Search found 84 matches
- Wed Jul 26, 2023 12:17 am
- Forum: General Mod Making
- Topic: Guide to Converting/Simulating 1.09 in 1.10f-1.14
- Replies: 3
- Views: 353
Re: Guide to Converting/Simulating 1.09 in 1.10f-1.14
Thanks for shedding more light on the subject! I didn't know it was so bad in 1.10+. I love so many pre 1.10 features that are so hard to bring back in 1.10+ that after many iterations I moved back to modding 1.09 which is ofc very limited... These are some really cool ideas of a new skills for duri...
- Wed Jul 19, 2023 1:19 am
- Forum: General Mod Making
- Topic: Guide to Converting/Simulating 1.09 in 1.10f-1.14
- Replies: 3
- Views: 353
Re: Guide to Converting/Simulating 1.09 in 1.10f-1.14
Hey Cypress, One of the things from 1.09 that I have tried to replicate in 1.10 and failed is duriels charge. His aip are hardcoded in 1.09 so I don't know the exact values. But while I was testing different numbers I noticed that his charge is broken in 1.10+. When you run from his charge he will b...
- Tue Jun 27, 2023 9:40 pm
- Forum: General Mod Making
- Topic: Untargetable summons
- Replies: 2
- Views: 207
Re: Untargetable summons
Thanks, damn 1.09 doesn't have this srvdofunc column softcoded in skills.txt. looks like I'm screwed.
- Tue Jun 27, 2023 9:23 pm
- Forum: General Mod Making
- Topic: Untargetable summons
- Replies: 2
- Views: 207
Untargetable summons
Hello,
I would like to make spirits and vines untargetable like the ravens are. I have tried with setting spirit of oak baseid to that of raven but it didn't work. It still had hp bar and was attacked. Does anyone have an idea how to achieve it?
I would like to make spirits and vines untargetable like the ravens are. I have tried with setting spirit of oak baseid to that of raven but it didn't work. It still had hp bar and was attacked. Does anyone have an idea how to achieve it?
- Sun Oct 09, 2022 8:17 pm
- Forum: General Mod Making
- Topic: Reducing junk drops with no drop
- Replies: 2
- Views: 2654
Re: Reducing junk drops with no drop
Thank you for your answer Cypress. But setting drop values to 0 will make other items drop more often. I don't want to impact drop rates for other items, just filter off ammo without using actual loot filter. How about creating new TC that only has no drop in it and putting it in ammo TC replacing b...
- Sun Oct 09, 2022 1:12 pm
- Forum: General Mod Making
- Topic: Reducing junk drops with no drop
- Replies: 2
- Views: 2654
Reducing junk drops with no drop
Hello, I would like to reduce screen clutter with junk drops but without impacting drop rates for other items. For example I would like to replace ammo drops with no drop. So when I put high number in nodrop column on ammo row, does it impact chances for other items dropping? I've read item generati...
- Thu Jun 30, 2022 8:03 pm
- Forum: Code Editing
- Topic: [1.09b] Allowing all SuperUniques to spawn
- Replies: 0
- Views: 1000
[1.09b] Allowing all SuperUniques to spawn
Hello,
Does anyone know how can I enable all missing superuniques to spawn in 1.09b? I know it has been done in basemod but it doesn't support pre 1.13c. I think Devurandom has done it with code, not by editing maps.
Does anyone know how can I enable all missing superuniques to spawn in 1.09b? I know it has been done in basemod but it doesn't support pre 1.13c. I think Devurandom has done it with code, not by editing maps.
- Sun Jun 19, 2022 6:22 pm
- Forum: General Mod Making
- Topic: Circlets item type
- Replies: 2
- Views: 1066
Re: Circlets item type
Thank you so much for detailed answer. Yeah, part one is exactly how I see it. It really got me confused that wiki states class specific helms are included and circlets aren't. They are actually the same, so the should work the same. Both class specific helms and circlets have helms as parent iType....
- Sun Jun 19, 2022 12:44 pm
- Forum: General Mod Making
- Topic: Circlets item type
- Replies: 2
- Views: 1066
Circlets item type
D2 wikis state that Helms: include Animal Pelts (Druid Items) and Primal Helms (Barbarian Items) but not Circlets. Is that actually correct? They all have Equiv1 helm in itemtypes.txt. So they all get affixes that spawn on helms right? I really don't get it why druid and barb helms are included and ...
- Thu Oct 28, 2021 6:45 pm
- Forum: General Mod Making
- Topic: [1.13c] Unique shamans summoning other shamans
- Replies: 1
- Views: 747
[1.13c] Unique shamans summoning other shamans
I would like to bring back pre 1.10 unique shamans which had shamans as minions and could summon them. Is that hc of sc edit? Edit: I have tried with removing fallens from minion1 column in monstats.txt. That made unique shamans have shamans as minions but it broke other things: -regular shamans no ...
- Sat Apr 17, 2021 12:30 pm
- Forum: Code Editing
- Topic: [1.09B] chill and poison state
- Replies: 0
- Views: 567
[1.09B] chill and poison state
Does anyone know where in 1.09b I can turn off the blue and green palshifts for chill/freeze and poison state? This was easily done in 1.10+ but in 1.09b it's hardcoded. Thanks!
- Mon Apr 12, 2021 4:30 pm
- Forum: Code Editing
- Topic: [1.13c] Monster resists cap
- Replies: 4
- Views: 1279
Re: [1.13c] Monster resists cap
Thank you so much jassedazebra!!!
So monster with 95 res will still have immune text even though he is not immune? If that's the case I can just change the text to "resist to x" and it will be fine
So monster with 95 res will still have immune text even though he is not immune? If that's the case I can just change the text to "resist to x" and it will be fine
- Sun Apr 11, 2021 11:26 pm
- Forum: Code Editing
- Topic: [1.13c] Monster resists cap
- Replies: 4
- Views: 1279
[1.13c] Monster resists cap
I would like to cap max resistances for monsters to 95%, does anyone know where I can set it?
- Sat Mar 13, 2021 5:48 pm
- Forum: General Mod Making
- Topic: Duriel's nerf
- Replies: 2
- Views: 370
Re: Duriel's nerf
thanks, yeah, I cannot find these values anywhere...
- Fri Mar 12, 2021 1:47 am
- Forum: General Mod Making
- Topic: Duriel's nerf
- Replies: 2
- Views: 370
Duriel's nerf
Duriel used to be way more agressive and dangerous in older patches.
I was sarching in patch notes what exacly has been changed but couldn't find anything.
Can someone please explain what exacly has been changed and how to revert it? I believe it has something to do with his charge attack?
I was sarching in patch notes what exacly has been changed but couldn't find anything.
Can someone please explain what exacly has been changed and how to revert it? I believe it has something to do with his charge attack?
- Sun Jan 10, 2021 9:34 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
v1.13.5. has been released on MODDB website.
Also @devurandom : what do you think about changing the autopick sound for gold from usual item pickup sfx to gold drop sfx? I think gold drop sfx is really cool and it's missing with auto pickup
Also @devurandom : what do you think about changing the autopick sound for gold from usual item pickup sfx to gold drop sfx? I think gold drop sfx is really cool and it's missing with auto pickup
- Sun Apr 26, 2020 2:33 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
Now that sounds great! Just the type of answer I was hoping you. Thank you very much!
- Fri Apr 24, 2020 11:03 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
Hey devurandom, I know the mod is on hold right now but what do you think about implementing in the future fix for scroll of malah bug? You know the one when you loose the resistances you get from scrolls when you die in this game.
- Sat Apr 11, 2020 8:45 pm
- Forum: Code Editing
- Topic: [1.13C] Ethereal items transparency
- Replies: 4
- Views: 653
[1.13C] Ethereal items transparency
Hello,
How can I turn off transparency for ethereal items?
How can I turn off transparency for ethereal items?
- Mon Apr 06, 2020 11:34 pm
- Forum: General Mod Making
- Topic: How to Mod Diablo II Video Guides
- Replies: 3
- Views: 480
Re: How to Mod Diablo II Video Guides
Great idea, i hope it will draw more ppl into d2 modding. Keep it up!
- Thu Jan 16, 2020 7:02 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
Ohh sorry, that was a typo, ofc I meant Path of Diablo. It's newest version has 1068x600 and its just perfect, looks very clean without the black borders and doesn't break the game.
- Mon Jan 13, 2020 9:15 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
Hey Devurandom,
What do you think about adding widescreen 1068X600 support like in the newest Patch of Diablo update that is comming up?
What do you think about adding widescreen 1068X600 support like in the newest Patch of Diablo update that is comming up?
- Wed Jun 19, 2019 7:41 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
I always get hype when I see this thread updated. Yeah, the moment devurandom posts update is breath taking! Got another idea - manually setting item type text color. So for example being able to change rare items yellow text into one of few options like purple, cyan etc. What do you think about th...
- Sun Jun 16, 2019 3:44 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
Amazing work devurandom! Thank you so much for another cool feature!
Could you explain how exacly does the Linear Magic Find Option work?
Could you explain how exacly does the Linear Magic Find Option work?
- Sat May 18, 2019 5:23 pm
- Forum: Member Аnnouncements
- Topic: BaseMod Plugin
- Replies: 514
- Views: 115137
Re: BaseMod Plugin
Not from dropping but from being shown when pressing alt, item will still be there and you may pick it up but pressing alt doesn't highlight it. Very usefull when there are lots of items on the ground and would make late game much more enjoyable