit, delay, etc)
- Fri Sep 13, 2019 1:52 pm
- Forum: General Mod Making
- Topic: Skill change with item
- Replies: 3
- Views: 346
Re: Skill change with item
Well, you can't do what you want. You can however, have the totem give a skill "Fire Tornado" which is what you describe above, and have all of its power determined by the level of Druid's tornado skill. This accomplishes the goal albeit in a less "clean" manner.
Hope that helps.
Hope that helps.
- Sat Jun 22, 2019 5:20 am
- Forum: General Mod Making
- Topic: [1.1x] How to make a skill's max level rise every six levels.
- Replies: 1
- Views: 544
Re: [1.1x] How to make a skill's max level rise every six levels.
You pretty much need to put an ifcheck into the sklpts field. The following example should accomplish what you want. (((ulvl+1) > (blvl + (base req level))) ? 1 : 199 I will type out what exactly this means to elaborate. If Character's level plus one is greater than the skill's base level plus the r...
- Sat Jan 05, 2019 4:38 pm
- Forum: General Mod Making
- Topic: Useful bit of item info
- Replies: 0
- Views: 669
Useful bit of item info
Good morning all,
I was wondering if we could get this post regarding MagicLevel in weapons/armors/misc linked in some of the pertinent file guides.
I found this information very useful.
Magic Level Tidbit
I was wondering if we could get this post regarding MagicLevel in weapons/armors/misc linked in some of the pertinent file guides.
I found this information very useful.
Magic Level Tidbit
- Fri Dec 28, 2018 6:09 pm
- Forum: Member Аnnouncements
- Topic: Mod Release - "Normal" by Korelik
- Replies: 4
- Views: 1695
Re: Mod Release - "Normal" by Korelik
I'm glad to hear you like the idea of it. Admittedly act 1 and 2 don't offer much in the way of additional features. Once you get a charcater into nightmare its starts to get a little more interesting and challenging. Let me know if you find any major bugs, balance feedback is also welcome (i know t...
- Wed Dec 26, 2018 11:20 pm
- Forum: Member Аnnouncements
- Topic: Mod Release - "Normal" by Korelik
- Replies: 4
- Views: 1695
Re: Mod Release - "Normal" by Korelik
k0r3l1k wrote: ↑Fury is now using S3 anim mode (biting animation). You might want to reconsider that. AFAIK the S3 anim is bugged. I have tested quite thoroughly and not had issues with this particular implementation. Edit: The rollback bug is still in full effect, but that is more than a simple fix.
- Sun Dec 23, 2018 8:42 pm
- Forum: Member Аnnouncements
- Topic: Mod Release - "Normal" by Korelik
- Replies: 4
- Views: 1695
Mod Release - "Normal" by Korelik
Hello and good day! I have been working on a pretty small project over the past few weeks called "Normal". I am please to present it to the community for testing and balance feedback. A little bit about the mod- This mod aims to keep things fairly basic by removing Magic, Rare, Set, Unique and Rune...
- Fri Dec 21, 2018 7:56 pm
- Forum: General Mod Making
- Topic: Converting weapon damage to poison
- Replies: 1
- Views: 476
Re: Converting weapon damage to poison
Nice discovery. Now if only poison damage wasn't totally stupid at stacking xD
- Thu Nov 29, 2018 4:37 am
- Forum: PlugY|NefEx|D2Mod
- Topic: Randnum
- Replies: 1
- Views: 1533
Re: Randnum
I am having the same problem.
- Wed Nov 21, 2018 10:54 pm
- Forum: Le Royaume des Ombres
- Topic: Some news... finally !
- Replies: 12
- Views: 3241
Re: Some news... finally !
Xaphan! Im so glad you're back at it! Your mod is so good you're pretty much my hero.
- Wed Aug 08, 2018 3:15 pm
- Forum: Code Editing
- Topic: How to delet nightmare and hell ?[1.13C]
- Replies: 3
- Views: 1384
Re: How to delet nightmare and hell ?[1.13C]
Couldnt you remove the check when selecting a char in charselect?
- Fri May 18, 2018 7:01 pm
- Forum: General Mod Making
- Topic: Mod with only 1 difficulty
- Replies: 4
- Views: 956
Re: Mod with only 1 difficulty
Everything you describe here is possible without code editing. If you take a look at the tutorials you can get a feel for how to accomplish some of this. The file guides section can tell you how to change the things you want, however it is a lot to learn given the scopw of your project. I suggeat yo...
- Mon May 14, 2018 3:45 pm
- Forum: Member Аnnouncements
- Topic: Project Kalavic (release v0.01.00) Alpha
- Replies: 3
- Views: 1448
Re: Project Kalavic (release v0.01.00) Alpha
Noted. This is a bug caused by the dreamlands addon. I will upload an update tonight.
- Sat May 12, 2018 5:21 pm
- Forum: General Mod Making
- Topic: Newbie questions: are these things possible without CE?
- Replies: 11
- Views: 1954
Re: Newbie questions: are these things possible without CE?
Set minmana column to a sub 0 number and you can cause a skill to generate mana with negative mana cost. This does have the issue of working without hitting a target. Alternatively, you can create a "mana on hit" attribute, then apply some srcdmg to the skill in question. Keep in mind this will have...
- Sat May 12, 2018 5:14 pm
- Forum: Zy-El: Trial by Fire
- Topic: New player maybe missing the point?
- Replies: 14
- Views: 3837
Re: New player maybe missing the point?
Ita not just about creating "godly" gear. Its about know how to take advantage of the mechanics. For example summons gain health and damage from the /players command. If you know what you are doing you can create summons with almost max health, then increase the players setting again to cause eneny ...
- Sat May 12, 2018 12:23 am
- Forum: Zy-El: Trial by Fire
- Topic: New player maybe missing the point?
- Replies: 14
- Views: 3837
Re: New player maybe missing the point?
It is very much a personal preference. You can make much better progress by just killing kobolds and quill rats in blood moor. When you run out save and quit and reload. With a little gear you can up the player count until you get some good drops. Some players have perfected the early stages and can...
- Fri May 11, 2018 9:45 pm
- Forum: Map Editing
- Topic: [Release] Guilds Tileset
- Replies: 12
- Views: 4905
Re: [Release] Guilds Tileset
Beautiful! Very well done!
- Fri May 11, 2018 5:52 pm
- Forum: Job Offerings
- Topic: [REQUEST] Need tutor for making item drop sounds
- Replies: 2
- Views: 3508
Re: [REQUEST] Need tutor for making item drop sounds
Unfortunately the game doesnt support individual drop sounds for unique or set items.
It would require code to accomplish this.
It would require code to accomplish this.
- Tue Apr 24, 2018 8:39 pm
- Forum: General Mod Making
- Topic: bug: gethit-skill Battle Orders on item doesnt work
- Replies: 3
- Views: 682
Re: bug: gethit-skill Battle Orders on item doesnt work
Check skills.txt for column named itemeffect. If it is not 1, that is the problem.
- Tue Apr 24, 2018 7:04 pm
- Forum: Diablo II Chatter
- Topic: Project Kalavic Feedback (v0.01.00)
- Replies: 0
- Views: 1488
Project Kalavic Feedback (v0.01.00)
Please post feedback for the Kalavic mod here to keep the main topic clean for viewing and download.
- Tue Apr 24, 2018 7:02 pm
- Forum: Member Аnnouncements
- Topic: Project Kalavic (release v0.01.00) Alpha
- Replies: 3
- Views: 1448
Project Kalavic (release v0.01.00) Alpha
Greetings! Version 0.01.00 is now available. Change Log: -Populated the remainder of Act 1. -Many additional monsters and monster skills added. -Increased value of some stats on equipment and gems such as Attack Rating, Defense, and Health. -Added resistance magic prefixes. -Improved magic prefix se...