Search found 424 matches
- Sun Mar 24, 2024 1:30 am
- Forum: General Mod Making
- Topic: Manipulating Sockets: Softcoded 7 Sockets
- Replies: 2
- Views: 379
Re: Manipulating Sockets: Softcoded 7 Sockets
Hi aasa0001, that's not exactly the same in LOD. You won't be seeing numbers that large in LOD ever, in LOD it underrolls to 255 sockets, although either way it's a problem. Although with careful design, you shouldn't ever end up with less than -100 socket multiplier.
- Sat Mar 23, 2024 3:08 pm
- Forum: General Mod Making
- Topic: Guide to Events, Itemevents and Auraevents
- Replies: 0
- Views: 104
Guide to Events, Itemevents and Auraevents
This is a guide describing events, itemevents and auraevents. Itemevents and auraevents are separate since they don't seem to share functions. CREDITS: Silvermane and Necrolis for confirming that the doactive event is non-functional. Nefarius and BrotherLaz for writing the missiles.txt guide, which ...
- Tue Mar 05, 2024 1:07 am
- Forum: Skill Clinic
- Topic: [1.14D] Aura on Gethit(?)
- Replies: 3
- Views: 594
Re: [1.14D] Aura on Gethit(?)
In the case of Enchant, hitpoints gained from hpregen will be saved regardless of the source, so there's no advantage to using an aura in that case. In the case of auras, hitpoints and perdelay is irrelevant for ctc, as it will only activate once on ctc, and so you will only heal once whether the pe...
- Mon Mar 04, 2024 1:34 am
- Forum: Skill Clinic
- Topic: [1.14D] Aura on Gethit(?)
- Replies: 3
- Views: 594
Re: [1.14D] Aura on Gethit(?)
Hi Woestave , a cast aura will only be active for up to the duration of its perdelay column, in frames. Auras have perdelay=50 by default, so they will last anywhere from 1 to 50 frames (perdelay seems to be on a global timer, so depending on luck it may go away almost instantly or up to its max dur...
- Sat Mar 02, 2024 4:14 pm
- Forum: General Mod Making
- Topic: [1.14D] Unique monster stats
- Replies: 2
- Views: 59
Re: [1.14D] Unique monster stats
Hi Woestave , see: https://www.theamazonbasin.com/wiki/index.php/Unique_(monster). Note that monumods.txt is basically two different txt files crammed together, with constants being independent of the rest of the txt file. So rather than gaining a life bonus from rndname, hpmultiply, light and level...
- Sat Mar 02, 2024 3:37 pm
- Forum: General Mod Making
- Topic: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids
- Replies: 35
- Views: 2935
Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids
Thanks Nagahaku ! Yes, definitely seems to occur on Coldworm. And it doesn't seem to be poison length reduction, but rather a hidden poison resistance bonus that pushes her into immunity when you wouldn't expect it; in some cases, resistances do not display immunities. At 0% resistance, with no addi...
- Sat Mar 02, 2024 2:14 pm
- Forum: General Mod Making
- Topic: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids
- Replies: 35
- Views: 2935
Re: Guide to Monumods, Shrine Missiles, Monstats HCIDX and Monstats Baseids
Great finds Nagahaku ! Although I'm unable to confirm the anti-poison logic. The 75% poison resistance is definitely there, but I've been testing maggotqueen1 and am unable to get it to provide effective poison immunity: on a test zombie with maggotqueen1, 1% poison resistance is easily killable wit...
- Sat Mar 02, 2024 1:43 pm
- Forum: General Mod Making
- Topic: The Guide to Almost All Non-Missile Skill Functions
- Replies: 41
- Views: 6432
Re: The Guide to Almost All Non-Missile Skill Functions
Hi GreenDude , that's not a necropost at all, I'm always glad to see contributions to our understanding of Diablo 2. However, I'm not so sure that's correct. From my brief testing, the difference between Fend with par2=60 and par2=1 is immediately clear. 60 takes it's time clearing out an area, and ...
- Tue Feb 20, 2024 11:21 pm
- Forum: General Mod Making
- Topic: Better Scaling Summons? (1.13c)
- Replies: 2
- Views: 74
Re: Better Scaling Summons? (1.13c)
zjat , you can add flat values by giving the minion the stat through their aurastats/passivestats. For example, if you want to give a minion +1 defense per value of some stat or skill, all you'd need to so is add in the stat armorclass and set the calc to scale with the value of your minion defense...
- Tue Feb 20, 2024 11:19 pm
- Forum: General Mod Making
- Topic: AoE based Whirlwind possible? (1.13c)
- Replies: 1
- Views: 43
Re: AoE based Whirlwind possible? (1.13c)
Hi zjat , it is possible. You can add in a Blaze skill that releases aoe weapon damage novas as you move. If you make the radius small enough, it will only hit enemies that you are phasing through with Whirlwind. You could also use some complex Volcano missile interactions to make it so that the Bla...
- Sun Feb 18, 2024 4:05 pm
- Forum: General Mod Making
- Topic: The Guide to Almost All Non-Missile Skill Functions
- Replies: 41
- Views: 6432
Re: The Guide to Almost All Non-Missile Skill Functions
An issue concerning Bash: It seems like after using Bash, its aurastats will persist as long as I keep hitting enemies--and it doesn't matter which skill I use. I am trying to use the Bash function to trigger a CTC effect that is only possible as long as the Bash-granted aurastat is in effect. Howe...
- Fri Feb 16, 2024 11:15 am
- Forum: General Mod Making
- Topic: The Guide to Almost All Non-Missile Skill Functions
- Replies: 41
- Views: 6432
Re: The Guide to Almost All Non-Missile Skill Functions
Awesome find Nagahaku ! From my testing: •Blade Shield's srvdofunc is causing the interruption (the srvstfunc is like an aura, it will repeat the srvdofunc every perdelay frames, so every time the srvdofunc 54 is repeated, it may interrupt) •Dragon Talon is also getting interrupted fully like Dragon...
- Sat Feb 03, 2024 7:29 pm
- Forum: General Mod Making
- Topic: Guide to Elements, Elemtypes and Etypes
- Replies: 0
- Views: 711
Guide to Elements, Elemtypes and Etypes
Elemental types, or elemtypes, or etypes, are the fundamental damage types. They are (barely) defined in ElemTypes.txt, although your only options are to delete elements, change their reference codes or to add new elements. These are the basic rules that apply to all elements: (1) If a skill has ETy...
- Sat Jan 27, 2024 8:10 pm
- Forum: General Mod Making
- Topic: Adding D2R's runewords to LOD 1.13c
- Replies: 4
- Views: 116
Re: Adding D2R's runewords to LOD 1.13c
Yes, that should work.
- Sat Jan 27, 2024 6:24 pm
- Forum: General Mod Making
- Topic: Adding D2R's runewords to LOD 1.13c
- Replies: 4
- Views: 116
Re: Adding D2R's runewords to LOD 1.13c
ssjkakaroto, do you have strings for all the new runewords? A runeword without a string will crash the game when created.
- Tue Jan 23, 2024 11:43 pm
- Forum: General Mod Making
- Topic: About item tooltip string display issue
- Replies: 33
- Views: 2033
Re: About item tooltip string display issue
Desclines with the same priority appear to use desc that have a lower ID in itemstatcost.txt as a lower priority. Meaning, strength and dexterity with the same priority, dexterity will appear above strength because strength has a lower ID. The indestruct property func 20 adds +1 item_indesctructible...
- Sun Jan 21, 2024 6:51 pm
- Forum: General Mod Making
- Topic: About item tooltip string display issue
- Replies: 33
- Views: 2033
Re: About item tooltip string display issue
That's right, I didn't even think of that, the entire calculation is up to a maximum of mlvl, so the +1 should be within the min parentheses, as you have it.
- Sun Jan 21, 2024 12:28 pm
- Forum: General Mod Making
- Topic: About item tooltip string display issue
- Replies: 33
- Views: 2033
Re: About item tooltip string display issue
aprildie , yes. You'd need to: (1) Open patch_d2.mpq with an mpq editor (2) Extract the data\global\excel folder (3) Put it into your Diablo 2 directory, keeping the same directory (so it should look like Diablo II\data\global\excel) (4) Use a sheet editor to modify cubemain.txt, I use AFJ Sheet Ed...
- Sat Jan 20, 2024 10:12 pm
- Forum: General Mod Making
- Topic: How to force a unique monster to display a descstr?
- Replies: 2
- Views: 494
Re: How to force a unique monster to display a descstr?
Hi Karyoplasma , I don't think it's possible to do that without code editing. Andariel has a hardcoded baseid that makes her into a unique monster and drops chipped gems, so the only way to make her compatible would be some janky system where you clone Andariel without her baseid and make it so she ...
- Thu Jan 18, 2024 12:23 pm
- Forum: General Mod Making
- Topic: About item tooltip string display issue
- Replies: 33
- Views: 2033
Re: About item tooltip string display issue
My method has been to create a cube recipe that generates a specific level Large Charm in cubemain.txt, using any input to output the charm. cheat 1 100 1 any cm2,mag 53 0 And I also set the frequency column in magicprefix.txt of the affixes I want to 255, so that they are likely to spawn. (1) Spawn...
- Thu Jan 18, 2024 12:26 am
- Forum: General Mod Making
- Topic: About item tooltip string display issue
- Replies: 33
- Views: 2033
Re: About item tooltip string display issue
Oddly, I can't even seem to generate ilvl=53 large charms with either of the 2%+ magic find affixes. At ilvl=58, Lucky(4-6% MF) starts spawning, and then at ilvl=60, Lucky(2-3% MF) starts spawning. It's as if Large Charms have some secret, hidden effective ilvl deduction of -7. The same applies to o...
- Tue Jan 16, 2024 11:40 pm
- Forum: General Mod Making
- Topic: About item tooltip string display issue
- Replies: 33
- Views: 2033
Re: About item tooltip string display issue
Hi aprildie . What you're looking for is the 'classspecific' column found in magicprefix/magicsuffix/automagic. If classspecific=class, then only class items of that class may spawn with that affix. Barbarians are of the bar class, so their barbarian only helms can gain the affix, but Druids are not...
- Thu Jan 11, 2024 12:02 am
- Forum: General Mod Making
- Topic: The Guide to Almost All Non-Missile Skill Functions
- Replies: 41
- Views: 6432
Re: The Guide to Almost All Non-Missile Skill Functions
Thanks eleriaqueen! That's not a D2R specific difference, that was my mistake in testing. Turns out Vengeance can't use elemental damage nor Etype; it always applies cold length with ELen regardless of the etype set. I've updated the guide accordingly.
- Sat Dec 30, 2023 2:05 pm
- Forum: General Mod Making
- Topic: Item Stat for Summon Minion Damage
- Replies: 2
- Views: 307
Re: Item Stat for Summon Minion Damage
See this thread: https://d2mods.info/forum/viewtopic.php?t=24813 You'll want to make use of calculations to make a new stat/skill add damage to minions. The easiest way would be to add the 'damagepercent' stat to minions equivalent to the amount of your new stat/skill, although a lot of pets already...
- Wed Dec 27, 2023 12:39 am
- Forum: General Mod Making
- Topic: Rerolling upgraded uniques
- Replies: 1
- Views: 587
Re: Rerolling upgraded uniques
If I'm understanding properly, you'll want: For retaining exceptional on upgraded base: input: any,upg,exc output: useitem,mod,reg,exc For retaining elite on upgraded base and exceptional: input: any,upg,eli output: useitem,mod,reg,eli 'any' can be substituted with whatever you want, probably 'armo'...